

SaschaFFM
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Everything posted by SaschaFFM
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Hmmmm, I think I did not clearly express what I meant. I do not want to base this on the actual fov. If someone wants to play on a 22 inch from 6 feet away ... to each his own. I mean rendered fov. DCS knows what fov is rendered in 2D or 3D I basically only meant that spotting should be independent from resolution. Make the dots 1 degree for 5miles distance, 0.5 degree for 10 miles etc. These numbers are completely made up, might be far too big. This could and should be combined with the fading they introduced If someone uses small fov, his dots will be bigger, as everything is bigger with smaller fov, also 3d rendered things, given the same screen size. And I mean rendered fov. But it would be independent from resolution and from 3D or 2D
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I did not read through the whole conversation. I mainly play on coldwar and WW2 multiplayer-servers, so spotting is kind of essential to have a good experience for me. At some point I do not even care if spotting is easier or harder than it is in real life, if only everyone would get the same result. Independent of VR or not and the resolution he uses. I fly VR only. The spotting in VR was much worse than on monitor for the past years. Now with the new spotting it is the other way around. You get giant blobs for planes that are 20 miles away, so sneaking in is a thing of the past. But: This is heavily dependent on the resolution. I have a high PPD VR with eye-tracking and I see *nothing* beyond 3 miles or so. I set up a test-mission with targets in defined distances, so I can easily compare. When I deactivate high PPD mode and reduce resolution to its minimum, I can see planes in 20 miles distance again. I would hope that everyone would be able to get the same spotting. It appears to just render the dots in something like 16x16 pixels for every device. Wouldnt it make more sense to make that relative to the fov? Like render a dot that is 0.2 degrees (fov). Perhaps I am thinking too easy here, but why wouldnt that work?
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- a wizard that helps to set up the basic controls for an individual plane (like mount the axis, gears, flaps, airbrakes etc.) - advertise the possibility to use "shift"-buttons on a joystick. Very helpful if you have limited number of buttons on your joystick - a tip that most planes have tutorials in "trainings" that help you learn to handle it (it took me quite some time to find this back in the days) - an easier way to just hop in any plane and train ground attacks. Mission editor is not that easy for a newbie Okay some of these are indeed wishes, but they would certainly help newcomers. I am currently mentoring one, so I know what he is missing
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Varjo Aero: Общее руководство для новых владельцев
SaschaFFM replied to Supmua's topic in Virtual Reality
No, not really. You need to point to the MT dcs.exe which is in the folder \bin-mt and *not* the one in \bin (which is the one if you want to start with ST mode) -
Mbucchia has released yet another tool that provides major improvements especially for VR-3 users. It is now possible to use DFR (Dynamic Foveated Rendering) with DCS and a Varjo headset (VR-3 and Aero). VR-3 has the added benefit that it can finally utilise its bionic display, which delivers extremely sharp image (70 PPD) on the center of the display. The rest of the display is utilising Super-Sampling via DFR, so it is much sharpen than anything you have seen in the past for DCS. To read through all the information and download the tool: https://github.com/mbucchia/Varjo-Foveated/wiki This is not compatible with OpenXR-Toolkit as of now (and probably for the foreseeable time). But Turbo-Mode is included. I highly recommend any Varjo user to test this out in DCS, but especially all VR-3 users.
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Step 1 from that list is counterproductive, as it eliminates the four-screen layout. Step 2 is not related to Varjo. Varjo-Base has of course to be started, just pay attention that you activate the focus display. I set the PPD to highest (70 PPD with focus display). You need to deactivate OpenXR-Toolkit, should you still have it active (not compatible with four-screen layout in DCS). Then you just start DCS and it should work. The focus display is extremely sharp! The peripheral display is running with a lower resolution currently. This is a bit sad, because at least a 4090 could handle much more.s There are rumours that a certain dev is currently trying to implement some tweaks for the peripheral display resolution and even DFR
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It very much depends on the usage of DCS. In VR you are indeed limited by GPU most of the time (that is with 3090 and Varjo in 37 PPD mode). But on multiplayer servers and enviroments with many AI units you are quickly CPU limited again. Sometimes really badly CPU limited with many units in the area
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It would be such a great short-term improvement for at least some users. From what I understood this should be able to be implemented with very little effort. I hope the team will find this time to get it implemented before the long-term improvement "multi-threading" will give performance gains for all users, hopefully. It would be a great showcase for modern VR tech in the most advanced mil-sim on the market.
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Yes, after one evening of testing I have to fully agree with you. I am coming from a Thrustmaster Warthog setup. I absolutely love the axis of the stick and the whole feeling that the throttle plus the stick give (talking about the Virpil). But the hat switches are somewhat of a big downside. I configured them for 4W4B as well now. While this eliminates the accidental actions of the hat-diagonal missed presses, it still introduces a lot of trouble. This was working much better on the Warthog. I wonder why they did not just leave one hat switch with 8W8B possibility per device and just leave the rest as hardware-gated 4W4B. The need for diagonal buttons is not really there. Not in flight-sims and not in space-sims I assume. Well, hope that I can get used to this.
