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andyn

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Everything posted by andyn

  1. Your first GBU-12 hits exactly the point your TPOD is pointing at, which happens to be the field behind the targets. The second one is tossed to the side in a 2.6 G pull and I believe the bomb has little to no chance to guide with those launch parameters.
  2. Happens on Warthog Deltasim mod and analog sticks on VKB MCG pro so calling this a hardware issue on users' end is just dishonest.
  3. Black Friday? After that there has been one patch with Harrier fixes, so saying "with every update" here is a bit intellectually dishonest. Nope, not a hardware issue. Happens on the Warthog with the Deltasim slew and on the analog hats on the VKB MCG Pro, so at this point blaming users with quality gear for bugs is just being a dick. The Sidearm crosshair has been buggy as long as I've owned the module, around 2 years. While it's just a minor inconvenience it constantly reminds us that Razbam is incapable or unwilling to fix issues that get reported again and again. The video game addiction hotline number is +1-888-966-8152. So am I - It's just that it's impossible to enjoy a product that constantly tries to gaslight you.
  4. PointCtrl is somewhat of a kludge that would be best implemented as SteamVR native controllers, not as an emulated mouse. If ED is afraid of breaking commercial customers' (namely the ANG A-10C procedure trainer) workflow, the feature that people are requesting here can always be implemented as an option. With TrackIR this was never an issue, because its movement is heavily filtered. With the instant and accurate response that VR requires, this is not an option on the VR compositor level. Even with us healthy people, the human head is micro-stuttering all the time but the brain filters out the movement and stabilizes the image. This does not filter out the in-game mouse cursor movement, however. Those stutters are very apparent if you look at VR gameplay capture on Youtube.
  5. OP is referring to the VR headset with HMD - not JHMCS. Stop using the hand controllers, because real planes don't have those either. Alternatively, stop trolling when people are trying to have real discussion. Do you use VR yourself or are you relaying third party information? If this indeed has been fixed, can you pressure the dev team to release the feature already, because for us mortals it is still a huge issue? There are two kinds of cursors in the game: the white dot mouse cursor, and the green and blue VR cross. The white dot is used in the menus and whenever the radio menu is up. The white dot cursor behaves like you described above and it's how people want all the cursors to behave: it should be bound to the cockpit grid, not the viewport. The *other* mouse cursor, the green and blue cross that is used to click switches in the cockpit is what people are complaining about. It indeed follows the HMD regardless of what mouse-related options have been selected.
  6. Seen on FiAF Hornets, . No indication whether it's a C or D model, though. Someone claimed that it is an alignment indicator and should be overlaid with the one projected on the eye. From a UX standpoint having an indicator for the other seat on the HUD and not the helmet makes little sense.
  7. Being able to keep cockpit textures on high while dropping the external ones to medium or low would help somewhat, too. Quick googling tells me that at least a few people have been asking it for for years.
  8. At least on the predecessor, the , the line type indicated one of the three supported frequency bands (Older and newer Fan Song and Low Blow), and there were some indicator lights to further refine that information. Gun radars were seen on the lowest band with an additional triple-A warning light; aircraft radars showed up on the highest SA-3 band with two lights indicating either a gunsight ranging or an "all-weather" modern radar. It definitely required some operator skill, but the signal environment was rather simple back then, too. I believe the threat classification capability of ALR-45 to be somewhere between APR-25 and the later ALR-67. That video is seriously worth watching if you're ever wondered how RWR systems work.
  9. I'm affected by this, too. Currently hitting F10 in multiplayer is basically playing Russian roulette with SteamVR. At no point does DCS or SteamVR crash; SteamVR just apparently throws in the towel when the game can't draw frames fast enough and stops rendering to the HMD, which goes black. WMR headtracking stays on, the desktop mirror stays on and DCS continues to run at a slideshow-like frame rates until it is shut down manually. I actually finished one desperate JDAM strike in multiplayer with goggles on my forehead when VR stopped working at the ingress point Frame rates tend to go down over longer multiplayer sessions with multiple respawns and the game has to be restarted at regular intervals to prevent this issue from happening. Usually the Windows task manager shows VRServer.exe eating some 70 % of GPU while DCS only gets 30ish %, when the normal ratio at game startup is like 10:90. Relevant specs are 2070 Super with 8 GB VRAM, 32 GB system RAM, i10600K, HP Reverb, 1.0 PD, 150 % SS. Only the builtin SteamVR left eye mirror that can't be disabled is on.
  10. Currently this mod is the only way to get a playable framerate in Incirlik during night time. During daytime there are no problems whatsoever; apparently it's the lighting that kills the frame rate. Too bad that it still hasn't been backported to the base game so multiplayer is out of the question.
  11. Great work! I just downloaded the source code package and I'm planning on taking a peek at it over the weekend. Your mod seems to be the most complete open source EFM example that's out there.
  12. No, GP is right. The rocket ballistics had been changed earlier and they always fell long and you had to aim short.
  13. Nobody reads the web site just for fun. Personally I visit it only after making a purchase in Steam in order to refresh the license list. (And if people really did visit it, we'd be seeing tons of complaints from the countless VR users because the embedded Vimeo player nags the user for WebVR permissions even when there is no VR content on the page). There's something called a risk assesment matrix. While the consequences are currently major, the likelihood is close to zero. The user will have to intentionally modify default settings, change them to a specific value and not read what a popup says. I'd classify the overall impact as rather low. Next openbeta should be out in a few days so basically everyone who runs the installer and repair utility manually will get the fix on Wednesday at latest.
  14. Another me too post here. I still believe that your stick quality is top notch. The problem is that a Hornet grip can't be used for flying more complex planes such as the Viper or Hog, but you can use a TM Warthog, VPC T-50CM2 or VKB MCG to fly anything.
  15. It used to be. Someone probably got their hands on proper documentation in between.
  16. Go to TAC->SA->SENSR and enable RWR in the top row. Also make sure your ALR is on (rightmost button just below the MPCD).
  17. The radar is still in the works so I believe missing UX features will be added later.
  18. As everyone should know, the Hornet comes with an option that allows the player to toggle between two different modes of slewing imaging seeker Maverick missiles. AFAIK the mode has been added because of deficiencies in slew sticks in various HOTAS products. However, simultaneously slewing and pressing the TDC hat is difficult even with the famous Delta Sim slew mod. I feel that the unrealistic setting actually makes slewing harder than it already is in realistic mode. The basic problem is that even after setting large enough deadzones it is too easy to accidentally bump the TDC stick, and I don't have any motor impairments. Normally with the radar and SA formats this is not an issue, as small inputs have a negligible impact on the cursor. The main problem is that Mavericks ground stabilize the moment the cursor is slewed, and I constantly find myself having to mash the cage key to recenter the seeker. Even then, recentering often stops halfway because of new inputs to the stick. How do you cope with it? Should a single TDC depression be required to uncage & ground stabilize the seeker before any slew inputs are accepted?
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