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Scuby

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Everything posted by Scuby

  1. Good that this was already reported (though three years ago in 2020!). Just noticed it during mission taxi on Ramat David airbase. Indeed the signs indicating the runway headings need to be flipped. To add: Unfortunately, more than one sign is wrong, e.g. not only the sign at intersection India, also at Juliet, etc.
  2. thanks! this issue startled me a bit, but now it is clear.
  3. In my opinion, this would be a very usefull feature for all DCS modules and support broader hardware (and DIY) compatibility. Perhaps in such way that it allows the user to determine and set the precise axis coordinates by a button, at which its (throttle) hardware position requires a detent to be. I reckon most likely for Afterburner for any model, and perhaps also for Idle. Perhaps as a part of the axis tune window? Can't wait for this feature to show up in the release list. Thread rated "5 stars" and set "to follow"
  4. I'm interested in this too, only your answer may be interpreted both ways depending how you look at it So, could please you clarify for us if your measured 1ms advantage is on the OpenComposite side or the native OpenXR side? My guess here is that you meant: native OpenXR performance is better than OpenComp. Thanks mate.
  5. DCS OpenBeta with OpenXR + WMR Toolkit + WMR + Reverb G2 appears to work fine.
  6. Roger. Will see what I can do about that and if it translates well to video, while recording VR monitor output.
  7. You might want to try the "OpenXR mod", which includes and allows to set FSR from its menu.
  8. Jup no other dx devices are bound to any other axis, for both the pilot and cfg selection. Meaning probably causing this is a slight movement in hover by the AI pilot, which I was able to visually verify at low altitude daytime from the cpg seat.
  9. I have experienced the occasional barrel roll - in 2.7 and 2.8 beta - to me it appears only when excessive rudder input is given (skid) while banking for a turn at "higher" forward speeds. When flying coordinated or slightly outside center - this roll never happens. I also frequently use the switch seats between back/pilot and front/cpg while in hover. What I do is always reset trim and then maintain hover, before switching to the front/cpg seat. When switching to back/pilot, I mainly focus on "catching" the yaw with the rudder since this will most likely be your doom if not stabalized quickly. Now I think of it, perhaps also focus on your collective lever position when switching to back/pilot. You'll want this to be (close to) the same as you have left it. Too much above or under original position might exuberate yaw and fcs effectiveness. Unexpected barrel rolls in the AH64 are super fun though... made me happy!
  10. It appears that while in hover (switching seats from backseat/pilot control to frontseat/cpg control), the AI pilot ever so slightly moves to one direction instead of maintaining a steady hover. I have come to believe this has always been the cause of the reported TADS issue. I have not tested what would happen if (from the frontseat) the AI pilot is commanded to perform its hover... i.e. if this would stabilize it in space.
  11. Good question! I'd like to learn what each graph color stands for exactly, since it was not directly obvious to me. I assume at least one for sim render and one for 3d render?
  12. Hello! I can't figure out the following issue I'm encountering: When in CPG seat, with TADS sight selected and unslaved at 12 o'clock well within functional limits and with a stable hover (AI controlled), after letting go of my physical controls for the TADS cursor, the TADS sight always appears to continue slewing to the right (only horizontal movement). For the TADS cursor I have programmed the RHG manual cursor to my flightstick X & Y axis and I have experimented with various deadzones for the X axis, however even with big deadzones, it appears that the TADS sight still keeps slewing to the right with the same slow speed. Also no double axis assignments. I'm using a Virpil WarBRD base and do not experience any problems with the physical axis either as cyclic in the PLT seat, in any other DCS modules, or any other simulator for that matter. The axis are 100% jitter free. What could be causing this slewing to the right? Thanks for your help!
  13. Confirm this sollution works! I have set the deadzones voor Cursor X and Y axis to "4". Also discovered that I can now undue the issue with "MPD corner cursor stickiness", by tapping a few times in opposite direction of the MPD corner in which the cursor is stuck. This needs some tweaking from ED imho to get it noy sticky and smooth.
  14. Depends on each ones own definition of "master" level. Some may be completely satisfied if they're just able to take-off and shoot some missles, while others may only feel satisfied when every single detail and procedure is learned and realistically simulated. I do agree with you though, that - even for the most basic aircraft - it may take months (if not a couple of years) to "master" it, if the definition is to know every single detail, fusing procedures and handling in ones very own DNA and to have experienced every aerodynamic and situational limit. Complex aircraft may require a multitude of that, ofcourse. However given enough time and proper attention, once a own level of "mastery" is obtained and you move on to another aircraft, wouldn't you still be capable on the previous aircraft? Again relatively speaking, because each ones definition of mastery is different. The beauty of a flight sim - for me at least - is everybody can be satisfied and happy, whether it is owning one or ten modules, investing one or fourthy hours/week, flying quick action or extensive missions.
