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flyingcyrus

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Everything posted by flyingcyrus

  1. Hello Ugra Team. I finally installed Cold War map... You really did an amazing job for a non orthophoto based scenery. No feeling of texture repetition, and it's perfectly smooth in VR . Ok the greens are maybe a bit too saturated, but it might be an EDGE issue as they are ok when seen from altitude (same for the red of some roofs). I have the feeling that this map will give us thousand of hours of pleasure ! Thank you Ugra (and pleaaaase consider adding one or two french airbases in the updates )
  2. I thought that the streets and roads were based on OSM database. Or maybe they had it over simplified for performance
  3. Not mentioning Nancy and Luxeuil, which seem to drop in the phase 3 perimeter ! Please Ugra, pleaaaaaaaase !
  4. This map is a real masterpiece regarding the way cities are rendered, as weel as communication lines, forest... But, IMHO, Ugra could do some additional work on countryside textures. green is a bit saturated, and brown fields seem to all have the same tint. Some more extra textures (not hundreds but let say a dozen) would be of great benefit, and I don't think the extra diskspace would be an issue. Anyway, great job Ugra !
  5. From yesterday newsletter : As we prepare to release the second part of the Afghanistan map, the entire project will benefit from an expanded main map area, albeit at a lower fidelity, to support aircraft carrier operations, catering to you, our most dedicated enthusiasts. Thank you ED for changing your mind about carrier ops in Afghan map !!!!
  6. Syria map is a wonderful playground for DCS, thanks Ugra for all the updates and enhancements Having said that, is there a reason/limitiation why the goals on football fields are way too big (around 5x bigger than they should be in real life) ? It breaks the immersion a bit when I land a chopper on one of those, especially in VR
  7. Thanks for posting this, I didn't even know that switches could be set via ME ! By the way, I agree that pre-setting the knobs as well would be nice, as the HUD brightness is systematically at maximum, which is silly...
  8. Lost throttle binding on F-16C, but it's the only issue so far... And about Halfghanistan, HEEELLLLLLL YEAAAAAAAA !!!! Now we got a terrain that does not look cartoonish ! Generic textures are overall well integrated with aerial imagery, this is huge
  9. Hi ! Just updated to 2.9.6, and browsing the new launcher to install my pre ordered Halfghanistan map, I see that I can install Normandy 1944 as well ! The thing is I never purchased this map. Is it now included as default in DCS ? null
  10. Because you expect the devs to work during weekends ?
  11. Hi ! Airport lights could be improved in DCS. Raal world runway lights are (bi)directionnal. You see them much better when on axis, and they become almost invisible when you're abeam (or well above) the airfield (MSFS is pretty good at it). In addition, they look too large in the sim. Actually, they look the same as in night cockpit videos, which does not reflect reality (due to camera sensor gain). Unless in a high humidity or dust ratio, there's virtually no "halo" around these lights. Thanks
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  12. Just to be sure... SteamVR and Windows Mixed Reality are runtimes, not API. OpenXR (Khronos Group) and OpenVR (Steam) are the API. SteamVR can handle OpenVR (default) and OpenXR if you select it in the settings. Windows Mixed Reality can only handle OpenXR directly. Best result, for me, is the couple SteamVR/OpenXR. Image quality is the same (and set up via the OpenXR Toolkit), I check with screenshots in each combo.
  13. Hi there ! I always noticed that DCS didn't perform as good with WMR / OpenXR, as when I was using SteamVR and OpenVR. Lot of small and random stutters compared to the butter smooth experience with the latter. It appears that after setting SteamVR to handle the OpenXR API, things are smooth as silk again !!!! This afternoon I ran some tests so see what's wrong with WMR/OpenXR... The result is quite surprising. When using WMR / OpenXR with Motion Reprojection activated, simulation time is on par with frame time (around 22ms) : When using SteamVR / OpenXR (motion reprojection activated), simulation time drops to around 5ms !!!! WTF ? : The thing is, when disabling MR, the simulation time in WMR / OpenXR drops to 5ms as well ! : So it appears, correct me if I'm wrong, that WMR has very peculiar way to handle the reprojection, a way that literally is milliseconds hungry !!! Some might say this is a bug in DCS counter when motion reprojection is on (why only when WMR is in charge of the VR API then ?), but the fact is that in one case you have stutters all over the place (despite a FPS stuck at 45) and in the other case they're gone ! Did anyone else experience this ?
  14. @St4rgun, finally I'm not alone complaining about WMR performances. Did you try with SteamVR as the runtime for handling OpenXR ? On my setup, it's butter smooth ! Don't forget to set the rendered definition via OpenXR toolkit as it takes precedence over SteamVR...
  15. Thanks a lot @Barthek for your work, looks great ! Congrats as well to @Morpheus for the OvGME compatible package
  16. Hi ! Version 0.6 here, and something strange with the landing gear. It works with the keyboard shortcut, with the associated button(s) on the HOTAS, but... the landing handle does not move, the indication lights do not illuminate, and a click on the handle does nothing at all. Got the same behavior with the flaps ! Did I miss something ? Otherwise, great, great work !
  17. +1 ! Huge frustration as well...
  18. Had this very bug an hour ago, without any ATC contact !
  19. For now, only EA modules are compatible with Ultraleap.
  20. @HawkEXO this might be because there is only one entry for cutoff and idle positions, but wihout any logic. Other modules like F/A18 have "logical" command such as Cutoff <> Idle, meaning if the switch is on, then throttle is in cutoff position, else it is on idle position.
  21. The thing is, event with buttons properly mapped (HOTAS Flaps up / down or Flaps up / 1/2 / down) you got to be relatively slow when swithing from up to down position otherwise the virtual lever will be stuck in 1/2 position. Something I can't reproduce with other aircrafts such as F/A18 or F86...
  22. Oddly, I get the best performance with SteamVR using OpenXR API. I ran some test with WMR / OpenXR / OXRTK, at same definition (130% supersampling of the native 2160x2160 Reverb's screens) and FPS drop is around 20% ! Did anyone else experience such a strange and counter intuitive behaviour ?
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