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Baldrick33

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Everything posted by Baldrick33

  1. I also revisited using the slew as an analog wheel brake on the Spitfire etc. Again that seems to have more precise control and works really well.
  2. The gun sight has a brightness control top right of the cockpit. The weapon stations for rockets & bombs can be turned on using the switches on the the right front panel, the master arm needs to be turned on using the switch on the left front panel.
  3. This would be useful. I currently use Joy2Key to bind a HOTAS button to centre mouse. I also use it to repeat button presses for the mouse wheel function. Assigning a button to the DCS mouse wheel assignment requires the button to be repeatedly pressed for the wheel to function. With Joy2Key and can make it repeat the key presses so I just hold the button to continuously rotate a control
  4. I tend to fly the older aircraft and use the slew to move the mouse pointer around in VR (using Joy2Key). It works really well as a mini trackball and much more convenient. I have applied the firmware and it feels more precise. In combination with using the CMS hat on my stick for right and left mouse buttons and mouse wheel it means I can control all mouse functions using just the HOTAS.
  5. As an option I think this would be fantastic. I have recently started flying the F-14 and using Jester with VR and it is a great solution. I have tried using VAICOM but find it a bit hit or miss. Plus it isn't always convenient to be talking to the computer (late at night etc.) My current solution is a button box with 12 buttons for teh F keys. Works well enough but a bit clunky compared with the Jester solution
  6. This picture from a restored Mk VI shows four separate buttons (the two grey ones for guns & cannons and two round buttons for bombs & presumably for rockets?),
  7. The "sever" penalties seem a shade harsh though!
  8. That makes sense, thanks for the prompt answer, I was forgetting the role of open composite to make it work.
  9. This may have been covered before so apologies if I have missed it. I am using the Microsoft OpenXR runtime as per this thread (using OpenXR Tools for Windows Mixed Reality) When I use SteamVR for other apps I keep seeing OpenXR updates listed when SteamVR starts and wondered whether there has been a recent comparison of running DCS using Microsoft OpenXR (G1 headset here) vs SteamVR and its own OpenXR runtime. I can try it but don't want to risk messing up what is working if there is no point. I just tried the link and it worked for me. You could try from this page but I am pretty sure it is the same link: https://docs.microsoft.com/en-us/windows/mixed-reality/develop/native/openxr-getting-started
  10. What I forgot to ask was are you also using the throttle as a throttle in airplanes? You would also see the jittering in the animation of the throttle as you move it. As others have said it sounds like you could have multiple control inputs fighting against each other though you appear to have checked this. DCS has a habit of assigning defaults to controllers it finds which need to be cleared.
  11. If it is the throttle you should see the jittering in the Windows USB Game Controllers, properties window for the device as you move it.
  12. @Rosebud47 I have never found a definitive answer to whether SteamVR motion smoothing adds something above and beyond setting WMR reprojection on (forced or auto). There certainly is a difference using OpenXR and OpenVR with reprojection to suggest it isn’t all being handled by WMR alone but whether that is how the rendering by each is presented to the WMR layer it is beyond my mental capacity!
  13. I am a bit confused by that. The WMR software on auto reprojection will do exactly that - half refresh (reprojection on) or full refresh (reprojection off). My understanding is that native SteamVR headsets will use SteamVR's own motion smoothing method, whereas with WMR headsets SteamVR can be used to enable/disable motion smoothing, but SteamVR will delegate the task to the native WMR software that manages reprojection on the device (via the WMR for SteamVR bridge). I don't believe SteamVR's motion smoothing software works directly with anything other than SteamVR devices (Vive, Index etc.)
  14. As far as I understand it each platform has its own form of reprojection/motion smoothing E.g. Oculus, WMR, Vive/Index, Pimax The Vive/Index version is SteamVR motion smoothing, WMR has motion vector reprojection, Oculus has ASW, not sure about Pimax To simplify things for users with WMR devices, the ability to control WMR motion vector reprojection was added to the SteamVR dashboard. Once added the SteamVR motion smoothing option now control motion vector in WMR. Prior to that you had to edit a text file to set motion vector reprojection. Each method has their own advantages but they are proprietary to the platform and cannot be used on other platforms. The phrase motion smoothing in VR can be applied to any of these methods as far as I can tell.