  15. This sounds very interesting R4ley! Still very happy here with your USB standalone Cougar TQS mod. :) Also managed to clean the ANT pod and Microstick with Kontakt 60, WL, 61 chemicals (along with some proper bending of the inner pod contacts tnx to cougarworld). They run buttery smooth again without any spike, just like new. Contactless pods may be a worthy investment though in the future.
  16. That is great! So happy for you too. Now hope this will be resolved in a future update.
  17. Finally! FIXED IT! Under settings, in the Misc tab, just disable the checkmark for FORCE FEEDBACK. It is my opinion that this bug should be fixed soon, i.e. it shouldn't have to be so unclear/hidden for users in order for basic control functions to work... I see now on the forums that this has been reported back in 2018... OMG! Hope developers are taking notice here and can help us fix this. People are still flying Huey right?
  18. Hello, It appears that VAICOM makes the Communications menu automatically flicker on and off in 3D while this has been set to off in the settings. I frequently notice this in OpenBeta in Multiplayer, directly after when spawned in 3D cockpit. It is like this "hide comms menu" feature is not working anymore. Once VAICOM (and VA) is closed, the flicker stops in 3D. I can not use VAICOM like this, because it is too distracting for me. Has anybody experienced and/or reported this? I did not test this in singleplayer. Thanks, Scuby
  19. Hi! Good to hear that I am not the only one with this. How do you have the Huey trim settings setup? Do you use it in Openbeta? Do you have multiple bindings for trim? Hope other people can chime in here for help.
  20. Thanks for your reply. I have cleared all other bindings and still TRIM IS NOT WORKING IN THE HUEY! Why is it working for some and not working for others? I can't figure my head around this... Only rudder trim is still working once this option has been selected. Help?
  21. Thanks for your replies. Hmmm... I'll have some investigations to do. Clearly the trim button can be seen being pressed in 3D on the cyclic, but results in only the rudder being trimmed (if checked in options) and never a trim in pitch or roll. It did work before, so I'm scratching my head here?!
  22. Hello, It appears that since a recent update of OpenBeta that in the Huey the Pilot Trimmer function is not working correctly anymore. This has been tested in various default Persian instant missions, with both the default key "T" and joystick binding, with Force Trim switch set to ON, with settings set to option default and option center stick. When Pilot Trimmer button is pressed the 3D button on the cyclic can physically be seen being pressed, but the result is that both pitch and roll axis are not being trimmed. When in settings also the option Rudder trim is selected, it appears that only the rudder is being trimmed correctly, while both axis are still not trimmed at all.
  23. Hi all! I have just finished this mod about one hour ago! The Speedbrake switch appears more easy to mod, because it can be rotated more freely internally compared to the Dogfight/Missle Override switch. You'll kill two birds with one stone here: 1. by re-aligning the button axis with the actual switch axis inside, you'll prevent wear and ultimately failure of the plastic housing (that stiffness you mentioned is a precursor for damage) (see how it is done here: http://www.cougar.flyfoxy.com/mods.php#speedbrake), 2. the entire switch (incl. button and housing) needs to be more naturally aligned with your left hand tumb as per RL angles of the F-16 TQS. This mod required a 45 degree rotation of the entire switch to the left, and cutting its plastic housing so it would fit the internal mask again. The Dogfight/Missle Override actual switch is more limited to rotate due to two metal braces internally keeping it in an undesired position. Still, just like the Speedbrake switch I managed to align the button axis as much as possible with the actual switch, and was able to rotate the entire switch "about 15-20 degrees" right. The button axis now comes close to being perpendicular to the left hand tumb. All feels a lot more natural now and more correct to operate compared to default switch angles of the TM Cougar TQS. I'd recommend every owner to at least consider this Speedbrake mod. Also, I removed the entire detent plate in the base, the Z-axis movement is silent now and also a lot more accurate in 3D! Though, without detents I'll have to watch my FF more now for that AB kicking in :music_whistling: Inspecting the TQS, Speedbrake and Override switches all the way on the left: Close up of the Speedbrake (lower) and Override switch (upper): Cutting the plastic housing so it fits the mask at the intended alignment: The result with only the Speedbrake switch re-aligned: The result with both Speedbrake and Dogfight/Missle Override switches re-aligned: Real TQS versus my modded Cougar TQS: *Note: the TM Couger TQS is not a perfect 1:1 replica of the RL F-16 TQS, so actual switch angles may differ (and they do :) )
  24. Hi mate! Actually, I have just finished this mod about one hour ago! https://forums.eagle.ru/showthread.php?t=278164
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