Jump to content

daemon1808

Members
  • Posts

    347
  • Joined

  • Last visited

Everything posted by daemon1808

  1. Hi, Thanks for the answers guys. In my case this option "current OpenXR runtime" is set to "WMR" (I din't knew that it exists, but it was this way from the start) The weird thing is that: When I install the mod and launch DCS from Steam options a) or b), SVR does not starts (that's good, I think). But a new window is opened in my monitor (like the 2D steam mirror window) that remains black, and no DCS video is shown in my headset (it continue showing the WMR "standby" screen)
  2. Hi, sorry if someone have mention it by now but 54 pages is more than I can handle to search for something: Does someone make it work with DCS steam version?. I have followed the guide and, though steam VR is not launched, Steam is opened as soon as I launch DCS from the .exe. Once steam is launched it promt me the usual 3 options: a) launch DCS only (no VR) 1. with DCS VR settings tab "use VR HMD" option checked --> open a black window that does not load anything, just keep on waiting for something (probably steamVR ^_^) 2. without DCS VR settings tab "use VR HMD" option checked --> opens in 2D (as expected) b) use steam VR --> open a black window that does not load anything, just keep on waiting for something (probably steamVR ^_^) c) use occulus vr --> N/A Someone had more luck with DCS steam version? Thanks
  3. Hi, I'm having a similar issue with the FLIR (or at least I think so). I have uninstalled any shader mod, I have made a clean installation and I have no content in metashaders and fxo folders. For me it seems that some vehicles are just the opposite of what is expected. As you can see, the explosion is ok (white in whitehot and black in blackhot), but the IA vehicles are just the opposite. In fact, the tires in blackhot seems to be cooler than the chasis O_O This don't happen with the "environment" vehicles. For the cars and buses that populate the roads, the colors are ok. regards
  4. What is weird to me is that the issue only happens with HIADSS symbology (maybe is because it is too "near" to the user). All other aircraft HUD's symbology is good, and nobody seems to complain about it been too high or too low. Lately I have found myself removing the monocle during the flight and using it only during combat, because it cause pain in my neck (because the continous tilt of the head) and headache (because the heading tape is blurry) Let's hope that, as bignewy has stated, this will be fixed in a future patch.
  5. Hi, I open this thread to separate the issue with the HIADSS simbology from George menu issue, as Bignewy has suggested. Check the original post here: In the OP some of us have problems with the possition of the IHADSS green symbology (heading tape, altitude tape, TADS square position, etc..) because it is placed to high. That forced me to look down all the time if I want to get the center of the symbology directly in front of my eyes. Aditionally, as the upper part is rendered outside of the sweet spot of my headset, the heading tape is blurry. I have drawn this bellow schema to explain the problem (screenshots and tracks will not help, as the VR "screen" is particular to everyone, and a 2D screenshot is quite diferent from what VR user see). It shows the comparision of how any other aircraft's HUD symbology is placed, with how the IHADSS symbology is placed. In my opinion a good solution, that will fit everyone, is to have a slider in the AH-64D special options menu to place the symbology up or down as desired (similar to the slider that places the KA-50 helmet aiming circle) Could you check it please? Thanks in advance
  6. Hi, In my case I am using a Lenovo Exporer headset, not a Reverb G2. But a screenshot will be useless because what you seen in VR and what you seen in a 2D screen is quite diferent (even projecting the VR image in a window). But I can provide a simple schema on what is happening, comparing how I see the HUD of any other aircraft (including the KA-50), and How I see the HIADSS symbology. Let's say that in the schema the aircraft is on the ground, so the velocity vector is more or less centered. As you can see, the center of my view in any hud is more or less in the center of the symbology. But in the HIADSS, the center of my view is way lower. So, the heading tape is blurry and If I want to shoot the tank, I have to tilt my head down Hope this help.
  7. No,it doesn't work for me. HIADSS is too high and, if I fit down the headset, I see everything blurry (beside I use glasses and I can't fit it down a lot :P)
  8. For me it is exactly that. The IHADSS LOS is like 15-20º higher where my natural LOS is. So, in order to get the IHADSS symbology to 0º, I have to tilt down my head 15-20 degress. (neck pain, headache because most of the Symbology is out of the VR sweep spot, etc)
  9. sorry, but for me there are 3 problems 1/ Player as Pilot - George CPG AI Menu - is too high in VR (part of NVG on helmet covers the top of the AI menu)----- can be solved changing values in a lua file 2/ Player as CPG - George Pilot AI Menu in VR difficult to focus in VR (visible double circles of menu if we look on TADS, rendering is not correct) ---- can be partially solved changing values in the same lua file, placing george menu outsite of TADS location 3. HIADSS SYMBOLOGY too high. And with symbology I meant the green stuff on the monocle (heading tape, IAS, altitude tape, etc). ---- As it is rendered to high, I have to look to my feet, in order to the get the central aiming cross in front of my nose (and my vertebrae will pain every single flight). a slider in the special options menu to place the symbology as desired should do the trick (similar to the slider for the KA-50 aiming cross)
