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backspace340

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Everything posted by backspace340

  1. They changed it because it was incorrect before. Square means unknown, it doesn't mean friendly. Diamond means hostile. It had another issue before where if someone had their IFF off, then EVERYTHING was showing up as hostile (rather than unknown) - hence the change. What would make life a lot easier would be if they add the friendly HUD symbology.
  2. Do the bombs track or do they just fall in a ballistic arc? If they track you'll see them start swaying around as they navigate onto the laser, if they don't do that there's probably an issue with the laser. If you attach a track someone might be able to work out what's wrong. You could always try the laser guided bomb instant action mission just to verify you're not getting anything simple wrong.
  3. Set EFUZ to INST, MFUZ to OFF.
  4. Your waypoint probably isn't on the ground - set the elevation to whatever the ground-height is.
  5. For me, my IPD is basically the default (62 and some change vs 63 in the headset), and I massively value PPD over FOV at the moment. The Reverb's PPD should finally get us somewhere near the visibility you get from a 1080p monitor, depending on how you set it up. E.G. a 24 inch 1080p screen spaced 1ft in front of your face would have a PPD of 23.4, Reverb is apparently 25PPD (though I've not seen that 100% confirmed yet). I care most of all about being able to see the cockpit clearly, which isn't possible on headsets like the Odyssey (it's good, just not clear enough to always read MFDs/dials without zooming). FOV is secondary to me and comes with its own challenges - the higher the FOV, the more stuff is visible and the more taxing it is on the frame rate. I'm willing to wait for hardware to catch up to increase the FOV at a higher level of clarity. We do have to make a trade-off, and I think the Pimax 5K+ and the Reverb represent the peak of what's possible for both approaches - the Reverb is probably as detailed an image as we can get with current hardware on a standard FOV, and the Pimax is as high an FOV as we can get with current hardware with a slight detail bump. Obviously it's horses for courses, but for people who value FOV or who value clarity, I think their respective choices are obvious - and it's a great thing that we have that choice!
  6. Unless you want AIM-9X's to never hit, I don't think you want combat reliability rates modelled.
  7. It really shouldn't at 1.0PD - plenty of people have run Odysseys and Vive Pros at 1.5PD and that's the same as the Reverb at 1.0PD. Anything from a 1080ti up should be able to run this in DCS at playable framerates.
  8. I believe this issue was introduced with the same patch that added the F-14 (but I can't be sure). Prior to this issue, missile systems like the SA-10, SA-15 and Roland would consistently engage air-to-ground missiles fired in their general vicinity - in a prior build it was impossible to kill the template SA-10 unless you simultaneously fired something like 20+ HARMs at it. The Tor was also pretty reliable at shooting anything down that was fired at it, and the Roland too to a lesser extent. In the current version I can't get the Tor or Roland to engage at all, and the SA-10 only fired at one missile in a test, rather than all four that I fired. This obviously tips the balance massively in favour of SEAD aircraft, as you can basically guarantee that your missiles will get through any missile shield. I've attached three tracks - one of the SA-10, one SA-15 and one with the Roland. For the SA-15 and Roland tracks, I've set up two groups - one just placed as default and the other I've explicitly added that they should engage air weapons in the waypoint options. I'm able to kill the systems in each track with just four HARMs, and only one HARM is engaged by the SA-10, the Tor and Roland don't engage at all. I'm fairly sure that if you run these tracks in the stable branch, you'll have wildly different outcomes because the systems will engage missiles. torbroken.trk rolandbroken.trk sa10broken.trk
  9. I don't think foveated rendering is going to save us in DCS unfortunately - it sounds like it's something the game engine will have to support, and so even if it's added to VR headsets and the major unreal/unity game engines, the chances of it coming to DCS anytime soon are slim.
  10. It's concentrated in a lot less FOV than the Pimax though and more FOV = more stuff needing to be drawn. It should be runnable at 1.0 - like I said I've run my Odyssey (which has basically the same FOV) at 2160x2160 with PD and that was playable without visible stutters.
  11. You can set up a push to talk/activate for capturing the mic in OBS, but annoyingly you can't use any HOTAS keys as it doesn't recognise the HOTAS. To get around that you can use something like Joy2Key which translates a HOTAS button press into a keyboard button press, and then use that for the PTT.
  12. Will quote myself from another thread - I think you'll be fine with a 1080ti:
  13. You won't even necessarily need to do that, I used to run my Odyssey at 1.5PD on a 1080ti (1440x1440 multiplied by 1.5 = 2160x2160), and that was perfectly playable (45+FPS). I've since backed off to 1.4 so I can add x2 MSAA, but I'm expecting to be able to run the Reverb on my 1080ti at 1.0PD possibly with x2 MSAA as well but I'll have to see. If you have a 2080ti you can probably even add some extra PD.
