

jimiC
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6 gig.... go figure...
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finding the same. used to be max 10 seconds for some modules being worse than others, now climbing into the minute + mark to have textures settled and FPS to recover. Seems to be worse in the F4 though
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Great news thanks
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ok well there is a new updater but unfortunately (not the updaters fault) it didnt help, in fact my situation is now worse. can't use either 2.9 ST or MT without cross eye so something has unstuck the settings even further. I now need this tool back ASAP to even play 2.9 at all. (and i won't be bothering to roll back to 2.8 so will just not play until fixed)
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good point. yes. i launch 2.9 ST with the updater tool by skatezilla but AFAIK i cant launch MT using the tool so haven't been doing so. (he was working on a new updater though so i will no go search and see if there is an update.) but even then , i was launching MT in 2.8 without the tool and had no issues with the cross eye problem.. so there's still something different going on
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not quite. the lua settings (changed or otherwise) do not apply if loaded from the MT bin
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as already alluded to in this thread the MT version of 2.9 has undone the VR alignment that was previously resolved with a tool like this. There is currently no way to fix the view in VR for my headset in multithreaded version rendering it un-useable.
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yes it seems to work for me in single thread provided i delete the profile it originally created but of course all the good visual improvement settings stuff for 2.9 is in MT
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Thanks for the advice but not sure relevant. My alignment is fine in all other applications and in 2.9 ST (including using this tool in 2.9 ST ) However loading in MT doesn't apply the alignment or allow the tool to be used for the MT version
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i hope they can address this as a matter of priority given new graphics are tied to the MT version
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2.9 has just made my Vive Pro headset revert to a cross eye effect which i corrected years ago (when the tool came out probably?) and now it has forgotten the setting. VR now unuseable in 2.9 edit: will correct myself slightly. MT 2.9. Looks like my settings work in Single thread still but the MT has forgotten it, which is pretty odd considering MT was fine in 2.8 Why on earth would the setting no apply in both, and why would it suddenly stop in 2.9...
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reported Changes to scripts fail integrity check again.
jimiC replied to Im_TheSaint's topic in Multiplayer
+1 .came back to find DICE and VIACOM are busted in MP. genuinely unimpressed with how this has been rolled out. these mods and many others have filled a gap in capability that the core sim should actually cover, adding significant improvement to the user experience, simply incredible they are just being pushed to the side in the name of 'anti cheat' with broad brush strokes. throw that on top of the progressively worse /stagnant core feature and performance of the sim, especially in VR, and its becoming a bit of a pain. make an effort ED. -
can not reproduce VR view is too far back in the helmet. obscured vision.
jimiC replied to jimiC's topic in Bugs and Problems
nope not related. recenter is relative to the cockpit not the helmet and balaclava also note the ihads projection is overlapping with the bezel of the ihads itself i think the head position rel ihads/helmet needs to move a couple cm forwrd Matt's image does a better job of explaining the problem than my OP -
can not reproduce VR view is too far back in the helmet. obscured vision.
jimiC replied to jimiC's topic in Bugs and Problems
hmmm i will give this a go and see if it makes a difference. thanks. yes you're right the screenshot probably wasnt a good illustration of problem but you managed to grasp what i was saying -
can not reproduce VR view is too far back in the helmet. obscured vision.
jimiC replied to jimiC's topic in Bugs and Problems
Please read the OP correctly Num 5/reset VR isnt the issue in this instance. dont think 'head position in cockpit' think 'head position in helmet'. Look at the dodgey textures stuck in front of the lower quarter of the view (its the fire balaclava) and the overhanging helmet at the top. This all serves to reduce the overall FOV in a VR headset already restricted in FOV anyway, not to mention the inside of a balaclava low res texture is ugly to look at.