Jump to content

backspace340

Members
  • Posts

    1243
  • Joined

  • Last visited

Everything posted by backspace340

  1. The method changed, you have to enter a PP1 for each station, then you can select all four stations and it'll drop four bombs on four targets when you pickle. If you want to carry 8, set a PP1 and PP2 for each station, and you'll need to manually change them all to PP2 after the first four have dropped.
  2. I think you're confusing the loadout presets with what's available to put on the plane - when you're in the mission editor and go to the loadout screen, what you see is just the presets, and if you change the mission it will filter these - it's EA so there might not be presets for each conceivable loadout. You can make new presets and equip whatever you want though - just click 'New' at the bottom, give it a name and then click on it - then right click on each square/station and it'll give you a list of weapons or extras that can be fitted to that station which you can select.
  3. Has anyone moved from an Odyssey (the OG, not the +) to the Rift S - if so, can you give me a quick pros/cons? I was worried the Rift S would be a side-grade for me, but the Odyssey tracking has been annoying me and I'd like some more visual fidelity. I was considering the Index but it's not available internationally (and I'm not sure it's worth $600 more), and I can't get the Reverb as I'll need to stick at least 6ft extensions on any headset and the Reverb doesn't play nicely. I'm wondering if I should just grab the Rift S now and then wait for the next gen / cable lengths / wireless to catch up later.
  4. Nineline said on discord that some of the Hornet fixes didn't make it in to this build and they're planning another open beta next week with those fixes - hopefully the MSI fixes are in next week's OB.
  5. Pretty sure you've stumbled on the models that have been in since LOMAC - people keep finding them and thinking they're the new models.
  6. Wags has said previously that the Harpoon will come initially with Bearing Only Launch mode, which doesn't need the ground radar (pretty sure that's what the symbology was showing too). So I wouldn't expect to get a placeholder SEA mode when we get the Harpoon - it'll probably come without any AG radar to start and then I assume we'll get the additional mode once SEA is ready.
  7. There really aren't any facts to be disputed here - people have the headset, have measured the FOV in the headset and they've measured the rendered FOV coming out from the games, it's 114 degrees combined horizontal FOV (and as I've shown the diagonal isn't 130 either). Humans are fallible and the reviewers made a mistake based on the marketing spiel. If you want to stick to the belief that it's 130 degrees, go ahead, but it's just plain wrong. P.S. I don't actually have the Index, haven't placed an order or plan to buy it, I've got no skin in this game, there's just a lot of misinformation around.
  8. You will not find 130 degrees FOV mentioned anywhere by Valve, it is not the official specification - they very specifically did not give an FOV number anywhere as they explain in their deep dive that I initially linked. The tech specs from their website literally just say this: All the initial previews/reviews made an error based on this - they took the Vive's 110 degree FOV and added 20 to get 130. So the reviewers claimed the Index was a 130 FOV headset because 110+20=130. But that was never the case - the 'typical' Vive user only sees 95 degrees of the maximum possible FOV of 110 on their Vive because of the face cushion and glasses etc. The calculation should have been 95+20=115 (or 114 actually), not 110+20=130. 150 degrees is the diagonal FOV (which you claimed was 130), based on the Index's 109.4 vertical and 103.6 horizontal FOV per eye which is in the table you've seen. There is no possible way you can get to 130 degrees FOV horizontal or diagonal from any measurement of the Index that people actually have in their hands. It's a mistake, an error, a myth that's been debunked.
  9. HP also reduced the stereo overlap in the Reverb compared to the other headsets, so I wouldn't necessarily use the reduced stereo overlap / 3D picture as a differentiator between the Reverb and Index. There are lots of other things that are more important - like you mentioned clarity, SDE, price etc.
  10. The aircraft will fly your waypoint sequence on autopilot, essentially.
