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backspace340

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Everything posted by backspace340

  1. You actually can use the PSVR in DCS - there's a couple of bits of software that mean it can be used with SteamVR. It's obviously not as good as a 'real' PCVR headset.
  2. Anything that runs SteamVR (so Vives, Valve Index, Pimax, Windows Mixed Reality headsets) or the Oculus Rift / Rift S are compatible.
  3. This isn't true anymore - it was fixed a couple of months ago. Runway damage is now synced.
  4. Apparently not - seems like one was added to the Super Hornet HUD but not the legacy: https://forums.eagle.ru/showthread.php?t=239517
  5. If you do not have DL and you haven't locked anyone you will only ever see squares on the HUD - square means friendly or hostile. You can only get a diamond on the HUD if you have more than one source of info saying its hostile - either another plane saying its hostile via data link or your own plane also identifying it as a hostile aircraft with NCTR (which only happens when you lock a contact which is fairly close to you and facing you, sometimes possible when it's going away from you too). What you need to be looking for are the symbols on the radar screen or SA page - green semicircles or circles are friendly, yellow staples or squares are unknown (and if you IFFed it and it stayed yellow, you can assume its hostile - there's no neutral coalitions in DCS), and red carets or diamonds are hostile. You can see which target you've locked on the SA page as it'll have a star in the middle - and once you lock a target you can IFF and it'll change the icon on the radar page (in the middle of the screen). Remember to switch IFF and DL on - press the buttons on the UFC and then press ON.
  6. I have to wait for either the Index to go on sale outside the US/EU or for some brave soul to try 10ft extensions on the Reverb and prove it works (my PC has to sit on the other side of the room from where I play), so plenty of waiting ahead for me!
  7. That sounds like more marketing waffle to me, which is yet another reason why I'm saying we need to wait until people have it in their hands to know more. The points you're all making can't all be true - EITHER it's a 110 degree headset (with 110 degrees of the game being displayed on the screens) but it uses the lenses to allow you to see more of the 110 degrees than other headsets, in which case it has a similar PPD to the Odyssey/Vive Pro with the added benefit of being an RGB stripe screen OR it's a 130 degree headset (with 130 degrees of the game being displayed on the screens) and despite its fancy lenses it's going to have a lower PPD. Honestly it sounds like it might be the first one and the VR journalists have just misunderstood - Valve have never said the FOV, they just said you'd be able to see 20 degrees more than the Vive - if in the Vive you can only see 85 of the 110 degree FOV (because of the poor utilization), then all the lenses/canted screens could be doing is bumping that up to 105. I don't understand how it can be both a 130 degree headset AND have the same PPD as a 110 degree headset. Talk me through the logic of that one...
  8. I don't think that's been proven at all yet - which is why I'm waiting for comparisons from people who actually have it in their hands.
  9. It actually doesn't matter which way round the H or W are - the calculation multiplies the two and then square roots them, so doesn't matter if it's 1440x1600 or 1600x1440, you get the same result. Valve didn't say they ONLY increased FOV with the lenses being closer to the eyes, they said it's a *guaranteed* increase because you can get the lenses close to your eyes to ensure you can get the benefit of the extra FOV. I don't see it claimed anywhere that it's a 110 degree FOV headset with a 20 degree boost just from bringing the lenses closer. Anyway, we can pick apart tiny details till the cows come home - you asked why I wanted to hear more about what it actually looks like through the lenses, and this is why. Is it a load of marketing waffle and it's actually a 130 FOV headset with that resolution - in which case it's got pretty average PPD - or have they performed some magic, in which case I might buy it. I can't buy the Reverb as it can't be extended (or so their QA guy says), so my options are pretty slim at the minute till I hear more.
  10. Its marginally higher resolution is spread over much more FOV. I've seen PPD estimates for the Index around 11, whereas the Rift S is around 12. Both have RGB stripe screens, so should be pretty comparable as you can see from the sub-pixel per degree measure below. Here's a comparison of all the headsets I found here: As you can see, from pure specs, the Reverb blows them both out of the water should have more than 50% more pixels/sub-pixels per degree.
  11. Need to hear more about what it actually looks like through the lenses - should have less PPD/clarity than the Rift S going by the specs.
  12. The current weapon list is here: https://forums.eagle.ru/showthread.php?t=241132 As you can see, there are lots of things on Wikipedia that aren't on that list - ED are building a USAF/ANG Block 50 F-16CM Viper from 2007, not modelling every single variation of Viper there is from all different countries. We didn't / aren't getting other countries' weapons on the Hornet (e.g. ASRAAM), I wouldn't expect it for the Viper.
  13. I don't think a module has ever gone up for pre-sale or been released this early in a day for any module - when ED say a date, they normally mean 'afternoon in Russia' on that date. Check back in 6-10 hours.
  14. It's not true that nothing works, you can order units around via the F10 map and you can take third person control of vehicles (press 'Insert' once you get in them). First person view is what's broken - the view axes are reversed (and make you wanna throw up), and none of the sights work correctly (they're in the wrong place, and there's no zoom).
  15. None of those are the same version that's being modelled. The first one's not a block 50, middle one is a two-seater so not a 16C and the last one is a prototype for a F-16 with a delta wing!
  16. The Hornet got a huge update recently:
  17. I think I've experienced the same thing - but I think it's the brakes thinking they're on. I've noticed a few times that even though the slider I use for the brakes is in the 'off' position, the game is acting like they're on and I have to cycle it (i.e. slide forward to apply and then back to off again) before it notices and takes the brakes off.
  18. I don't think it has a jammer - it basically tries to appear as an enemy aircraft on radar, which it currently does in-game when launched from the F-14B. Enemy aircraft see it on their radar as a contact, and enemy SAMs (including ones that don't normally intercept missiles) shoot at it.
  19. 40nm and 30nm aren't more than 40nm - try 50nm.
  20. Wasn't made by ED and only works as a very big conventional bomb in game, ED haven't simulated a proper nuclear bomb for them.
  21. https://en.wikipedia.org/wiki/Iraq_War
  22. Instead of the screens being perfectly perpendicular to your eye (i.e. flat straight in front of you), they are titled outwards slightly, so the inside edge of each screen (each eye gets it's own screen) is further away from your eye than the outside edge.
  23. Try firing it from more than 40nm - the Hornet can start detecting fighters from around 90nm so just put some in the mission editor that far away coming straight at you at high altitude and try firing at them, you'll see it loft.
  24. Hornets supposedly fired SLAMs during Desert Storm and the SLAM-ER was used in OIF in 2003. Seems like the problem with the JSOW/JASSM on the F-16 was that they weren't used operationally by the F-16C till after 2007, but that doesn't look like it's a problem with the SLAM/SLAM-ER.
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