  10. no, of course... but you can take the george interface to another location where your eyes will not focus pass the compass. This way you will not need to tilt your head upward. it´s not ideal, but can work until a fix is done by ED.
  11. check this. You can place the George menus where you want to, just changing the values in the file.
  12. Sorry YoYo. But I think it is not the same problem (or maybe I am understanding it wrong) Boresigh function allows to align the FLIR night video in the IHADDS. That is not the problem, as the FLIR feedback is aligned perfectly with the "real world" image (in my case) The problem is about the symbology of the IHADDS (heading tape, altitud tape, aircraft nose, etc) appears too high in the VR screen. In fact the boresight does not affect in any way to the IHADDS symbology. You can have the FLIR completely un-aligned, and you'll see the IHADDS symbology in the exact same position in your screen (or your VR screen) That's the reason I am proposing an slider in the options. The slider will off-set the symbology, not the FLIR night video) Best regards Hi, Regarding George interface, check my solution above in this same threat. It should work for you too if you change the "something" or "something2"values to fit your preferences
  13. hi, should it be possible to have an y-offset slider in special options for the IHADS simbology? like the one that has the KA-50 for the aiming circle. this way everyone could adjust the IHADS symbology to their VR headset particularities. Most of the time I found myself looking at my feets to get the central crosshair in place, and it is very unconfortable.
  14. Hi, For me it is the same that this picture. The IHADSS symbology and George interface seems both to high for my VR helmet (a Lenovo Explorer). George interface is nearly imposible to be seen in VR and the heading tape of the IHADSS is very blurry, because it is too high. The "P-HDM + box area sight position + FXD" line is just in front of my nose, and it should be much lower, isn't it? I use the monocle, but it is the same. In fact I have found how to solve the George interface position, for those of you that have this problem. But I don't know how to do the same with the IHADSS symbology (provided it is possible to change some other lua file) Open the following file in the main DCS installation folder "..\DCSWorld\Mods\aircraft\AH-64D\Cockpit\Scripts\AI\PrestonAI_page_common.lua" Make a backup copy (just in case) and found these lines at the very begining: --for VR only! local compass_pos = {0, -something} local weap_control_pos = {0, something2} --seems okay, may be a subject to change Change the value of something2 for a lower value (0.12 works for me), and voilá!!! (Please, @BIGNEWY. Could you tell the developer that I love him. I'm not able to convince my colleages to comment the code, no matter the times I repeat it!) ^_^
  15. Hi It is exactly the same that happens on the Gazelle "maintain hover" or the "autopilot" cheat for the huey. If you retake the control of the helo, and the physical stick and throttle aren't in the same position than the virtual ones... welcome to the world of spining and puke. But in the Gazelle and Huey you have "ghost" indicators for each control (showing where the maintain hover "inputs" are). So you can match your physical inputs to the "ghost" ones, before take control again. This avoid the problem. In the Apache, can be partially avoided with Imacken's advice: take control of pilot again, DO NOT TOUCH ANYTHING and use trim. This will match the cyclic and rudder with the position where George left them. But as the collective can't be trimmed, once you move your throttle.... welcome to the world of spining and puke. For sure "ghost" indicators showing "George Pilot" inputs, when you are in the front seat, will be very useful to avoid problems when you return to the back seat (if auto-trim function when you return to back sit is not posible to be done)
  16. "En dos semanas" XD XD XD No, seriously, not in a short term. Weekends are to short and I am focus on learning the Apache. I have to complete/debug many of the new options for the chopper DO_ESCORT and DO_SCOUT missions. So you will have to wait for my hollidays or so Hi Chicki, v2.0 will have some kind of documentation, because it will be more complex, but V1.0 has not many commands to learn. The current documentation for MEP v1.0 is the first video of this thread. There it is shown all the "DO_XXXX" commands and waht they actually do.
  17. Same for me. Holding the trim is way worse, and I end in an uncontrolable spin, bouncing and falling from the sky. I prefer adjust stick/rudder, trim, adjust, trim, adjust.... And for all of you that continue anoying others with the "IRL you don´t have trim reset, IRL this, IRL that....nanananana": Please, next time you crash a plane in DCS, break your computer, go to your home roof and jump... "because IRL, when you crash a plane it is destroyed and pilot is killed most of the times"
  18. ....and propper ATC for FARPs. I love when you fly away from them and, when you come back, you only get the "cancel takeoff" option... or when you are calling them to request landing at night (in order to let them know that they must turn on the FARP lights) and they ignore your calls ^_^
  19. Indeed is a great work and the team has made a great effort to make a great module. Congratulations ED team!