  11. The Index diagonal FOV per eye is around 150 degrees, not sure why you'd think it would be 130 - the old Vive was 145 diagonal FOV per eye so it wasn't likely to be less. You also weren't talking about the Rift S or Reverb, you said the Samsung Odyssey and Vive Pro (and the Quest) have 110 and the Index has 130. The Index doesn't have significantly more FOV, diagonal or vertical/horizontal, than either of those headsets and definitely not 20 degrees more. Like I said - the '130 degrees FOV' figure that was bandied around after the reveal was a mistake based on a misunderstanding. In answer to your question - that second link tells you there's 9 degrees less stereo overlap in the Index compared to the Vive. HP did a similar thing with the Reverb. I've not seen anyone complaining about the level of 3D feeling with either headset.
  12. The Index does not have 130 FOV - Valve themselves say: "The FOV rendered by the GPU for Index is similar to that of a Vive or Vive Pro, but more of that view is delivered to most users." People with the headset have measured it as 110 degrees vertical and 104 degrees horizontal per eye, for a total of 114 degrees combined FOV. The myth of 130 degrees started when Valve said the Index would allow people to see '20 degrees more FOV for the average user than the Vive' but in that average is people that use glasses etc who could never see the full possible FOV in the Vive (you also had to mod the Vive to reduce the padding to be able to see the edges of the screens). They meant the average perceived FOV would go from 94 degrees to 114 degrees - they didn't mean 110 to 130! The myth has been thoroughly debunked by now - the Index has about the same rendered FOV as the previous Vive (tiny bit less per eye, slightly more combined).
  13. They're developing TWS now - it says so in the update. I don't think anything is blocking it or it needs other systems - otherwise they'd mention them in the updates instead of TWS.
  14. It was the PLID video from the mini-updates I believe.
  15. The Index numbers are wrong btw - it has a rendered FOV of around 110. The '130' number came from a misunderstanding. PPD should be comparable to the Vive Pro/Odyssey, but sub-pixels per degree should be around 23.
  16. I think it's just a case of when he considers the week to start - it's fairly common around the world for Monday to be the first day of the week, so if you're on Saturday answering a question, then Monday is 'next week'. It's happened a couple of times during Hornet EA when he's said 'next week' at the weekend, when he meant the immediately following week.
  17. In another comment he says they're having a status update in a meeting on Monday (i.e. today, 1st July). By 'next week' he just meant week commencing 1st July.
  18. KlarSnow is probably the only person in this thread so far who's actually used GMTI in a real aircraft (he's a Strike Eagle WSO IIRC).
  19. Is there normally a maximum number of GMT tracks that can be displayed? Just wondering what would happen if you used it near a busy highway - would you get thousands of hits being displayed?
  20. Your elevation is set to 99/99 (you can see it next to your TDC) - that means your radar is pointing straight up! There is a < sign on the very top-left of your radar screen, that is showing your current elevation, you want it to be in the middle of the left screen (unless you're intentionally pointing it up or down) at the middle of the three horizontal lines that stick out of the left side.
  21. A bird in the hand is worth two in the bush. You can get months and months of enjoyment out of the F-14 now.
  22. Aha - well answer to that is nails again, they'll just see your radar searching, they won't know it's tracking them.
  23. To lock a target, you either need to place the TDC over a brick and press TDC depress twice (first to tag it as your L&S in LTWS, second to STT lock it), or you can just press Sensor Select Right, which should lock up the closest contact (but will probably lock whatever's nearest the radar scan beam at that time, or something else entirely). If you TDC depress in empty space on the radar, then the radar will do a spotlight search trying to pick up anything within 20 degrees of your TDC, if it fails to find anything it'll give up and go back to scan (it sounds like this is what you're doing).
  24. 1. Lock warning. If you shoot a radar missile (7/120), launch warning. 2. Nails (search radar) 3. What is DTWS? 4. If you're in LTWS still, then nails, if you've gone into STT, then lock warning. 5. The enemy won't hear anything if you cage/uncage the sidewinder (as long as you're not also locking them, if you STT lock them in an ACM mode, see above).
×
×
  • Create New...