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Everything posted by Grodin
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[VR] Bugged light/exposure eye adaption
Grodin replied to -Sky-'s topic in Weather System Bugs & Problems
Been an issue for as long as i can remember. Something to do with the auto exposure, everything being very dark for like 10 seconds when changing missions or views.- 13 replies
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Is this in VR or monitor? If on monitor just an idea have you limited fps or vsync on? If not, having unlimited fps with vsync off there is nothing limiting the framerate which will cause the cpu to work 100% in menus because its pushing as many frames as it can like 500 fps. This is normal and can be avoided by limiting the fps to something sensible like 100 or whatever you like.
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"Set Invisible" command does not work in multiplayer
Grodin replied to Yukari's topic in Multiplayer Bugs
Still happening. Invisible does not work for players in multiplayer but it works in single player. -
Still an issue, very annoying for example on kola map waypoint is at 20k but the plane altimeter show 22k.
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Best VR Headset (upgrade from Reverb G2)?
Grodin replied to Raketenfrosch's topic in Virtual Reality
AV1 Encoding is done by GPU, not CPU, so i have no idea what you are on about. Link bitrate has nothing to do with this either because the quest link software does not even support AV1 encoding at all, that is what the Virtual Desktop is for. I never said i have problem with the audio, it's a problem with the quest link microphone which kills the microphone quality for voice comms etc, but that is fixed by virtual desktop. Was reported in 2023 and still not fixed. Poor support? Try and get any support from Meta, i dare you. See the only support you will ever get from them is "Send us a PM" then they tell you to factory reset the headset, come back to your thread few months later and ask "Did this fix you issue?". The issues i have are very common, i don't have any of the more rare issues, just the typical ones. USB port debis error was first reported to meta around 10/2023 and it has still not been fixed. The restart loop when not using a powered usb hub was also reported in 2023 and still not fixed, supposedly it is caused because windows detects quest that is powered off as unknown storage device and fails to negotiate the charging protocol or something like that, possibly has something to do with the fact that quest 3 doesn't properly support any actual fast charge protocols but instead uses an interesting mix (mess) of their own protocols that the quest supplied charger understands but many motherboards do not. And no, i don't need them to give me a more powerful USB port but they could learn a thing or two from actual PCVR headsets that have displayport and power connectors. Sure Pimax has issues too, unfortunately at the moment for PCVR you just have to find an option that sucks less than others. Playing standalone VR games quest 3 is great and i love playing those on it but for PCVR i would absolutely stay with the G2 Reverb if it wasnt for the tiny small sweet spot it has. For PCVR the only redeeming quality of the Q3 imo is the great edge to edge clarity of the lenses. But i'm happy you've been enjoying yours, just like Pimax there are good and bad samples. -
Putting a Finland - Winter texture on a jtfb Leopard 2A6 results in a Canadian livery instead. Other Finland textures work correctly.
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Yeah sure pay thousands of dollars for 10-20% theoretical performance increase just to be still CPU limited
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This would be one of the best things for VR. It _really_ kills the mood when you lose a 1-2 hour mission because there is a hiccup with something in the VR and you can't get back in. Even the ability to trigger a "VR reconnect" by pushing a button where it would restart the VR pipeline or whatever it is called and allow the headset to connect again would be huge. I still havent finished 2 payware campaigns becaus i was put off by this happening and just don't feel like flying them now with the risk of this happening.
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Best VR Headset (upgrade from Reverb G2)?
Grodin replied to Raketenfrosch's topic in Virtual Reality
In my opinion don't get a quest 3. Its an absolute mess. - Update might completely brick your unit, lots of info about this online - You need virtual desktop and compatible router for it to get somewhat OK pcvr experience, link cable is junk (No AV1 codec with USB link, many people have issues with the quest microphone not working well over USB link, the headset will struggle to keep battery charge during gaming if you have to plug it to a usb port instead of a charger etc etc) - Having it plugged in your pc might have a bug where the headset infinitely keeps restarting thus never charging, this bug has been for years, check on the meta forums - Another bug for years is it keeps complaining about dirt/water in the USB port preventing charging even with new headsets and new cables, also lots of info on meta forums Just to mention a few. I absolutely hate the quest 3. For performance you pretty much need a 4080 to be able to run 100% native resolution with MSAA 2x for an enjoyable graphics. DLSS/DLAA/TAA is a ghosting and blurry mess so you don't want that. Hand tracking really works only with the point control, other means of hand tracking just don't work well. Until you get that i suggest setting up your mouse close to the joystick and/or second mouse near the throttle. Crystal light or crystal super would be my choice. Displayport connection is infinitely better than transferring compressed frames over USB or wifi. -
I can use a trigger AI Task Push for the group action "invisible on" but that makes the whole group invisible to ai. Now my problem is how can i make a single unit from the group invisible instead of the whole group? I'm using this to prevent the AI from shooting specific planes when they are inside a trigger zone.
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correct as is runway start option does not work in multiplayer
Grodin replied to ColonelPanic42's topic in Multiplayer Bugs
Just ran into this, still works like this. All runway started AI aircraft start parking hot instead - if there is no parking space (Like E3 on a small airfield) it will start in middle of runway and freeze there. Intentional or not don't know, but was pulling my hair out trying to figure this out. -
One reason for that is when launching the updater from DCS launcher it does that if you dont have enough disk space for the update, happened to me a few times and didn't realize until i launched the updater manually and then it gave me a hard disk space error. Real life.
