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Werewolf_fs

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Everything posted by Werewolf_fs

  1. Yes, using WMR for SteamVR BETA and the indicator is enable (removing //) but nothing works I will keep trying to find the problem ... I miss oculus ASW ... :-( jehehehe
  2. Yes, and I don't see it, The HMD seems to ignore the configuration file
  3. I can't get the Motion Reprojection Mode to work in my reverb any changes in the file "\ Program Files (x86) \ Steam \ steamapps \ common \ MixedRealityVRDriver \ resources \ settings \ default.vrsettings" don't work for me I also used the file that Baldrick33 put a few posts back and followed the guide of Thug's VR4DCS without success any solution? . Thanks
  4. Rift S and Oculus is native in DCS. In my tests, steamVR implies losing 20% ​​of performance compared to oculus native suit
  5. In this aspect the placement of the headset is important. After placing the halo and the face well. Rift S has a small lower button with which you can zoom in or out of the face, so it is advisable to zoom in as much as possible and press ONCE that button so that the face skips slightly towards the front and ready ... For me its biggest flaw is the FOV that is 88º horizontal, (diagonal FOV 110º), it is the smallest of new headset,
  6. I have the same conclusion after the initial confusion. It seems to be more intuitive and easy with the new assignement
  7. For simulation it is clear that Rift S is the right thing for now. But if it is true next generation or update will go to a Quest with video input and the "out" of the S
  8. Also, OLED generates more glare by having more contrast. Even so, a Quest connected to the PC sounds interesting. I hope the hand and finger tracking is available for Rift S, but they don't mention it anywhere.
  9. With this simple video I solve my audio problems In my case, the right audio handset failed but the repair worked the same without losing the stereo sound
  10. My recommendations that reduce the value do not increase it. Try values ​​between 55 and 40, the one that comes closest to your personal real scale
  11. that's right !! .. it's confusing but in the VR options of the DCS WORD, IPD SETTINGS is really a "world scale" with which to adjust the size of things to your real impression. I have been so freaky as to take the size of the real cabin and try to replicate it in the DCS, for this and have taken the value to 45/46 but this is very personal, according to your impressions... I repeat, it is more the scale of everything in the DCS World
  12. That same problem of the hud I had in my Oculus Rift, to solve it adjust the value of the IPD of the VR options of the DCS. This option really does NOT vary IPD, it is more the scale of the world. By default it has an excessively high value, so the size is too small, reducing it will help, recommended between 53 and 40, according to your preferences
  13. After the last beta (2.5.5.34108 ) HARM has improved a lot. The warhead continues without being able to destroy certain targets, (SA6 for explample) that I think are acceptable or realistic, but others with little armor would be able to eliminate them, SA11 for example, that carries little armor and the missiles that it carries seft-detonation with the explosion of the harm, this only makes disable it most of the time not detroy!!. So it should always be destroyed the RAPIER radar, that 1 of three times inutilize it but does not destroy it and is not armored!!!.
  14. It is very useful, oculus home allows it too and I have used it a lot in my missions trainings with the Wags videos and pdf's :-)
  15. Unfortunately the host track is also corrupt, we will fly the mission again and repeat the test in MP
  16. Well, on our last flight online we continue to notice inconsistency with the Harm. 4xF/A-18C Hornet, Mission SEAD over the Strait of Hormuz. 2xAGM-88 4xCBU-99 *First Target a SA-6, direct target and surprisingly destroy it, ok .. *Second target an SA-8, damages it, and disable, not destroy, ok ... *Third, one Rapier (two launchers + radar) two direct impacts and the battery was still operational.. umm..... *Fourth, SA11 (two launchers + radar), 2 impacts on the same launcher 1 without damaging or inoperative. 2 impact in launcher 2, 1 no damage, second destroit the unit.... ummmm..... I don't have the track now, because my DCS CTD, before the end of the mission and it's broken. I'm waiting for the host to pass it to me... The ability of the Harm warhead is still too small or erratic for me.
