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oz555

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About oz555

  • Birthday 09/01/1973

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  1. oz555

    BSB2

    As I mentioned above, one base station mounted above head height, front and centre works ok for racing sims but it's not great for DCS. I've another base station on the way and will post results.
  2. oz555

    BSB2

    As the BSB2 is so light and comfortable, I can put it on and remain that way for an entire session doing all the desktop stuff and browsing etc through Steam Dash. With the G2 being quite heavy in comparison it just wasn't comfortable enough to do this. I was forever headset off, glasses on, glasses off, headset on etc
  3. oz555

    BSB2

    I haven't tried Pimax or Quest 3 so can't comment on the sweet spot other than it's a huge improvement over the Reverb. I've been running a G2 for five odd years at 60hz without reprojection at around 3600 per eye resolution plus OXRTK with 60% CAS. This provided a very good image in general. The BSB2 I'm running at 3560 per eye in DCS with Quadviews making up for the extra 15 frames, so I'm getting similar performance with a much crisper image using the same DCS settings. Once they get the foveated eye tracking online will have a lot more headroom to supersample. Without any experience with the super high resolution headsets from Pimax etc, all I can say is that the clarity is impressive and I'm very, very happy with how DCS looks in the headset, particularly in night missions. Yes there is persistence/glare in certain scenes, which is a real shame, but for me only annoying if I focus on it. Definitely loses marks though on this point. With Iracing I was running the G2 at 90hz, so with the extra 15 frames to spend I've been able to crank up the resolution on the BSB2 to 4300 per eye. Looks incredible and tbh I couldn't ask for much more clarity wise. No noticeable difference in smoothness going from 90hz to 75hz. Tracking I'm working on. I only bought one base station which is ok for Iracing, but for DCS it gets jittery when looking sideways more than 45 degrees or so. Have ordered another base station which hopefully should be enough. Best thing about it is the comfort. The headset is so light I can just put it on and leave it on then do all the settings, alt tabbing and faffing that sims demand in Steam VR dash. As someone who needs to use reading glasses this is a major QOL improvement over the G2. I haven't tried Virtual Desktop.
  4. oz555

    BSB2

    I've had mine (BSB2E} for a week now. Got it pretty well dialled in for DCS and Iracing. Coming from A G2 running 13700K/4090. Happy to answer any questions.
  5. Similar for me. Launched VR session from ME then crashed soon after F18 startup.
  6. Same here. Three times in past few weeks. dcs.log
  7. Same happened to me twice in last week. Log attached. dcs.log
  8. I have waited a long time for an upgrade to my G2. The specs on this one finally ticked all the boxes. What really sealed the deal for me from watching interviews and viewing Reddit posts, was the honest and transparent approach of the company and their practical vision for PC VR. The market has been full of snake oil claims and unsubstantiated promises in recent years. It's great to see some integrity on show.
  9. Working like a charm now. An awesome addition to the single player experience. Thanks ED.
  10. With further testing, I have found much of the process to be automated. The AI will perform a Tac-Turn by itself, provided the lead (player) is on the outside before the turn. If the AI is on the outside, the Small Tac-Turn commands in the radio menu must be used. Unfortunately this currently introduces problems with the formation as mentioned earlier in this thread. I have created a runway start .miz out of Kutaisi (attached) with a Tac-Turn practice flight plan if anyone is interested. If you follow the instructions, the lead aircraft will always be on the outside running into the 45 and 90 turns, so you won't need to use the radio menu or interact with the AI other than the initial line abreast setup following take-off and a couple of shackles to regain the outside line. On the runway: Select the SA page. Box WYPT and SEQ1 with a range scale of 5nm. Turn on DL (127). Switch Rad Alt. Rad Alt set to 150ft. Select WP1. Brakes on, throttles to 80%. Release brakes and slowly advance to full burner, then back off 5% so Wingman can keep up. Following gear up - Accelerate to 420kts@250ft. Open Comm 1 radio menu - Flight/Formation/Line Abreast, then Large Tac Turn Menu/close up x3 to get our AI in Battle Formation@1nm on the right. Continue at 420kts, left of track with your wingtip symbology touching the track line on the SA page@5nm scale. At 1.5nm before WP1, select WP2 (or use AUTO) as you proceed with the first 90° right turn, pulling a level 3.5-4g throughout and using up to full mil power (or use ATC) to maintain 420kts. Your AI wingman will perform his Tac-Turn automatically and you should both exit the turn on the opposite side of the track to the ingress. If you've maintained the correct speed and G's, your wingtip on the SA page will be touching the track line again, and you should both be in a perfect 1nm line abreast. Repeat for all turns up to and including WP10 with a Shackle (swap sides) - Radio Menu/Large Tac Turns/Shackle - between WP5 and WP6 and again between WP6 And WP7 - so lead can regain the outside line. WP11 and WP12 are set up for your approach to land at Kutaisi R/W 25@WP13. Tac-Turn Practice.miz
  11. The AI also does not remain in correct battle formation following a left Tac-Turn that it has initiated. It returns to line abreast right regardless once the manoeuvre has been completed. The radio menu seems to be populated with numerous commands that either don’t work or conflict with each other. Perhaps the new Tac feature would be better suited to an entirely separate menu.
  12. Maintain speed throughout the turn at 3.5g- 4g. Usually up to full mil power required until the turn opens out. I made a video a while back which roughly covers the procedure. I have skipped it to the relevant point which covers the take-off formation, push out to line abreast and a few Tac-Turns.
  13. I have a similar question. For RAF low level/Cold War era: Following take-off and gear-up, the Wingman would usually be pushed out from arrow to a 1nm line abreast. The radio menu/formation/line abreast command pushes your Wingman out 1.5nm to Starboard, which can be adjusted incrementally down to 1nm with the "close" command. A menu faff, but all good so far. Following a left 90 Tac command, our AI Wingman initiates and completes the 90 and gets himself into line abreast left, then returns to line abreast right, when he should be staying in position on the left. If I give no command at all at mission start, my AI Wingman stays in trail. What is the command for Battle Formation? We could really do with some keybinds or flight plan automation for the Tac Turn commands, as they would usually be dictated by the flight plan and not radio calls. For example, a 90 left would be initiated in radio silence by the Starboard aircraft at around 1.5nm from the waypoint at 420kts. Great to see this in DCS, by the way. Huge single-player improvement if it can be implemented well at a low level.
  14. Same here.. I do hope the upcoming ED Dynamic Campaign matches the quality of their modules. The detail that has gone into the Mosquito is outstanding. I just struggle to create a meaningful WW2 atmosphere to fly it in.
  15. Would be great to know which files to remove.
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