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Baldrick33

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Everything posted by Baldrick33

  1. Agreed. I just think some think this is a simple quick and easy fix - just like the "other" sim, whereas it needs a properly thought out design IMHO which is more involved (and time/resource consuming)
  2. It depends whether the implementation is deemed for immersion - those that hate it the sim lets them accidentally stick their head out of the window - and is a totally user controlled option Or is a "realism" option to cater for those who believe VR users have an unfair advantage wing walking to spot the enemy in the blind spot so demand it is a server controlled option. Once the option is added client side how long before it is demanded to be a server side option? It isn't risk free - it could become a barrier to entry on multiplayer servers for those that would get nauseous if the world suddenly moves with the headset which fixed limits would do.
  3. I only have used the UI layer controls for VR centre, zoom & spyglass zoom. I just set them up once and they work for every aircraft. I believe the UI layer mappings take priority but you might want to unmap the BF109 mappings
  4. You can set these for all aircraft in the UI Layer controls section. Reset VR centre, zoom & Spyglass zoom
  5. I use the grey slider to the right of the throttle.
  6. Setting a deadzone or saturation of 50 would halve the travel. You need to determine which axis and whether it is inverse or not as to whether to use deadzone or saturation. If unsure some trial and error won’t take too long!
  7. Depending if it is inverse or not, you can use either deadzone or saturation to shorten the travel distance of an axis.
  8. Tried it - not for me! I can't stand simulated movement of my head in VR in flight sims. "Head wobble" as it is termed in iRacing works ok but that is more about how our eyes work as shock absorbers for bumps in a race car. The cockpit shaking is fine but seeing the plane move around me as I manoeuvre just looks weird for me - even with the reduced settings. I guess it is just a preference thing.
  9. From my experiences with Reverb G1s I would be thinking the cable may be the issue. The G2 has an external power connection - is the light coming on?
  10. Just by feel. The tablet and pen are down by my side, I don't need to peer out of the headset just like using the HOTAS and button box.
  11. It works surprisingly easily just by feel. For trawling through Chuck's guides I am not using it in busy flying times. I just use it to get to the section I want and then use the button box (could easily be the HOTAS if preferred) for moving between pages. I literally use the tablet just to navigate the pdf sections, so it is probably way OTT! The alternative would be to split up the PDFs and tab through it I suppose. Anyway I fancied getting a tablet for possible future messing around, it was pretty cheap.
  12. You are probably right. I don't recall ever seeing my headless neck in the other models though in normal flying other than when first resetting the VR position.
  13. I ended getting a cheap tablet. It probably isn't good value but unless Open Kneeboard gets the ability to navigate pdf bookmarks it does work well using the tablet to navigate the pdf menus in Chuck's Guides for example. Otherwise I have a button box with rotaries bound to moving between pages. The tablet is an extravagance - I convinced myself I might use it for more than simply navigating a pdf in Open Kneeboard but so far haven't (as we do )
  14. It is a bit like sticking your head through the canopy though. In VR having hard limits for some (myself included) is not a nice solution (the world moves when you hit the limit akin to positional tracking stopping working) It seems a similar approach is applied here, you can move your head beyond reasonable limits away from you strapped in body but the downside is the head appears. It acts as a disincentive to do it (much like the whooshing noise as you stick your head through the canopy without introducing nausea inducing hard limits. I personally don't have an issue with it but YMMV
  15. Indeed. I would give up trying to explain. He is trolling every informative graphics card and hardware thread. First time I have put someone on an ignore list. I don't give a monkeys about team green or team red or whatever, I just want the best experience for DCS and these forums provide a wealth of constructive information.
  16. You still can but constrained to the limits of being strapped into a seat like the real pilot & CPG. You can turn your head as far as you can what you can't do is lean forward and swivel your body around without the helmet popping in to view. I had to move quite a bit to see the helmet - before this thread I didn't know it existed in VR in cockpit. That said many of us aren't quite as mobile as a real Apache pilot so it maybe what is considered as "reasonable body limits" is up for debate!
  17. The Spit gives you a lot more low speed rudder authority with its propwash, so you only really need differential braking when taxiing and although less fun it is manageable with a tap tap digital brake. The Mossie is the only DCS aircraft with rudder connected differential braking that can need the brakes to steer during take off and landing in my experience which adds to the challenge if you don't have an analogue brake.
  18. It is the first option in the third tab of settings - gameplay I think Also be sure to have any kind of takeoff assist or auto rudder off under the special tab for this aircraft
  19. It was beyond my feet coordination skills to even manage one toe brake axis along with the rudder! Hence I went down the route of using the stick with a modifier which I found much easier. I have since got a Virpil stick with an analogue brake which makes it work more like the real thing but it isn't necessary to enjoy the aircraft.
  20. As @rob10 says it sounds like you are in two different modes running training and mission. I would try a training mission, go into controls and check if in sim or game mode (shows top left) and do the same for a mission to confirm if the are different- F/A-18 game vs F/A-18 sim or similar
  21. SteamVR may have become your default OpenXR runtime. When you start the WMR Portal is there a prompt at the top to reset the default runtime?
  22. Thanks @mbucchia I assumed always on worked like SteamVR all this time!
  23. Vaicom Pro?
  24. My options are always on, auto or disabled. Auto is what I want but my understanding was this didn't work with DCS. Is that wrong?
  25. My PC (8600K & 2080Ti) is on the cusp for maintaining 60fps at the best of times. Hop in the Apache and no chance! What I would really want for is for motion reprojection to cut in if it drops below refresh rate. My understanding is that this can't be done with OpenXr - is that correct?
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