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TomcatFly

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  1. Hi all, since not still 100% clear to me, few simple questions: 1) in case I create a server myself, e.g. to fly with friends, is it still possible to use SRS? 2) I mean, is the IP address to put in SRS config window the one indicated in the New Server config page during creation? Also, any specific port required like 5008 or so? 3) As an alternative, any possibility tu use an SRS public server (taken from an already existing public server), but still creating a server myself then being able to talk only with friends entering my server? Thank you all!
  2. After few months of pause, me and a friend of mine flew together, I made a server and like before we intended to use voice but we could no hear each other. Very strange, all updated (OB), all checked, voice input devices correctly set and so the rest ok, as well as port 10309 open as TCP/UDP on the router. Until last summer all was fine and working with voice chat too. Any idea? Thank you
  3. Bravi, credo proprio sia la scelta migliore!!
  4. Wow...wow...e ancora wow. E' già stupendo la versione attuale, chissà questa!! E poi VR!! Complimenti davvero ragazzi, non vediamo l'ora di averlo e "volarlo"! Grazie
  5. Hi all, I'm just quite curious: I fly DCS in VR with Oculus Rift S and I made some tests editing _HMD.hlsl file, pushing the #MASKSIZE par down to 0.480 and it still looks great, no black borders or so seen inside. And great performance with the shaders, as always! Any feedback about this specific parameter from other Oculus Rift S users? I understand the parameter can vary depending on the IPD setting each one of us uses, nominal one is perfect for me anyway. Thank you and thanks again for all the efforts and the great job with these shaders!
  6. Miles, ok thanks for the link! Any chance to have the V2 or still nope? V2 ordering procedure is the same I guess, isn't it? Thanks again.
  7. Hi Miles, thanks for quick reply. Well, I looked at the link but I couldnot find "Now shipping" row, but "NOW SERVING"...maybe that one? Also, which is the difference between V1 and V2? Thank you again!
  8. Hi all, any idea at which point of the waiting list the kit have been delivered (if delivered), in case I'd append myself in today? In other words, expected kit delivery times? Oculus Rift S my case. Thank you all.
  9. With this "light" DCS OB update, should we need to disabile/ enable shaders again + fxo and metashaders2 emptying, or not necessary? Thanks
  10. I guessed that, thanks for the confirmation. And thank you again for all you great job and support!!
  11. I know and I have all 3. If I'm not wrong, it seems to me to remember that HMD for base and clear water version are slighlty different, any reason for this? I mean, is there a link with between HMD and clear water settings or not? Thanks for the clarification.
  12. So for example: 1) disable the mod with JSGME 2) remove/rename the 3 files from mod folder 3) enable the mod (same one, but with 3 files removed/renamed and maybe proper _HMD.hlsl) 4) fxo and metashadres2 cleaning and DCS restart Could be? Thanks again!
  13. I'm very happy of basic shaders mod!! Anyway, thinking at those 3 files mentioned above, which is the quickest way to enable/disable clear water? For example, renaming the 3 mentioned files, then cleaning fxo and metashaders2... or I need to do the whole process, this being disable the Mod with the Enabler tool, then adding the other shaders mod ("Clear water" one), then enabling the new mod, then editing _HMD.hlsl with same pars I'm keeping now and finally start DCS waiting for whole recompile? Thank you!
  14. At 0.525 I do not see any dark or not rendered edges around in VR...so with my IPD (63.5) it would seem I could try to reduce little bit more, right? No need to empty fxo and metashaders2 in this case, right? Another thing I need to clarify is which masksize is dominant with these shaders mod? One in DCS VR settings or only MASKSIZE in _HMD.hlsl file? Or these are maybe 2 different settings? Thanks again!
  15. Any indication about the ideal "MASKSIZE" in _HMD.hlsl for the Oculus RIft-S ? In last shaders I see 0.525 ... Thank you
  16. I have last OB, I tested all 3 and stick now on base shaders (no clear water) and no problems running all 3. That work great, as always.
  17. ..in my case is not twitchy but absolutely over controlled unless I reduce the Y saturation to 50% at least.
  18. Amazing update, congratulations and thank you!!! I followed clear procedures on the website, removing the bindings, the previous V1.3 and adding the new one. No problems at all on restart, but only thing I noticed is that the roll and pith sensibility (including standard Y saturation) are exaggerate compared to previous model more/less all other DCS jets I have. Same thurstmaster A10 Hotas stick and throttle system I always used in the years. Last Open Beta. I had to make Y saturations on pitch and roll down to 50% (never did it so far) and even adding 30% of smooth around the center positions (exponential) of pitch and roll axis. Otherwise I can fly the jet, but the with few mils of movement of the stick it rollsl like hell and also the pitch makes it so twitchy and instable, shaking and buffeting on command application as if the controll surface was really opening too much... Looking with F2 makes clear the fact that with standard 100% stick throws the surfaces moves really a lot indeed. Anyone else noticing/experiencing this? And maybe any suggestion about what I may have missed? Thank you and congratulations againfor the new updated marvelous mod!!!
  19. How much do you feel "clear water" shaders version affects the general performance, comparing to shaders basic version?
  20. Any news/suggestion about the not very visible F-16 HUD green data (and I guess all other jet HUD's)? I've the feeling that with previous shaders all was much more readable, more contrast, brighter green color (of course brightness is at max)..
  21. Confirm! I just noticed same thing as soon as entered the F-16, compared to previous shaders version...
  22. Thank you very much for the clear explanation!
  23. I see there's also a version with Water-fx and IC pass.... I'm not so expert, so what could the practical differences be in having IC red or green in multiplayer? With previous shaders (ones before current version 2.5.6.50321) I could use multiplayer with IC pass red with no problems... for this my doubt. Thank you!
  24. Thank you for the reply. So, about point 2: I've Open Beta 2.5.6. So you mean I should only delete fxo and matashaders and it should be enough for recompiling, right? In any case, as told, if I deactivate and activate the shaders again through JSGME, to load DCS and - even more - when loading a new mission 1st time it can take even 4-5 long mins. While removing fxo e metashaders2 only, it just takes 30 to 40 sec more the 1st time. For this my doubt.... Of course, after one or the other thing, all comes back to normality that is very quick DCS and missions loading with my pc and hw. Thank you!
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