  15. It is intermittent on single player, I can't reproduce it and it happened on loading the mission, so nothing I can point to having done to make it happen.
  16. I think they just used a term that more people new to VR would understand. For the layman (most of us) it is what these fancy acronyms do, makes the motion appear smoother by rendering at the refresh rate and interpolating frames (none of which the VR user really needs to understand)
  17. This tool is pretty handy at keeping your custom input commands from being lost when DCS updates https://github.com/Quaggles/dcs-input-command-injector
  18. Good for you. Many are happy using VR right now, so the OP solution would work for them as a short term fix until something better comes along - if and when it does.
  19. I guess only ED would have the numbers but I would surmise that the numbers of VR users flying WW2 aircraft in single player dwarf the numbers playing online. That isn't to say multiplayer should be ignored in design decisions to ensure fairness but concerns of gaining an advantage are largely irrelevant to the majority of players if it will solve an issue for many in single player. If VR is such a bad choice for playing DCS online then quite why would anyone even worry about a VR user having a clear instead of not quite transparent view of the low resolution blob of pixels compared with a hi res monitor to complain it is unfair?
  20. The VR issue gives a result which is unrealistic and can be immersion breaking for some. Having the option to turn it off would seem to get us closer to real life, at least in the short term. Force it on in multiplayer if it really seems to matter.
  21. Running DCS at 90fps or higher depending on headset still seems such a way off I would happily take any workarounds available in the short term. Having it as an option which can be server controlled if necessary but it would be pretty frustrating to have the feature not considered due to multiplayer when such a small minority fly WW2 online. Options are good, as DCS VR performance improves some of us may prefer to get improved visuals and still run at 45fps with motion smoothing always on. Maxing everything out with MSAA on full, oversampling etc. will continue to put a huge strain on hardware. there isn't a sim that can do this and it would seem naive to think the need for motion smoothing could be eliminated for everyone.
  22. I just had this with the Cold & Dark Instant Action Mission (Caucasus Map). Nothing would move the altimeter - mouse nor bound controls. At that point the only thing I had done was to apply the parking brake. This was in VR. I repeated the mission on a monitor to record the track and it worked fine! I repeated the mission in VR and it worked fine too so I am somewhat nonplussed.
  23. I had an Inateck USB PCIe card and my Reverb G1 would not work with the Inateck driver. Reinstalling it and just letting Windows install its drivers worked.
  24. It really depends, the biggest issue IMHO are the variances in how VR works for people, so we end up with all different types of "perfect" settings. Some like 60Hz to improve performance which introduces flickering that others can't stomach. Some dislike motion re-projection whilst for others it is an absolute necessity for smoothness otherwise it can cause nausea. For some the colours are too washed out and need add ons or want sharpening and there are a myriad of options and tools to fiddle with. The problem is you won't know until you try, my settings are now remarkably vanilla. My point is the "must have" tweaks aren't the case for everyone, and for many the out of the box VR device and DCS VR graphics profile settings will get them pretty much there. There are many add-ons and tweaks for monitor users it is just a nature of sims like DCS that people like to fiddle. VR adds some challenges due to the potential for nausea and immersion busting issues but that is a challenge for VR in general. DCS pushes the limits somewhat due to demanding performance which can limit the player with complexity of missions but I see no reason why someone can't enjoy DCS in VR without recourse to spending days fiddling.
  25. I have tried a 48" TV, my daughter benefited from that experiment I tend to focus more on the sensation of flying than being competitive in combat, so you might think non combat sims would be more appealing to me but I just find DCS hits the spot in VR. I would liken it to visually landing compared with instrument landing. With a monitor I just lose all that visual feedback of height. Of course a big, high res monitor is going to better for spotting targets on a MFD and other on board systems. It just comes down to what we find fun and with all these debates there will never be a right answer but it is interesting to hear other experiences. I tend to view it as a quest to get the best possible experience and having a whole lot of fun on the journey!
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