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Everything posted by Notso
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Thanks. Are you running 2.5.5 then? As I said, I'm very tempted to roll back until the VR issues in .6 get addressed. I was pretty happy with it before I jumped into OB, but that was before I got the Reverb so not able to say definitively that 2.5.5 was fine with the new HMD. I'll post up my full settings with some screenshots either tonight or tomorrow and let you all look and see if I've got something going on. I've also followed the tutorial on Thud's VR4DCS to optimize windows and that did seem to help run stuff better. But that was a while ago. Not sure if I need to do any other optimization. The whole setup is new, only about 4 months old now and 2 of those months were in transit. The hardware should easily be able to handle this at the settings I'm running, I would have thought. Maybe it caught a virus while the container was sitting in port in China on the way to the US :lol: Anyway, in the meantime two quick questions.... 1) what does the Anisotropic Filter (AF) setting do? I understand MSAA but don't understand what AF does in DCS. And 2) In Steam VR settings, what does the "Legacy Reprojection mode" do? Should it be ON or OFF if I'm using motion smoothing Forced On?
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I have that on and I see the same very high Hz flickering and start screen jumping around during loading. I just have to close my eyes to get through it until it loads, or I would be curled up in a ball on the floor with white foam coming out of my mouth in an epileptic seizure. J/k but it IS very uncomfortable. And it is unique to the Reverb, my HTC Vive Pro did not do this at all. <shrug>
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OK, so question regarding the reverb settings....... I tried using your 150% today on the global setting and 100% in the DCS application setting and HOLY cow was the visual crisper and more defined. It was almost like looking at a 4K monitor. However, my FPS and CPU framerates were dogshite. I was testing in the NTTR instant action free flight. Over the desert, it was fine, but as soon as I got near the Vegas strip, it started getting choppy and FPS went from a solid 45 down to 30. I did some experimenting and turned shadows off on both terrain objects and just shadows. It helped a bit but not enough to overcome the stuttering. BTW the stuttering was only really noticeable when looking at 3 or 9 o'clock and was accentuated when rolling while looking out at either wingline. I also experimented with turning "Legacy Reprojection Mode" both on and off. WHich is the prefered setting for this? BTW, I'm running MSAA Off and AF on 8x. My rig should be able to easily handle these setting with smooth framerates, so I'm a bit stumped as to why everything is so slow. VrFPS was showing FPS in the 30-36 FPS and GPU frametimes in the 12-17ms range. The CPU frametimes were showing lots of Red. I'm currently on 2.5.6 OB and am very tempted to roll back to 2.5.5 stable. Any suggestions?
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This is one of the more amusing threads I've read here in a while :music_whistling:
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My suggestion to model an Over-G situation in the Sim would be to have a code that then causes a random effect to be generated such that the following things could happen depending on the configuration: 1. Nothing, everything works normal (because sometimes an over-g isn't that severe) 2. Hung stores 3. External tank doesn't feed correctly 4. Weapon failures in flight resulting in a miss (seeker failure / fin failure, etc) 5. Stores that impact the jet during separation I don't know enough about the viper to know how it's over-G logic works. I would assume Betty would yell "Over-G, Over-G" if you exceeded the limits. If so, that warning could trigger the random effect(s) above and as well the pilot would know that something bad could happen, and that employing weapons or jettisoning tanks/bombs might have a bad effect. Aside from the G-effects, it would be interesting to have just random failures like Hung bombs or misses due to just general weapon failures. Sometimes shit happens and you have to be able to deal with whatever fate throws you.
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I've seen both happen (pull the motor and pilots turning wrenches) on another platform. In the later case it was a young wingman 1Lt who was being stupid. The Sq/CC sent him out to the hanger and told him to help pull panels as penance for his buffoonery. I think he got 2 or 3 screws out before the crew chief said thanks but please go away.
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I recall when I first got into DCS last year that people were saying the usual cycle for updates to hit stable was about 2 weeks after they were first introduced to OB. Is this still true, or does it vary? Also, if you are playing through steam and are on OB, do the patches/updates hit Steam at the same time as they do via DCS direct, ir is there a lag for updates being introduced to steam?
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Sadly, that is exactly what it is like today. All air traffic into and out of the UAE has been stopped. McCarron in Las Vegas as well. The LAS Airport has been totally closed for almost a week now.
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Yeah, I'm well aware of TACAN approaches, which are non-precision. But you're not going to be able to shoot an approach down to 200-1/2 on a TACAN approach. I guess it was a calculated risk the USN took that they would just need to divert if unable to land if WX was below non-precision mins. And then I guess there is always a PAR if needed.
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Cool, I'll try 150%. I was under the impression from previous threads that the Reverb needed to run at native resolution.
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It does happen occasionally but not often. QuiGon's example with the F-4G/F-16 is a good example. Another is also out of Incirlik, the F-15Es during one deployment would fly as 3 ships and all three had mixed loadouts. One would carry GBU-12 with AGM-130, another would carry GBU-12 with GBU-15s and the 3rd would carry a mix of GBU-12s and -10s. It was a unique situation and the mixed loadouts gave them flexibility depending on what targets they found that day. This was during the "Northern Watch" days of patrol rather than ATO fragged strikes.
