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Jyge

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Everything posted by Jyge

  1. I think I must have had something double. I removed the default keypresses here and left the following: --Modded {down = device_commands.Button_7, cockpit_device_id = devices.RADAR_ALTIMETER, value_down = 1.0, name = _('Radar Altimeter On'), category = _('Modded')}, {down = device_commands.Button_7, cockpit_device_id = devices.RADAR_ALTIMETER, value_down = 0.0, name = _('Radar Altimeter Off'), category = _('Modded')}, {down = device_commands.Button_14, cockpit_device_id = devices.ENGINE_INTERFACE, value_down = 1.0, name = _('Governor Emer'), category = _('Modded')}, {down = device_commands.Button_14, cockpit_device_id = devices.ENGINE_INTERFACE, value_down = 0.0, name = _('Governor Auto'), category = _('Modded')}, {combos = {{key = 'B', reformers = {'RAlt'}}}, down = device_commands.Button_1, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 0.0, name = _('Battery Switch On'), category = _('Modded')}, {combos = {{key = 'B', reformers = {'RShift','RAlt'}}}, down = device_commands.Button_1, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 1.0, This I could map and it worked so, it was on those default assignments.
  2. I tried following in default.lua for having dedicated switch positions: --Modded {combos = {{key = 'A', reformers = {'RCtl'}}}, down = device_commands.Button_7, cockpit_device_id = devices.RADAR_ALTIMETER, value_down = 1.0, name = _('Radar Altimeter On'), category = _('Modded')}, {combos = {{key = 'A', reformers = {'RShift','RCtl'}}}, down = device_commands.Button_7, cockpit_device_id = devices.RADAR_ALTIMETER, value_down = 0.0, name = _('Radar Altimeter Off'), category = _('Modded')}, {combos = {{key = 'G', reformers = {'RCtl'}}}, down = device_commands.Button_14, cockpit_device_id = devices.ENGINE_INTERFACE, value_down = 1.0, name = _('Governor Emer'), category = _('Modded')}, {combos = {{key = 'G', reformers = {'RShift','RCtl'}}}, down = device_commands.Button_14, cockpit_device_id = devices.ENGINE_INTERFACE, value_down = 0.0, name = _('Governor Auto'), category = _('Modded')}, {combos = {{key = 'B', reformers = {'RAlt'}}}, down = device_commands.Button_1, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 0.0, name = _('Battery Switch On'), category = _('Modded')}, {combos = {{key = 'B', reformers = {'RShift','RAlt'}}}, down = device_commands.Button_1, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 1.0, name = _('Battery Switch Off'), category = _('Modded')}, Unfortunately only battery on/off works and I just can not figure out why. Any ideas? The relevant parts in the clickabledata.lua are elements["RADAR-ALT-PTR"] = default_2_position_tumb(_("Radar Altimeter Power Switch, ON/OFF"), devices.RADAR_ALTIMETER, device_commands.Button_7, 449) elements["GOV-PTR"] = default_2_position_tumb(_("Governor Switch, EMER/AUTO") , devices.ENGINE_INTERFACE, device_commands.Button_14, 85) elements["BAT-SWITCHER-PTR"] = default_2_position_tumb(_("Battery Switch, ON/OFF"), devices.ELEC_INTERFACE, device_commands.Button_1, 219) [/code]
  3. I got myself a Reverb as well. Coming from O+. Yes a significant clarity boost in reading text and stuff. I think I see some SDE, what I find somewhat irritating in my field of vision I have something on the lower part. As if looking at some wide screen film on a normal telly. Is the FOV in Reverb maybe vertically smaller than in O+? I tried adjusting the straps and stuff but it does not go away, maybe I get used to it. I was wondering, first trials I still had 1.4 PD in DCS. Looked great and run great as well, did not bother to look at fps. I went to 1.0 and it did not look that great anymore, so I increased it. What's the general take? PD 1.2 or what? Is there any real difference doing it in Steam or in DCS?
  4. I can't find any "order" button on German HP site and nothing at all about the non-Pro version...
  5. Ok, this indicates that they haven't got their stuff together yet. May I ask how much it was? I did not push the order buttons and it did not show it on first Reverb page... I think I will also wait for the official German release before bothering. Not really a confidence builder. It's also crap that those dates do not appear on HP. Is it officially out in US - I have the impression that it is a roll of dice there as well. You can order one, but no clear idea when you will get it. I'd rather a broader spectrum of user feedback before getting one. At the moment I think only hardcore VR folks got one and they don't mind debugging and circumventing the issues as the big gray dumb mass.