  14. The AWG-9 will automatically prioritise contacts that appear in TWS (which Jester puts it in by default), you do not need to do anything to 'lock' a target in TWS - once a number appears to the right of the contact you can fire a missile at it (assuming you have master arm on, missiles prepped and phoenixes selected) - each missile fired will attack the top priority target and the priority shifts as you fire, so if you have three targets with '1', '2' and '3' next to them, you can fire three missiles and they'll each go for the three different targets (if you fire another three, it'll fire a second missile at each of them). Jester will separately, and sometimes quite slowly, IFF the contacts as they appear on radar. If he IFFs a friendly, that contact will be removed from the AWG-9's missile priority order. That does mean that before he IFFs you might have friendlies in the missile priority order who appear as unknown staples. Those are the very basics, right now Jester uses TWS Auto and doesn't move the scan volume unless you tell him. TWS Auto isn't working properly yet - it's meant to auto-adjust the scan volume to maximise the number of targets being tracked (so if you only have one target on scope, it should track him all the way in). Because that isn't working, it means that Jester is essentially not moving the radar to keep targets in the scan volume and as targets get close to you they tend to disappear above or below where Jester is scanning (as it's a cone which gets smaller at the source). You can manually tell Jester to adjust where he is scanning, but the adjustments are fairly crude and I'm not sure how useful it is in the heat of battle to be digging through the Jester menu. Personally with Jester my tactics have been to either take TWS shots from 40nm or so (so that by the time they get to a distance to drop out of Jester's radar scan, the missiles have already gone pitbull), or I've been getting him to STT the contacts from 30nm or so, then closing to 15-20nm before firing a shot (they know that one's coming because of the STT launch, but if they don't turn away they're dead and most people only seem to realise that too late). If they do go evasive and notch the radar, I normally pick them back up on PAL for a subsequent shot (or the first one impacts).
  15. Nope, it'll be the same as current WMR headsets - you use SteamVR but it's perfectly compatible with the standalone DCS. I use the Odyssey right now on standalone DCS with SteamVR - SteamVR starts automatically when you launch the standalone game.
  16. To put some perspective on performance - this headset should be playable on a 1080ti/2080/2080ti (unless there's something else other than pure pixel count to take account of). Right now I play with an Odyssey (1440x1440 per eye) at 1.4PD and MSAA x2 at playable frames (45+) with a 1080ti. That comes to 2016x2016 per eye with the PD - so not a million miles off 2160x2160 per eye of the Reverb. I've run the Odyssey before at 1.5 with no MSAA (which is exactly 2160x2160) and that was playable, though had a bit of shimmer due to no MSAA. So I'm expecting to be able to run this at 1.0PD with MSAA either off or at x2, with a playable 45+ fps. Obviously if you're running less than a 1080ti/2080/2080ti, then you might struggle.
  17. Check out the DDCS Modern server - pretty much has what you need, it's a bunch of casuals that are all on comms (on discord) who work together on an ad hoc basis depending on who is on at that time of day.
  18. I think it works, you just don't see it scanning because when you're in guns mode the diamond is used for something else (the target if you have a lock, or showing where guns will fall at a certain distance).
  19. It was reported and responded to here: https://forums.eagle.ru/showthread.php?t=235337
  20. I've got labels on in that video - not sure I've done anything particular other than that, I run 1.4PD and MSAA x2 on a Samsung Odyssey (OG not the +).
  21. Yep it has motion smoothing.
  22. That was me - in fairness, it was advice for other beginners in the F-14 on how to progress from stalling and crashing to beating the AI. And it works great against the AI - you can win every fight against the AI by doing that. I wasn't really expecting to be quoted as the last word on how to win all fights against all opponents in a thread with real fighter pilots to critique it :D
  23. The HUD is accurate - later on some were fitted with the Sparrowhawk HUD which added things like speed to the HUD, but what we've got is accurate for As and Bs of the era being represented (think it's meant to be a mid-90s B).
  24. It should be a big step up - it's not only more than twice as many pixels, it's also an RGB screen instead of a pentile screen so the sub-pixel difference is massive. In pure pixels it's 2.1 million vs 4.6 million per eye, but in sub-pixels it's 4.1 million vs 14 million, in the same FOV. There should be essentially no screen door whatsoever with this headset and the extra detail should be massive. Just for comparison, I'm hearing that the Reverb will have 25PPD, this is what the other headsets have right now (I stole this from someone else, so the Pimax 5K isn't here): The Reverb is a massive leap in PPD - basically to the level of the Pimax 8KX but in a normal 110deg FOV.
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