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Everything posted by Baldrick33
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I believe the biggest cause of nausea in VR is the mismatch of visual and vestibular inputs the same (well reverse) as motion sickness in cars or boats when we don't look outside. Our brains assume the mismatch is a result of being poisoned and tell us to throw up. Therefore we have to train our brains that this is normal. The result of which is variable and some simply never gain their "VR legs" I am sure reducing latency as much as possible would improve the experience but having gone through the "VR isn't for me!" day one illness with Project CARS (also in 2014) with a DK2 to having tried a number of devices (CV1, Odyssey+, Pimax 5K+, Index, G1, G2, Vive Pro2) I can't say I have noticed any apparent issue with WMR and SteamVR to highlight it as a problem. Conversely I find MSFS less smooth than DCS at the same fps (running reprojection). Of course reducing the steps to render makes a lot of sense but I am not yet convinced it is the magic bullet we might hope.
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Baldrick33 replied to nikoel's topic in Virtual Reality
I didn’t think OpenXR auto reprojection was working with DCS, is this an update? -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Baldrick33 replied to nikoel's topic in Virtual Reality
Using the Apache there is a lot of weirdness looking through the blades (I am not talking the really weird bubble effect) plus there seemed some stepping of the scenery looking to the side compared with running reprojection with SteamVR. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
Baldrick33 replied to nikoel's topic in Virtual Reality
Spurred on by the comments I decided to give it another go. Definitely a bump in image quality but like @timcat anything less than 90hz is instantly noticeable and I need reprojection. Thanks to this thread I was able to get it working after the “bubble” experience but it isn’t great compared with SteamVR. Given the bump in image quality I might try reducing the OpenXR resolution but would be surprised if I get near to maintaining 90 fps. I think I am sensitive to frame rates and simply can’t cope with <90fps without reprojection -
As mentioned a simple if not the most elegant solution would be something like Joy2Key. For example set it so pressing the button returns A and releasing it returns B. Then in DCS map B to the Trigger Guard release.
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The panel is 2160x2160 but the lenses are optimised to run at something like 3176x3096 to allow for barrel distortion around the centre. This is what SteamVR will set it to at 100%. This contrasts with the original Reverb G1 which had different lenses and a lower default 100% resolution with same panel resolution (2160x2160). Ruining above 100% can yield further improvements in image quality at the expense of performance of course.
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[Official] SimShaker for Aviators
Baldrick33 replied to f4l0's topic in PC Hardware and Related Software
I think the modules get added once they have been run in DCS with SSA running. -
At least you got to the bottom of it!
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The page you are seeing is stored here: DCS World OpenBeta\Mods\aircraft\A-10C_2\Cockpit\Scripts\KNEEBOARD\pages\1.png
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I have gone full George and just mapped my stick axes as the TADS manual tracker!
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Second guessing but we know that in parallel to teams working on the new effects (which we want) are teams working on the graphics engine (which we also want). Throwing more bodies from one team into another doesn't necessarily speed things up, so assuming the work being done with new effects will plug into the changes to the graphics engine then I see no reason not to continue in parallel. Diverting attention from the graphics engine team to look into emerging technologies as quick wins is debatable. My only experience of a game that has migrated its engine to Vulkan is such a massive gain in performance that full steam ahead with its deployment would seem preferable. If someone outside the team with the capability and time to look into implementing and supporting other technologies then great but seems unlikely.
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[Official] SimShaker for Aviators
Baldrick33 replied to f4l0's topic in PC Hardware and Related Software
Whenever I install SSA by default it minimises to the system tray and is hidden. I have to access it by clicking on the ^ bottom right on the Windows bar. From here I can see the SSA icon and can right click on it to change settings and untick the minimise to system tray option. Then when I click on the SSA icon on my desktop I get a window where I can start Simshaker. https://www.lifewire.com/show-or-hide-icons-in-system-tray-in-windows-10-5115219 -
[Official] SimShaker for Aviators
Baldrick33 replied to f4l0's topic in PC Hardware and Related Software
Have you click on the show hidden icons icon in the system tray it is the ^ -
[Official] SimShaker for Aviators
Baldrick33 replied to f4l0's topic in PC Hardware and Related Software
On the off chance have you checked hidden icons (bottom right in Windows system tray) to see if SSA is there? If so right click and start it. Also update settings to turn off start mimized in system tray -
I too am having a blast in SP. Sorted out my controls for both seats and have enjoyed doing either or swapping seats in simple missions so far. I tend to disagree with those that suggest it was designed for MP, a lot of work has gone into making it work in SP and sure there is more the AI could do and better but as a starting point it is very playable and lots of fun. I personally find the Apache more rewarding to fly and the weapons more intuitive than the Ka-50 and just more fun but that could be just me. For sure the ultimate experience maybe in multiplayer but for many of us our DCS time is more ad-hoc and instant action and the ability to pause or stop mid go is a pre requisite that some of the more dedicated players may not really grasp. It would be fascinating to see what the average playing time across all players is.