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I have received my CM3 throttle and my WarBRD/Constellation Alpha grip just today. I managed to go through the axis-configuration etc and initially all looked fine. But I do have some major problems with my encoder dials on the throttle and *all* of my 4-/8-way switches on my throttle and the grip. The encoder dials always trigger both actions (that is button 62 and 63 for the left one for instance), no matter if I turn left or right. I tried with and without buffered. Does not make any difference. Button depress of the encoders work fine. The 4-/8-way switches always (!!!) trigger the button for depressing the switch in addition to the direction. There is no way that I could only make a direction action without depressing, no matter how hard I tried. Is this normal? This kind of renders the whole idea of depressable 4-ways useless, doesnt it? Could I at least configure it that it does not trigger the depress button when I enter a direction? I am hoping that this is just some kind of misconfiguration on my end. I would be happy if you could provide some assistance. Thank you SpiteFFM P.S. I have also posted this on the Virpil forum, but this here seems to be more "active", so I am hoping for any ideas
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Found my issue. Might be specific to my setup, but just in case someone else stumbles upon this: I have a Thrustmaster Warthog with a two stage trigger. I bound both stages to „trigger“ (or whatever it is called) in the 19, so that gun fires no matter how far I press. As the 19 has no missile release button, whenever I fully pressed the trigger to release one missile, it would release one with the first stage and one with the second. stupid me
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I am quite new to the MiG 19 and enjoy it a lot. I play it on Buddyspike Cold War server. I do have an issue with the A2A-Missiles, though. They always launch simultaneously, though I put the switch on the left hand side to „1“. According to chucks guide this should allow me to fire only on missile at once, while the default „auto“ launches both in an interval of 1.2 seconds. For me they both launch instantly without any interval. Regardless which position this switch is in. Am I doing something wrong? Any order of procedures I might be doing wrong?
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Dedi web GUI not responding
SaschaFFM replied to Ron Attwood's topic in Multiplayer Server Administration
Just to let you know. I got it working now, at least from the local GUI. First I disabled IPv6 on the server > Did not change anything Then I have installed Java, though I did not see any reference that this is needed > Did not change anything Finally I have installed Google Chrome. With Google Chrome I can now access the local GUI (from the server itself). Accessing from remote, even with Google Chrome on the remote client, still does not work. But I can now start the server and it seems to work fine now. So I am happy :thumbup: So for me either Google Chrome or any combination of above steps did the job. -
Dedi web GUI not responding
SaschaFFM replied to Ron Attwood's topic in Multiplayer Server Administration
It is a VM running on a MacPro (VMWare Fusion). Tried it with Bootcamp with the same result. I have deleted Bootcamp in the meantime, so can hardly get any logs from that installation. -
Dedi web GUI not responding
SaschaFFM replied to Ron Attwood's topic in Multiplayer Server Administration
Thank you for looking into this. Please find attached the requested log and dxdiag. Archive.zip -
Dedi web GUI not responding
SaschaFFM replied to Ron Attwood's topic in Multiplayer Server Administration
I am experiencing the same issue (WebGUI not responding) though I am already on the newest release. Freshly installed dedicated server just yesterday. Tried on bare-metal first and then in a Virtual Machine. No luck at all. AES-NI is activated according to CPU-Z test. Though it should work with and without anyways. The port 8088 itself is up and running. Tested locally and from the local network. But I get a 404 when accessing the site. Is there anywhere you could point me to further troubleshoot? I have added the log of the probably more important entries. Did not find how to spoiler the long logs in this forum. Thank you all, Sascha === Log opened UTC 2019-10-18 12:27:36 2019-10-18 12:27:35.625 INFO DCS: Command line: "C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin/DCS.exe" --norender --server 2019-10-18 12:27:35.625 INFO DCS: DCS/2.5.5.37626 (x86_64; Windows NT 10.0.18362) (...) 2019-10-18 12:28:02.319 WARNING RENDERERSTUB: Static mode not implemented yet for structured buffer 2019-10-18 12:28:03.040 WARNING LOG: 6 duplicate message(s) skipped. 2019-10-18 12:28:03.040 ERROR EDOBJECTS: Destruction shape not found AVIASHTAB_CRASH 2019-10-18 12:28:03.044 ERROR EDOBJECTS: Object HB_F14_EXT_PHX_ALU with id=294 already declared in table MissileTable 2019-10-18 12:28:10.243 INFO NET: No UPNP devices found. 2019-10-18 12:28:10.243 INFO NET: Registering HTTP control interface as X.X.X.X:8088 (port is assumed to be open) 2019-10-18 12:28:10.245 INFO EDCORE: (dDispatcher)enterToState_:1 2019-10-18 12:28:12.933 INFO Dispatcher: //=== END OF INIT (...) 2019-10-18 12:28:13.017 ERROR Dispatcher: Failed to load terrain 2019-10-18 12:28:13.017 INFO Dispatcher: Stop 2019-10-18 12:28:13.030 ERROR VFS: VFS_open_write: CreateFile(C:\Users\XXXX\Saved Games\DCS.openbeta_server\Tracks/.trk): Unknown error 2019-10-18 12:28:13.031 ERROR Dispatcher: Cannot save track: Cannot open C:\Users\XXXXX\Saved Games\DCS.openbeta_server\Tracks/.trk 2019-10-18 12:28:13.033 INFO Config: netview stopped 2019-10-18 12:28:13.033 INFO TERRAIN: lSystem::CleanScenes() 2019-10-18 12:28:13.034 INFO EDCORE: (dDispatcher)enterToState_:3