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fyi i have 48 gb ram and 32gb swap and i was still getting DCS crashes due to out of page file so it does require quite a bit.
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I think subscription model could be good but only if it guarantees faster developement and finishing modules and listening to customers for wanted features. I would absolutely pay a sub fee for better ground AI, dynamic campaign and loads of different things that are now labeled as "not realistic for the simulated year" like fine lets do an option for 2 years newer model to get this feature like SDB for F16 would really rock. I think funding the developement with new EA modules is problematic because it just adds more things to fix and robs dev time from the older modules that have stopped bringing in money. I would rather buy the f16 module again or buy a subscription if that means we get a sniper pod faster instead of getting a new module that takes all the dev resources.
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Unbound rudder axis but still moving
Grodin replied to lee1hy's topic in Controller Questions and Bugs
We might be having a similiar issue where unbound axis sometimes interferes, see my posts at the end here -
Not sure if im onto something but any ideas about this. The "WINWING Orion Joystick Base 2 + JGRIP-F16 {393E1620-AE58-11ef-8001-444553540000}.diff" has this line in it: ["a2003cdnil"] = { ["name"] = "Rudder", ["removed"] = { [1] = { ["key"] = "JOY_RZ", }, }, }, But in the DCS options the Joystick Base does not have anything assigned to the RZ axis, rudder is only mapped to pedals. However, funnily enough, the pedals axis is also called "JOY_RZ" and the "JOY_RZ" axis in the stick is that wierd spring loaded auxiliary trigger axis lever that just so happens to default in to a such position that _IF_ i was to assign that axis to a rudder it would force the rudder full left. Now i did not make any changes to the DCS options after this issue appeared, that axis is not and never was bound to a rudder in the DCS axis assignment for me, 100% sure about that, but would it be possible that either DCS or the winwing software gets the pedals and stick RZ axis mixed up sometimes in some specific situation. I have noticed that plugging winwing devices to the same USB hub gets them all mixed up and they cant be used like that so it wouldnt suprise me if they had some odd stuff going on in the winwing app. Still doesnt explain why it only happens sometimes and why the rudder axis appeared centered in the options even during the issue.
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Hey, the video is recorded from the replay track on my monitor and the connect/disconnect sound is my Quest 3 constantly connecting/disconnecting when it is turned off and connected to the PC, it's a Quest bug thats been around for a while and it stops whenever the headset is actually turned on and im playing. No connect/disconnect messages in DCS (there is a popup if a controller disconnects during play). Wish there was a way to debug the trackfile for what exactly is giving the rudder input, i double checked my configs and there is nothing assigned to any rudder inputs except my pedals. Next time when it happens i will try to record the axis configuration window in the options and then we can compare the rudder axis position the the control input box on the left but i swear i checked it both times when it happened and as soon as i respawned on a new plane the rudder was back to normal.
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And here as a video what happens on my end if the track doesnt show it. Exactly the same smooth movement to 100% left rudder and it stays there and it happens when im not in the cockpit F1 view but in the airboss view when this happens. Digital Combat Simulator Black Shark 2024.12.12 - 17.15.48.01.mp4
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It happened on another occasion while i was sitting at the catapult and using the airboss view, going back to f1 view i noticed the same 100% left rudder thing again. It happens at the very exact moment i press F1 during i'm at the airboss station actually. In this track the left rudder happens at about time 08:10:00 (10 minutes to the track) and i was looking from the airboss station for multiple minutes before and after it happened. Forcing F1 view during the replay you can see when it happens and without forcing the view you can see im just looking around the airboss station when it happens. Unfortunately unable to reproduce intentionally so far, had one player with me messing around the carrier both times. In this mission there is nothing fancy going on, no triggers or anything, just a carrier, 2 player hornets, awacs and a tanker. server-20241211-235342.trk
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Here is a track, not sure if this is the same issue as the op but this made me roll over and fall off the sky a few times in a multiplayer. Its a bit lenghty track, just fast forward to the part where i put the autopilot on to orbit and use Alt+F9 to look at the LSO station. Originally i stayed in the LSO position for a while and when i returned to the F1 view the plane had 100% full left rudder trim - and i dont have any rudder trim buttons or axises assigned to the controls and i double checked that my pedals were centered even during this bug and they were, it seems like a trim thing. In this track you can see after the plane has orbited a while on autopilot the rudder suddenly goes to 100% left even tho my rudder axis was dead center in the controls, i checked it multiple times, yet the plane for some reason forced 100% left rudder. This happened multiple times in different sessions but the only common thing i could think of is using the LSO/Airboss views while simultaneously leaving my plane on autopilot, those are the only situations this has happened. That 100% left rudder during a slow speed left turn could roll the plane over quite easily. I also added a video of the exact moment it happens, i think this originally happened exactly at the moment when i returned from Alt+F9 view to F1 view. The rudder just goes over to 100% left smoothly and stays there. I can counter it by giving it right rudder but it returns to 100% left as soon as i let the pedals center. Not a hardware issue since the options screen shows it is in the middle and as soon as i pick another slot the rudder is straight. trim.trk Digital Combat Simulator Black Shark 2024.12.12 - 01.52.46.04 (Online-Video-Cutter.Com)(1).mp4
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Heh yeah i thought my roll axis was accidentally bound to the rudder Very extreme landings now.
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The support page still says there is an issue and i suppose it means "dont make a ticket we already know about it", any updates? Adghanistan still not authorizing for me.