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Baldrick33

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Everything posted by Baldrick33

  1. When you start using JoyPro it demonstrates how uncoordinated the controls aspect has evolved between modules. Every control has an identifier which looks unique but it isn't and gets used for different operations. For example the controls identifier d3017pnilunilcd2vd0vpnilvunil will retract the Yak flaps. It also turns off the Spitfire magnetos and the MiG-15 Transfer Pumps! Creating a database of common control identifiers correctly assigned for each aircraft is no mean task and would need updating regularly. I just can't see the resource being available as nice as it would be. In the meantime JoyPro is a very clever bit of software, it is well worth exploring and is an excellent method of handling controls where you have multiple modules.
  2. This might help?
  3. I spent a bit of time with Joystick Gremlin, I am far from an expert but happy to answer any questions if I can. With both Joy2Key and Joystick Gremlin I found using shift, ctrl, alt somewhat unreliable. I either use single key presses or virtual joystick buttons instead. For instance your Gremlin macro could press vjoy buttons 30,31 & 32 and map these vjoy buttons to DCS. Below is the Joy2Key command to add a keystroke to a button release. Input2 could be another keystroke if you wish on press. Note you could also assign up to four keystrokes for press or release so you could have up to four functions from one button using Joy2Key
  4. JoyPro takes a bit of getting into but it has videos explaining each bit. Once you get the hang of it then it is invaluable IMHO.
  5. It is a massive change to how VR works in DCS. Incomprehensible to me too!
  6. OpenBeta breaks stuff. The biggest issue is the lack of any kind of notes for what is a fundamental change to how VR works for many people (those that used SteamVR or those that used opencomposite. So many have faffed around trying to fix things without knowledge of the change. Also the who "best for multiplayer" catch phrase for a version that regularly breaks stuff seems unwise but that is a whole other story
  7. SteamVR is a separate program from the Steam version of DCS. It is used by many headsets. For example my Reverb uses SteamVR via the WMR for SteamVR bridge. This is independent of any VR program running on it. So since I got the device in 2019 SteamVR (and SteamVR beta) was the only way to run VR with DCS standalone. Only recently has OpenXR become an alternative option. It is often confused that SteamVR and the Steam version of DCS are somehow intertwined. In the WMR portal you should be able to change the OpenXR runtme to WMR. You may need to download the Microsoft OpenXR Tools for WMR from the Microsoft Store if you don't already have it.
  8. Steam VR beta has always been available for the standalone version of DCS so I am not sure what you mean?
  9. If this is with OpenBeta and you updated then there has been a huge change with OpenXR! Have a look at the 2023 patch discussion thread:
  10. I use JoyPro for this, it is brilliant! https://github.com/Holdi601/JoystickProfiler
  11. As I understand it @BIGNEWY is saying two things: 1/ OpenXR is now natively supported by DCS. There is no need to mod it using opencomposite. Any headset that can support OpenXR will be able to work. but... 2/ Motion reprojection is bugged with the DCS implementation of OPenXR - it must be disabled to run
  12. See the post from @mbucchia three or so posts above yours
  13. In joy2key I would map the release of button 27 to keystroke A. Then in DCS map speed brake on to button 27 and speedbrake off to keyboard A. I will post a screen later. For macro stuff you are probably better off with joystick gremlin.
  14. Curious as many who used SteamVR now find it is not using it. In my case I didn't replace the dll and it starts in OpenXR - not SteamVR which the Stable 2.8 version does. It just doesn't work with motion reprojection any more...
  15. If you want to use motion reprojection then you will need to wait for the bug to be fixed before updating.
  16. That is how it worked prior to the update. It now starts up in OpenXR without replacing openvr_api.dll
  17. Yes it should, as long as your default OpenXR runtime is set to WMR (which it should be by default). However, there is a bug in the implementation which means that having motion reprojection enabled (Always On) causes DCS to hang. Having the VR headset enabled option ticked in DCS VR settings will make DCs launch in VR mode.
  18. ED added native support for OpenXR (not documented) You may need to update SteamVR to to be your default runtime to use SteamVR. Under settings, Developer - Set SteamVR as OpenXR runtime.
  19. This can be done quite easily with third party programs like Joy2Key or Joystick Gremlin. I prefer not to have vjoy installed so I use Joy2Key. So I simply have say joystick button 27 for Speedbrake on and on release it is keystroke A which I map to speedbrake off. Joystick Gremlin is a little more elegant in that I can map press and release to two different virtual joystick buttons and not have to use keys. I just find Joy2Key a bit simpler and have enough keystrokes spare to use. I believe it can also be done by editing the control lua files.
  20. If you are using motion reprojection it won't work. It needs to be disabled.
  21. This is my finding too. No issue with OpenXR Toolkit 1.2.3. Disabling motion reprojection "fixes" it although not really playable for me.
  22. Although Auto is the same as disabling it. So there is currently no way currently of using motion reprojection.
  23. That maybe another issue but even with the Toolkit disabled having motion reprojection on causes DCS to freeze
  24. Works for me with the toolkit running (v 1.2.3) but it sees DCS as a new app so all settings are reset to default. Edit - spoke to soon, froze on loading mission
  25. Quite. This is probably the most impacting thing in the patch for VR users and snuck in without a mention!
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