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Everything posted by Grodin
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PointCTRL - Finger Mounted VR Controller
Grodin replied to MilesD's topic in PC Hardware and Related Software
Can you use this without VR? Would be handy so i wouldnt have to use mouse for cockpit controls when im not using VR.- 3421 replies
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- vr flight simulation
- vr gloves
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(and 1 more)
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Grodin replied to nikoel's topic in Virtual Reality
How does this compare to the vr performance kit (GitHub - fholger/vrperfkit: VR Performance Toolkit) that has working FSR, they can't be used at the same time? Is one better than the other? -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Grodin replied to nikoel's topic in Virtual Reality
Yeah. I got it working, i missed a step so when i did it the first time i didnt choose to delete excess files in the repair/clean stage. Did everything all over again but this time i checked that option like the tutorial says and now it works. I suppose just normal repair i did wasn't enough. Now it works and all is good! -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Grodin replied to nikoel's topic in Virtual Reality
Hey guys. Been trying to get this to work. Everything works OK with steamvr but when i choose opencomposite for DCS i cant get it started. -
750-800w TGP ?? What on earth...
Grodin replied to BitMaster's topic in PC Hardware and Related Software
I don't think you need to use all that power with current games unless you go nuts with the settings. It is true that new cards usually take more power at max load, but given the same amount of load they actually use less power. Consider it as more extra head room should you need it in case of a graphically demanding situation in a mission. -
reported AI F-14A/B can not employ AIM-54
Grodin replied to Avalanche110's topic in Aircraft AI Bugs (Non-Combined Arms)
I managed to get the AI heatblur F-14 engage with Phoenixes, it will attack if it is chasing a target. Head on it never shoots, but after turning around it fires phoenixes but they always lose track and miss. -
reported F/A-18C AI keeps getting stuck in a stall
Grodin replied to Grodin's topic in Aircraft AI Bugs (Non-Combined Arms)
If it is any help this problem only seems to happen with "Ace" ai skill setting, i lowered it to veteran and now the AI wont stall. -
reported F/A-18C AI keeps getting stuck in a stall
Grodin replied to Grodin's topic in Aircraft AI Bugs (Non-Combined Arms)
I think that is another bug, but i've still seen that happening too. It was partly fixed, they don't do those crazy manouvers they used to so often anymore, but still the AI formation flying is a bit crazy, they do very unrealistic accelerations and decelerations when forming up - but i guess this is because AI is probaly not "flying" at all to be exact, looking at how crazy things they do sometimes i guess they just move around the map in a manner that merely just resembles flying. With this bug it seems the hornet is flying as it should, i can stall the plane my self just like in the track if i want to. But stalling it like that is not very effective in combat, i think AI is calculating weight or available thrust wrong or something. Feels like AI has gotten odd in many areas, half my dogfights end up with AI crashing to the ground for no obvious reason, had F117 climb to 70 000 feet in a controlled flight and that should be very much impossible etc. -
It has been like this since Flanker 2.5 atleast, if not even longer. I think the track replay just tries to record all the inputs and when playing a track it basically just starts a new flight and tries to apply the same inputs again resulting in very interesting events. There are many other bugs too, for example if you use external app to control your radio to refuel at a tanker, the radio transmission does not go out, the tanker never prepares itself for a refuel, your plane never connects to the boom and you end up crashing in to the tanker in the replay track Maybe they should do some kind of merge with Tacview and impelent their way of recording stuff, those usually play back very accurately.
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I'm having hard time adjusting for correct gamma. Just calibrated my monitor and got it spot on with the calibration pictures, but DCS has a seperate gamma adjustment. If i put it low enough so that night flights are as dark as they should be (pretty much pitch black when flying in cloudy weather) then day time is also too dim. Anyone have a reference what a night mission at Caucasus for example is supposed to look at winter and summer for correct gamma? I have no idea how dark the nights are around other parts of the word. Maybe a suggestion for ED to implement gamma adjustment for both day and night, it could automatically gradually shift from one to other as it gets darker.