  20. Yes, only one flight of each type at a time (1 SEAD + 1 Ground Attack + 1 sweep....). Once the SEAD (for example) is destroyed you can call another SEAD, but not before. You can use the original 'DO_TAKEOFF' and 'DO_RP' if you want, or you can use new ones. In fact you can: 1. create one 'DO_RP' for all the flights 2. Create a 'DO_TAKEOFF' in airfield 1 and call a SEAD. They will spawn at airfield 1, take of and rally at 'DO_RP' 3. Create a 'DO_TAKEOFF' in airfield 2 and call a Ground Attack. They will spawn at airfield 2, take of and rally at 'DO_RP' 4. Create a 'DO_TAKEOFF' in airfield 3 and call a Sweep. They will spawn at airfield 3, take of and rally at 'DO_RP' 5. join them at 'DO_RP' and push them all (or one of them at a time) Imagination is the limit. Each time you create a new mark, it will "overwrite" the last one of its type.
  21. After some trial and error, I have found that this behaviour is caused by the quick movement of the controls returning to the central position. Sometimes, the time span between the click for the trim and the release of the control is so tiny, that the game doesn't notice it. So, sometimes the user inputs are ignored because the game doesn't realize that the controls have been recentered. Another times the trim is done after the release of the controls (in this cases the trim doesn't change the position of the detent) The "workarround" is lengthening the time between the "trim click" and the release of the controls, but is a pain most of the times. It's a pity because in flight forward the apache is very nice to fly (good work ED), but trying to stop into a hover sometimes is suicidal. Curious thing is that the huey have a similar trim system, but this doesn't happen to it. Should it be possible to match more closely the trim system to the one in the huey? ^_^
  22. Yes, completely recentered and calibrated (checked in windows configuration). And yes, I have tried with a deadzone of 3-5 (for the laughs, because up today they doesn't need to) ^_^
  23. You mean recenter physically the stick/rudders? I'm releasing the controls after every trim (what makes the controls to recenter, thanks to the springs) Check my steps. Rudder left, trim, release controls (they recenter by themselves), left again(not working), right, left again(now it works) Same for the stick: forward, trim, release controls (recenter by itself), forward (not working), backward, forward again (now it works) Maybe the auto-recentering is so quick that the game does not take it?
  24. Hi, I have figure out why it is very hard to use the trim in this helo, and maybe the reason that other players have similar problems. Sorry, but I can't share a track because it needs "user" inputs to reproduce this behaviour and it happens only sometimes. - Using VR, Hotas X and "Central position trimmer mode" both for strick and rudders - After a short flight trying to stop and hover again. - Move the rudder to the left one cm or so (example) - Click on trim hold mode R/Up to trim that position, and release the rudder. - The rudder is now locked in that point, as the X show in the "control indicator" diagram (as expected) - Try to move the rudder again in the same direction (left) - It doesn't adknowledge user left input, no matter how far you go left with the rudder. Until you input right with the rudder, it seems to ignore the left inputs. -It happen the same with the stick: ie: you trim stick forward, release stick. Try to go forward again with the stick, but it ignore your forward input, until you input backward and then forward again. Very weird and hard to tell under what circunstances it happens.
  25. Hi, I have adapted the random daily mission of the A.R.E.A 18 campaign to be used with the Apache too. In fact now you can select the exact mission you want to play, not only the general type of mission. And this time no installation is required! Although it is not a AH-64D mission "per se", it is very enjoyable with all kind of helos, and particulary with the Apache (attacking enemy comboys, protecting ally comboys...). If you have no clue on how to use the Apache weapons yet, you can play the "Radio menu --> F10 Other --> Attack Helo (A2G) --> JTAC" mission to act as a JTAC with your apache as a good practice on your "hide and seek" techniques ^_^ Campaign intro video: https://www.youtube.com/watch?v=isDh6sr_h7A Campaign link: https://www.digitalcombatsimulator.com/en/files/3321123/ - No instalation required, but some mods are required for better inmersion. - In-mission audio messages and music for better inmersion. - You can choose the type of mission you want to play (A2A, A2G, cargo, etc.). Now you can also choose the particular mission, once you have choosen the mission type - Each time you play the mission, the events during the flight, possition of targets, enemy forces location, etc will be different for a great replayability. - Instructions to play the mission: 1. Once the mission is loaded, choose the VNAO READY ROOM slot. 2. After entering the Ready Room, open the radio menu and select "F10 other" option 3. Select the type of mission and the particular mission, or just choose "Random mission type" to let the game choose for you If you want to fly an Apache Mission, select the type F10 Other --> "Attack Helo (A2G)" --> whatever mission you want (like comboy escort, or comboy attack, etc) 4. Read the mission briefing 5. Click on ESC --> CHOOSE SLOT and select the aircraft you want to play during the mission (AH-64D Apache have cold and hot slots) 6. Play the mission and don't forget to use radio menu "F10 others" for better inmersion and get information. Enjoy!
×
×
  • Create New...