  6. I am mildly interested in the headset but the stuttering release is not really a confidence builder. It does not seem to be officially released in Germany, there are couple of offers, but since it seems to have sone technical issues I wonder whether it is going to be bothersome in case of a guarantee? Is it better to wait some more, is there any heads-up concerning the eventual release?
  7. Same, here. At the moment you only get mixed information - probably going to be 2020, before there is something clearly better. I would not mind spilling out around 1000 $ for it, it just has to be clearly better.
  8. I think it is a good headset. You can get it from time to time for a good price of 250 $, the halo is bothersome, but there is a strap for it (I made myself one) and the VRCover foam is also nice. For me O+ provides sufficient clarity for reading the briefings and see the instruments without zooming. (I formerly had Rift CV1 for few months, I could not do this). The tracking is ok, I only play seated and don't use the controllers at all. Also, no complaints about the sounds here. Tweaking the quality and the fps out of it is slightly tricky as you can do stuff over SteamVR or use the DCS for pixel density. I am doubtful that Rift S provides more clarity with less res than O+. For my next goggles I am also looking at the stuff in horizon. Reverb could be nice, if they get their mess sorted out, not really a confidence builder there, but I think there could be something entirely new 2020.
  9. I agree, CV1 won't make you happy. I had it for few months and I went for Odyssey+ instead 'cause I could not read the instruments worth a damn - do yourself a favor don't go for CV1 or old HTC Vive. Now, as for my next headset I am waiting for something with a definitive step-up - at the moment the situation with HP Reverb is messy, perhaps 2020 there will be something, until that O+ will serve. (and I could afford something more expensive, but I just do not like to waste my money for no clear benefit) I can not say anything about the Rift S, never tried it. O+ you can also get from time to time for some 250 $. Used Gen 1 is waste of money, IMO.
  10. Where do you set the motion reprojection. I am not aware of any .lua files in SteamVR?
  11. You don't need a collective for flying a helicopter, any reasonable HOTAS is good enough. Pedals are way more important. First try it and if you get the bug start showeling your money to hardware. I am a heli enthusiast but I am not even considering a collective.
  12. Beats me can not find the file under that path, additionally the ones I find do not have that parameter...
  13. I formerly had the video in 200% in steam, I put it back to 100% and PD to 1.3 seems to improve the frame rates some and the picture quality did not suffer, rather there is a bit more crispness to it... Does anybody tweak anything on the steam side of things anymore?
  14. Apparently they are planning a consumer version. Oculus also indicated a different type of lense last year wave panel or something. So I think the price can change quite a lot. The comforting thought is that apparently a lot can be achieved without upping the resolution. Just to clarify one misunderstanding, the reason why the picture is clearer and the performance is better, you do the rendering only once for the native resolution. The scaling that Pimax and others do needs sampling and processing. If you can run with pixel density 1.0 on top of that the impact is minimal. I think that a bigger sweet spot was mentioned. This is all actually very comforting, because I originally thought that the only way to increase the pixel density on focus would be even higher resolution and foveated rendering. Unfortunately, I think that this will all take time, but the game is on. I just would not want to sit with a bucket like that on my head.
  15. I don't think that is the solution. This deals with inputs from the joystick. My problem is the toggle switches, the same keypress switches the stuff on and the next press switches it off again. I want to have a dedicated keypress to switch something on and another different keypress to switch the stuff off, this can be only solved on the simulator side.