  17. Version 1.39 i guess. RELEASE NOTE: https://forums.oculusvr.com/community/discussion/78839/rift-1-39-release-rolling-out-now
  18. After several tests, it is true that the units actually take damage even if it is not appreciated. The health bar is red after an impact of the harm, so the mission creators would be worth the option "damaged unit" would be worth to associate triggers to the "deactivation" of a SAM by the player. I will have to modify my sead missions
  19. I answer to myself. The last patch to modified my sam templates, in the SA-2 the SAM SR P-19 unit is missing without it not working.
  20. I add my experience on the subject. After many tests, 85% of the time the damage does not destroy the target, it only deactivates its radar but 0% damage on the unit. I add track ... * TRACK, two bateries of sa11, WP1, One SA-6 WP2, 4 HARM released, 3 direct hit, (two SA-11 and SA-6 radar), 1 fail, ok may be normal, but ... 3 hits all 0% damage, this is not normal, :noexpression: Track: https://drive.google.com/file/d/1CSzjiOZIPbYcpeQw4c4Cas6NhixLD6GL/view?usp=sharing
  21. I have tested it with several modules or aircraft, the SAM SA-2 does not seek or block or attack. Track of a test mission with a SA-2 (WP1) and a SA11 (WP2) battery. SA-2 not active. test_sa2_sa11.trk
  22. I agree. The high-fidelity third-party modules would explain this discrepancy with the TF51 of the DCS core. Is true that the performance of my Hornet and Tomcat module has improved a bit, but I would like more improvement :(
  23. NineLine was right. A problem with the oculus keyboard shortcuts (LCTR + KP1, kp2...) so all previous tests would be in ASW AUTO. :doh: NEW TEST VERIFYING THAT ASW IS OFF. :music_whistling: (Using OculusDebugTools). VR FPS: Using the TF-51D Instant Action mission Flight Over Tbilisi the first few seconds DCS BETA 2.5.5 = 81 - 85 FPS DCS Stable 2.5.4 = 59 - 62 FPS https://forums.eagle.ru/showpost.php?p=3955759&postcount=47 Yes VR improvements!!!, BUT.... I created a mission with an F18 in the same config, same position, altitude and direction as the tf51 on tiblisi, result: DCS BETA 2.5.5 = 45 - 54 FPS DCS Stable 2.5.4 = 45 - 48 FPS :huh: :noexpression: it goes better, but these improvements are marginal, ????????
  24. NineLine was right. A problem with the oculus keyboard shortcuts (LCTR + KP1, kp2...) so all previous tests would be in ASW AUTO. :doh: The keyboard shortcuts now work!! :huh: NEW TEST VERIFYING THAT ASW IS OFF. :music_whistling: (Using OculusDebugTools). VR FPS: Using the TF-51D Instant Action mission Flight Over Tbilisi the first few seconds DCS BETA 2.5.5 = 81 - 85 FPS DCS Stable 2.5.4 = 59 - 62 FPS System Specs: i7 6800K @ 4.2 Hgz MSI X99 Raider <--- BIOS TURBO BOOST OPTION ON , ECHANCED TURBO OFF, for optimal result with DCS 32GB RAM 3000Mhz Gigabyte Nvidia RTX2080TI Exterme Waterforce @ 15% OC 2x SSD Samsgung 500Gb 860 PRO Windows 10 PRO 1809 64bits Graphics settings: Almost all the high. The same config in beta and realease. TEXTURES AN TERRAIN TEXTURES: HIGH C.TRAFFIC: OFF WATTER: HIGH VISB. RANGE: HIGH HEAT BLUR: LOW SHADOWS: HIGH RES. OF COCKPIT DISPLAY: 1024 MSAA: OFF LENS EFFECTS: BOTH OF THEM CUTTER: 100% TREES: 100% PRELOAD RADIUS: 100% CHIMNEY SMOKE: 5 GAMMA: 1.8 ANISOTROPIC: 16X TERRAIN OBJETS SHADOWS: FLAT COCKPIT ILUMINATION: ON RAIN DROPLETS: ON VR SETTINGS: PD: 1.7 USE HANDS CONTROLLERS ON IPD DISTANCE: 40 VR SET HARDWARE: OCULUS RIFT with oculus software ver. 1.38.256 NVIDIA DRIVERS ver. 430.86, default conf. ALL SYSTEM DRIVERS UP TO DATE
  25. That ED implements ASW 2.0 !!
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