

Talonx1
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Everything posted by Talonx1
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Was only temporary. Black edges where still there and any attempts at menus cause total breakdown.
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Restart was only a temp fix for me. Black borders not keeping up with the display remain and if I access menus it starts to hang and eventually goes back to being completely messed up. (head tracks but the rendered screen doesnt update. it starts looking like you are in space watching on a bigscreen and the environment doesnt update around you.) Or upon entering menus it just completely crashes.
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On top of problems with VR and hangs/crashes when accessing menus in mission my labels have also stopped functioning completely.
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Todays patch broke something new with this.
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Ditto, you shouldnt need a track file when its a 100% problem. HSI Tacan carat no longer showing.
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(EDIT: I am seeing a slight lag around the edges , as if its not rendering a wide enough field of view and it isnt quite keeping up with rapid head movements.) (EDIT2: NM, it is jacked. the initial problems seemed to have gone away but whenever I try to leave a server or something it freezes up for a good while then the problem returns. I dont think its related to ASW, it seems more like some sort of memory error. It also hickups just opening the menu's while in a mission. Sometimes it goes into full broken mode and sometimes it recovers.) __________________
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I fixed the ASW issue by just restarting the Oculus service and DCS. All good since then.
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As I just said. Have you tried a reboot or at a minimum using the debug tool to restart the oculus service?
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Same as I posted in the bugs thread on this topic... Admittedly I didnt do the update before my first response. However after the update I loaded a mission and it worked fine for a few seconds then started the problems mentioned in the vr thread. I exited DCS and restarted the Oculus Process via the oculus debug tool and now its working fine. In fact it seems to be working better than before. Pre-patch I was never able to above 45 fps regardless of what ASW mode I tried. Now I can turn it off and fluctuate between 75-90 and turn it on for a solid 45. Time will tell if it starts having the problem again but for now it seems fixed.
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Admittedly I didnt do the update before my first response. However after the update I loaded a mission and it worked fine for a few seconds then started the problems mentioned in the vr thread. I exited DCS and restarted the Oculus Process via the oculus debug tool and now its working fine. In fact it seems to be working better than before. Pre-patch I was never able to above 45 fps regardless of what ASW mode I tried. Now I can turn it off and fluctuate between 75-90 and turn it on for a solid 45. Time will tell if it starts having the problem again but for now it seems fixed. (EDIT: I am seeing a slight lag around the edges , as if its not rendering a wide enough field of view and it isnt quite keeping up with rapid head movements.) (EDIT2: NM, it is jacked. the initial problems seemed to have gone away but whenever I try to leave a server or something it freezes up for a good while then the problem returns. I dont think its related to ASW, it seems more like some sort of memory error. It also hickups just opening the menu's while in a mission. Sometimes it goes into full broken mode and sometimes it recovers.)
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Apparently this also applies to the new over wing vapors so now its even worse.
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Use RCTL and numpad 1-4 to get it working properly. This was an issue before todays patch. Sometimes I have to kickstart it and sometimes its fine. (Make sure numlock is on)
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No
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[REPORTED] Jet Blast Deflector rises without aicraft on catapult
Talonx1 replied to Alphamale's topic in General Bugs
I’ve never seen one up when I landed but if your on a server it may be caused by someone making it happen and not being respectful enough to others to put it back down. In my experience, you can issue the “abort takeoff” call and it will go back down. That or very carefully position yourself in front of it and launch. It’ll go down after launch. -
How to check the weight difference between left and right?
Talonx1 replied to tifafan's topic in DCS: F/A-18C
:pilotfly:Trim till it stops uncommanded roll. Done. -
How to check the weight difference between left and right?
Talonx1 replied to tifafan's topic in DCS: F/A-18C
Not particularly specific but I’ll take a shot. Assuming youre trying to figure out why youre plane is rolling one direction or the other. Fuel tanks should be balancing out left and right automatically so that shouldnt be an issue. Only issue that should cause imbalance would be stores/weapons. Bring up your stores page on mfd and see if you have fired/dropped more on one side than the other. As long as stores are balanced then youre looking at damage, wind or a centering issue with your joystick. -
[REPORTED] Jet Blast Deflector rises without aicraft on catapult
Talonx1 replied to Alphamale's topic in General Bugs
This -
[REPORTED] Jet Blast Deflector rises without aicraft on catapult
Talonx1 replied to Alphamale's topic in General Bugs
Not that its an excuse (I dont think they should go up without someone attached) but you’re not hooked up to anything in that pic. If you were then I assume yours would have raised. You look like trapped then called for launch. Way too far right and forward to be on cat 3. -
It’s the stick. Multiple threads on the x-55/x-56 and ghost inputs. In short try different usb ports, try a powered usb hub and try putting distance between the x55 cables and all other cables. The x55 and x56 suffer from under power issues and cross cable interference both of which can cause the uncommanded inputs.
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Fair enough. https://www.cnatra.navy.mil/local/docs/pat-pubs/P-1211.pdf T-45 but worth a read for anyone with pattern questions.
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True, I’m most likely thinking of virtual procedures. IRL it may not be the same and may not therefore effect groove time. Just trying to help explain why the math doesnt look right, because in fact it doesnt. By math alone a 15-18 second groove time would have you calling the ball much closer than 3/4 mile unless you are still in turn when you make the call.
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To all I’ve read it is.
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So be it, just thinking of grading stopping at close in perhaps.
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I think an estimate of 125 kts is on the low side and 30 kts for the carrier is way on the high side. More reaistic would be 135kts and 25kts. That puts you much closer to proper groove time and if I’m not mistaken your groove clock stops on “in close” not in the wires so that shaves a little time off as well putting you closer to that 15-18 second mark.
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For the break at the bow extend until youre comfortable with getting on speed AoA all trimmed up on the downwind. 1nm is norm, anything short of 4nm is “allowable,” and anything less than 1nm is showboating. :) Personally I shoot for 1.5 nm. Under normal circumstances. If someone else is in the pattern ahead of me then I’ll be watching them on their downwind (or as they bolter) and ensure that I have plenty of space before I break in. There may be a correct way to time that but I generally just make sure that anyone ahead of me is around/past my beam and on their downwind before I break. (Of course if youre in a flight then you break approx 15 seconds after your lead (or who ever is ahead of you in formation) breaks.) But as always 4nm is the max. If you cant make that then get back above the deck and go around again.