  16. I have been modifying default.lua on one aircraft or another, but with Mig-21 I had no real luck so far. I wanted to separate some On/Off switches to separate On and Off keybindings. This is what I tried in default.lua: --Modded {down = device_commands.Obogrev,cockpit_device_id = devices.WEAPON_CONTROL, value_down = 1.0, name = _('MSL Heat On'), category = _('Modded')}, {down = device_commands.Obogrev,cockpit_device_id = devices.WEAPON_CONTROL, value_down = -1.0, name = _('MSL Heat Off'), category = _('Modded')}, {down = device_commands.Pusk,cockpit_device_id = devices.WEAPON_CONTROL, value_down = 1.0, name = _('MSL - RKT Launch On'), category = _('Modded')}, {down = device_commands.Pusk,cockpit_device_id = devices.WEAPON_CONTROL, value_down = -1.0, name = _('MSL - RKT Launch Off'), category = _('Modded')}, {down = device_commands.Pitanie12,cockpit_device_id = devices.WEAPON_CONTROL, value_down = 1.0, name = _('1-2 Power On'), category = _('Modded')}, {down = device_commands.Pitanie12,cockpit_device_id = devices.WEAPON_CONTROL, value_down = -1.0, name = _('1-2 Power Off'), category = _('Modded')}, {down = device_commands.Pitanie34,cockpit_device_id = devices.WEAPON_CONTROL, value_down = 1.0, name = _('3-4 Power On'), category = _('Modded')}, {down = device_commands.Pitanie34,cockpit_device_id = devices.WEAPON_CONTROL, value_down = -1.0, name = _('3-4 Power Off'), category = _('Modded')}, {down = device_commands.GS23,cockpit_device_id = devices.WEAPON_CONTROL, value_down = 1.0, name = _('Gun On'), category = _('Modded')}, {down = device_commands.GS23,cockpit_device_id = devices.WEAPON_CONTROL, value_down = -1.0, name = _('Gun Off'), category = _('Modded')}, {down = device_commands.ASPon,cockpit_device_id = devices.ASP, value_down = 1.0, name = _('ASP-17 Sight On'), category = _('Modded')}, {down = device_commands.ASPon,cockpit_device_id = devices.ASP, value_down = -1.0, name = _('ASP-17 Sight Off'), category = _('Modded')}, {down = device_commands.ASPpipperOn,cockpit_device_id = devices.ASP, value_down = 1.0, name = _('Pipper On'), category = _('Modded')}, {down = device_commands.ASPpipperOn,cockpit_device_id = devices.ASP, value_down = -1.0, name = _('Pipper Off'), category = _('Modded')}, {down = device_commands.ASPnetOn,cockpit_device_id = devices.ASP, value_down = 1.0, name = _('Fix net On'), category = _('Modded')}, {down = device_commands.ASPnetOn,cockpit_device_id = devices.ASP, value_down = -1.0, name = _('Fix net Off'), category = _('Modded')}, Well firstly, the On functions would not even appear before I deleted the default bindings. After this the On function in my definition would work as On/Off toggle and Off worked as I wanted. Is there a way to accomplish this or one of those things again? I find it pity that they do not harmonize the logic in these keybindings for all aircraft...I think the way Razbam makes this leaves best basis for customization or switches...
  17. Yes, same here, I wonder how much difference the increase in subpixels make, but, all in all, Rift S being there and not really being the long awaited Rift 2, means just one thing - there is not going to be Rift 2 in 2019, it would rain too much in the parade of Quest and S.
  18. Yes, that's him. I do not think this technology will be spearheaded by Oculus, but I think his predictions has a merit. Here's one presentation from him @1:14
  19. I don't remember the name of the Oculus developer that has made several predictions about VR. He said that 2nd gen would have foveated rendering and varifocal. Whereas it's probably not going to be spearheaded by Oculus, I still think that he got it right. Without foveated rendering the image won't be sharp without huge performance impact. The necessary PPD is simply too much. I don't think a GPU that would render the whole res is going to be there anytime soon...
  20. I don't get it ... the tweak threads and so on recommended using The steamvr SS 200% - I am doing it all with steamVR and leave PD to 1.0 in game. Are there differences in quality?
  21. For some reason I got score 0 from the last mission? Or result was 100. Anyway a great campaign, I loved the way it fit into the campaign that came with Mirage. It was great fun. I would happy to buy a segual that goes to Gulf for real and continues the story :)
  22. No I have no Samsung_something_.lua in Config directories neither under the Saved Games nor in the game installation folder...
  23. https://pasteboard.co/I6CZFAQH.jpg No save nor close red buttons here...
  24. I am running open beta and I have Odyssey+ I now get this set-up window on every start. I have had no problem with the cross-eyed view so I do not want to change a thing, but how do I keep my settings and prevent this dialogue from popping with each and every start?
  25. Well, maybe, it is not a huge leap, that's for sure. But the other implications are way more grave. This one out, there is not going to be another High-end Rift 2019. This means that the old roadmaps with foveated rendering or vari-focals are not coming so soon, at least not from Oculus. Oculus is not going to be the one to bring out the first real 2nd gen and certainly not 2019 at all, otherwise S would not bring the sails. In fact Zuckerberg has plucked the goose laying the gold-eggs, good riddance.
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