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OK so back to the Motion Reprojection discussion... So I finally found all the settings as per Imacken and Stuartaston. Thanks for the help on that BTW. I started experimenting with settings to get the smoothest feel possible. Previous to going to 2.5.6 OB and the Reverb, I was running 2.5.5 stable on an HTC Vive Pro. I was able to have High on all the settings, MSAA x2, PD on 1.5, etc etc with buttery smooth frame rates. Now with 2.5.6, I have MSAA off now and PD set to 1.0. I followed the advice to run the Steam VR settings at 100% (native I assume), and enable Motion Reprojection / Motion Smoothing through Steam VR settings. I even deleted the fxo and metashader2 folders as suggested. It was still a tiny bit juddery when I would roll 90 while looking left or right at a large city (abu Dhabi in PG module / Free flight / instant action). I was about to give up when I went back to Steam VR one more time. On the in game application settings for Motion smoothing -I changed "enabled" to "FORCE ALWAYS ON". I went back and tried the same setup and it made a huge difference with no other changes. I'm getting a fairly constant 45fps and the objects and terrain out the window are now flowing by very smoothly. And yes, I did // comment out the motion reprojection line in the vr default text file. My frame rates definitely went down after I switched over to 2.5.6 although it might partially be the Reverb is a graphics hog more than the Vive was. I hope ED fixes that soon. However, I've got it to the point where I'm happy and performance seems fine to fly. I haven't done any MP stuff, so it may be complete;y different if I was on a complex mission with jets flying everywhere.
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Oh wow, that looks sweet! I think I'll try it. Thanks.
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Thanks all for the info. Now I just need to figure out how to mount them to my Playseat.
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As long as they do the shirtless beach volleyball scene, I'm OK with that. :music_whistling:
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What Klarsnow said is 100% spot on. To add to that, USAF fighter squadrons during peacetime (at least in CONUS) not only have callsigns assigned to each Sq - but then usually every flight lead has one of those callsigns assigned to him or her each time they lead a flight. For instance, Capt Jane Blow might be assigned the ATC callsign "Husky". Each time she leads a flight or is an IP for a flight lead upgrade flight, that flight would always use the callsign Husky. It might be Husky 11, 21, 31, 41, etc depending on where she was in the schedule. But everyone at the base would know that the Husky c/s belongs to Jane whenever they heard it on the radio. And an individual SQ might have 6-9 or more callsigns assigned to it to dole out to their flight leads. In addition, the SQ commander would usually always fly with the c/s of the SQ nickname if he/she were leading that flight that day. For instance, the SQ/CC callsign for the 336th Rocketeers or the 335th Chiefs at Seymour Johnson AFB would be "Rocket xx" or "Chief xx". I assume for the 77th FS (F-16s at Shaw AFB), the commander's c/s would be Gambler xx whenever he lead a flight. In wartime ops, the callsigns are assigned via the ATO and typically (not always), each unit would have a discrete callsign or two. So for instance, if you heard "Snowbird" on the radio, you knew it was the Canadian F-18s. To make it even more confusing, larger aircraft like AWACS might have a callsign for the up front flight crew in the cockpit would communicate on with ATC and a "backend" callsign where the mission crew would control the airspace i.e. "Darkstar". In the USAF, tail numbers are never used on the radio except when talking to MX or the Ops desk. The maintenance guys only care about tail numbers, as that is how they track their jets status. So a pilot having a maintenance issue during startup would call on the maintenance net something like "Tail 69, redball flight controls". In my limited experience flying with the Navy, they also use normal FAA approved callsigns when talking to both military and civilian shore based airfields. As Klar said, they use side numbers only when flying around the boat. And when they are in combat ops, they are also assigned tactical callsigns via the ATO just like everyone else on that ATO that they would use when they were not talking to the boat.
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Hi all, I apologize in advance for the dumb questions and if its been already addressed before, please share a link.... I recently bought the Cougar MFD pack to add to my VR setup so I can use the buttons rather than having to use a mouse to manipulate them. My question is how easy are they to set up and configure? Do I need to map all the buttons manually or will they auto map to DCS once plugged in. Also, if I switch back and forth between a Hornet (3 MFD) and the F-16 (2x MFD), will each module need to be reset each time, or can I save it to the Module profile like I do the HOTAS mapping? Any other setup tips would be greatly appreciated. Thanks.
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I have the exact same problem as well. Not sure if there are aftermarket thicker facepads for the reverb yet. I don't think so. But I mostly got it fixed by using some thin 3/8" weather stripping from Home Depot (DIY store for those not in the US). Experiment with the thickness. Not elegant, but it works. Pics here: https://forums.eagle.ru/showpost.php?p=4247718&postcount=68
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Ah, gotcha. That makes sense now. Thanks.
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Pure gold! Thank you for that clear explanation. That's really helpful.
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Perfect, thank you. I think I found it in Steam VR settings. Interestingly, I've been playing on my MSI laptop while I was waiting for my desktop to arrive from overseas in my furniture shipment. It finally got here end of last week and I've been setting that up for the Reverb and WMR. I tried to go into the default.vrsettings file to comment out the auto line and the file is completely different than the one on the laptop. I'll try to post a screenshot soon, but it looks nothing like the files you've all posted and that line doesn't exist. I wonder if it's in a different folder somewhere else?? Edit: nevermind, found it.
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I'm not quite sure what you mean by "more flexibility". Can you expand on this a bit? Thanks.
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I don't think Point track is required. You should be able to employ in Area Track. Or even no track at all - it's just not very stable laser spot but shouldn't inhibit release of the weapon.
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I've never understood that and was quite surprised to find out the Hornet doesn't have ILS in RL. It's not like they only ever land on the boat. How do they land at shorebased airfields when the WX is at IFR precision mins.