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w.i.p George should hand off trimmed controls
Baldrick33 replied to arneh's topic in Bugs and Problems
All good ideas but I detest a deadzone on my stick and don’t wish to have a controls panel displayed showing me where my physical stick is in relation to the virtual one, it is an immersion killer for me in VR. I guess we just need more options! -
The only thing I would add is you will need Windows Mixed Reality for SteamVR - it is the link between WMR and SteamVR and sometimes gets overlooked when setting up https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/
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w.i.p George should hand off trimmed controls
Baldrick33 replied to arneh's topic in Bugs and Problems
Personally I don't want a trimmed setting forced upon me so I would prefer this as an option. -
Rightly or wrongly I fly untrimmed almost all of the time, I have a light spring and extension so I just hold the stick in position where a real helicopter cyclic would hold it with the trim set. I fly for thrills rather than trying to reduce fatigue that a real world pilot would face on long flights. My background is sim racing where I am constantly correcting steering so I apply the same approach to combat sim flying. I accept this isn't by the book! So I don't really want any trimming forced upon me if I switch seats. That sounds a great idea!
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Maybe an option to transfer inputs might be the best solution. I could see transferring inputs could become an issue too. If George has a lot of left rudder on what does that do to my centred rudder when I take control - apply lots of left rudder with my pedals centred until I trim them back? The collective position is a bigger issue as that has no trim. If George has applied 80% of travel and my collective is at 30% surely DCS has to synchronise back to my collective position at 30% otherwise 30% travel now equates to 80% and my calibration is all mucked up. Personally I find it is the collective position that has the greatest impact switching control. Some while ago I experimented with a CH Flightstick as a collective. As it wouldn't stay in position I set a button on it as a modifier to use the axis for some redundant feature, so I could press the button drop the collective and the virtual one would stay in position so I could operate a button box. Press button to regain control and it would take a split second to re synch even if I put the collective back where I thought it was. The control switching feels very similar here.
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A hat isn't an axis it is a button. You can map your hat buttons to the Cursor Controller just not in the axis section. The throttle slew you can map as it is analogue.
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You need to have 1 mapped to pilot in AH-64D CPG controls, try checking there.
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By throttle I presume you mean collective? I don't really see how it be anything other than synching with the position the physical collective is on taking back control. I don't normally fly with trim - it messes with my mind that my physical stick doesn't match the virtual one as my hardware (TM Stick) doesn't work like a real cyclic - so testing this I found the issue as follows If I trim the nose down - stick in a forward position - enable George and don't get him to do anything other than carry on flying. Take back control and the moment I touch the controls it seems to reset the trim I previously had and the virtual stick recentres to match my physical and now my nose is pointing up as if I pulled the stick back to centre. My gut feel is that George resets the trim and flies without it and that is what you get back. Having an unknown trim that George AI has applied being given back when I take control doesn't sound an appealing option. I would need to look at the virtual stick and pedals to see what my centred controls now equated to. Again I don't fly with trim so I may be seeing this differently but I have not had an issue other than minor corrections going from seat to seat.
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It gets me every time and every time I swear!
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Can't taxi - Using TM TFRP
Baldrick33 replied to Toni Carrera's topic in Controller Questions and Bugs
I just tried setting saturation to 50% with my brake lever and reset calibration back to default in DIView and that also worked. Of course it needs doing for each module but that isn't a big deal. Effectively it is doing the same thing to use half the axis. This way might be a bit easier to do.