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As he said, you need to have FFB stick to understand this problem. But i'll try to explain. Basically a force feedback stick is just like a regular spring joystick, except the centering force is done with the ffb, not a spring. Theres no spring at all, it goes completely limp when you power it off, just like a force feedback wheel would. It's not force sensing in any way, this had nothing to do with that, it reads X and Y axes just the same as any other stick, its just the centering force that is adjusted with the ffb giving you feedback. Now if the FFB is botched, you basically have a normal spring centered joystick except that theres no spring because the FFB is dead, its limp and as such very hard to center or fly with.
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Anyone have ideas how to fix an issue where starting DCS the main menu is all squished because it first tries to fit all monitors to single monitor? Sometimes it fixes itself when you click on another monitor or alt-tab out and back in. Not a big deal, but annoying.
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Aircraft and cockpit way too bright at night
Grodin replied to Migo's topic in Weather System Bugs & Problems
That seems correct, was able to reproduce this also. Flying first at day with clouds, then at night and my cockpit shines like crazy. -
Got me, back to the drawing board!
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Totally agree. This would be very useful to recall JTAC messages, landing instructions and AWACS calls for example. Yes, it would be realistic to just write stuff down, but this would be the kind of quality of life feature that imo wouldnt hurt realism too badly.
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Here you go. A bit messy, but got the job done. Don't mention the radar, i know it's on.
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Earlier i saw a picture of a mission that had a box in the corner showing players current g-load, turn rate and such. Can't find it any more, but i would love to find this kind of script or test mission. Any ideas?
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I'm not sure what is the correct order and setting to reproduce this, but it happens often. HTS/HARM gets stuck and you cant lock any new targets even if you power them on and off again. Here is a track where it happens. It probably has something to do with the target radar starting to track the player plane just before it gets destroyed by a HARM missile and you have second HARM missile locked to that emitter. Or it could have something to do with the emitter starting and stopping to track multiple times when you have a lock on it with the HTS. After the radar is destroyed on my replay track im unable to lock any new targets on the HTS and HARM appears to be stuck on the already destroyed emitter. If you "take control" after the first HARM hits you will be unable to lock any more targets with the HTS and i have no idea why, i still have 1 HARM on the wing ready to go. First i lock and unlock the other emitter multiple times to make sure my lock/unlock works OK. Next i lock the "6" in HTS and shoot a harm at it. Shortly before it hits my HTS gets stuck in such way that im not able to lock any emitters with it any more. You dont see it on the track, but i keep hitting TMS up and down on the emitters after this happens to no effect. Gulf map, latest open beta, single player mission with one SAM site on each island. Specs i7 9700, RTX 3070, W10, 32gb ram, hts locked bug.trk
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Not sure if it is intended, but it appears HARM missiles home on the strongest (closest) signal of the selected type. Since you have multiple radars of the same type in a relatively small area, they all home in on the closest one first. I replayed your mission, and after killing the closest SAM they home in on the next.
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I often fly F16 after flying F18 and the other way around and on the Gulf map some performance dips got my atenttion so i investigated further. Pointing an F16 TGP zoomed out at a big city (like dubai) really hurts performance, even if it would be on 256 res setting in the options. With F18 i dont have this problem. My fps goes down to 30-40 from 60 with the tgp pointed there even GPU usage is not even near 100% so i'm wondering if this is an API bandwidth issue like XP11 had before moving to Vulcan, meaning there is simply too many buildings and objects to calculate for this engine at this point and F16 TGP renders things differently from F18 TGP? While the image seems much better in F16 this performance drop is driving me nuts. Any ideas? Lowering any of the settings barely makes any difference, object draw distance is the only setting that makes noticeable difference and turning this to the lowest setting seems to be the only fix for this right now. For what its worth im on Intel i7 9700 and RTX3070 and 32gb system ram and if it wasnt for this tpod i could use rather high settings while remaining steady 60 fps @ 4K, but this TGP really eats some power.
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reported earlier Slaving other sensors to HTS problem
Grodin replied to Grodin's topic in Bugs and Problems
Cool, forgot there was this new markpoint feature, i'll have to read about it and try, thanks!