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Chevydriver

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  1. I noticed this on an older version of Helios 1.4 , I believe it was logged as #197. The initial state of a button is assumed to be "off" (and remains so) until it is cycled at least once, then it reads correctly. Just tested with version 1.6.3504.0001 and I am still observing this behaviour at least on my machine. Maybe only an issue if using a light to indicate a HOTAS switch position for example... Does the newer version allow this to be an easy fix?
  2. Thanks guys! Always something new to learn...
  3. Thanks. Is that an option on the ground crew (comms) menu or the loadout menu?
  4. Help- F-18 NVG no longer Avail Hi all, I just recently switched my install from stable to open beta. Since then on the Hornet, no amount of RSHIFT+H or rebinding to HOTAS (on sensors menu) will activate the goggles. Is there a file that needs to be edited/checked to ensure this works?
  5. Looking at the previous posts on this thread, it looks like the squelch can be RESELECTED after turning on ADF, which is not the same as "no squelch available while using ADF"...Is it possible this actually is a bug?
  6. FWIW, I am getting the "Windows out of focus" message on my Samsung Odyssey+ as well. I updated Steam VR and my Nvidia drivers to the latest version and this issue remains. Edited to add: If I closed all windows on desktop - including the Steam VR tab, then the issue went away.
  7. Thanks for the reply, derammo. Just clarifying that the switches appear to require a change before acting on that binding. For example: On initial start-up, Toggle switch is "on" and shows "illuminated red" on the (in my case, an BUO836A) game controller binding, but until a change is detected, Helios appears to maintain the default position as "false", as the status query is not made until "button pressed" or "button released". Unsure how to script a workaround in lua, for example- pushing a dedicated sync button which in turn executes this script to "cycle all buttons" to ensure they are interrogated and therefore synchronized with Helios. Would you agree this is how the (controller to monitor) binding logic works? If I am incorrect, please feel free to let me know.
  8. Techie question for those in the know: Can Helios read a game controller button status directly(without reading it through a DCS profile)? The options I see are to change to a value when either: -Button Pressed -Button Released -As commanded by a profile Experimenting with/bench testing a panel on my non-gaming computer but the initial readings have 50% chance of being incorrect until the switches are cycled. The Axis don't have this issue.
  9. Hi Andre, Yikes certainly nothing that powerful, but I support the conservative approach. Please keep us posted with your evaluation of that air vest you will be trying out. I was not aware of that option and generally prefer to buy a ready-made solution instead of inventing one(in my experience it often is cheaper too :hmm:) I am very happy with the Jetseat (primarily for alpha/turbulence); let me know if you feel that gaming vest would compliment it nicely for g-force feedback. I hope Simshaker would be able to control the gaming vest; I would like to avoid running yet another background program while playing DCS. Thanks for your efforts in enhancing our gaming/simulation experience!
  10. Hi f4l0 and Andre, I am a fan of Simshaker and the latest version of the Jetseat, however, I prefer it mainly for feedback of AOA. Like your test pilot, I prefer to not use vibrations to simulate G-force either. Is there any chance that Simshaker can support the G-force on a second USB device? For example a universal controller (such as a Phidgets 1066 or similar). This would allow simpit builders to have a servo control either seatbelt tension or air pressure for G-force feedback.
  11. Thanks for that suggestion to force IPD down slightly, Eaglewings & Nodak. It didn't work to sharpen the displays (unless I went to an unrealistically low setting), but forcing the IPD down a couple units made a really nice difference with viewing the side panels- perhaps because my IPD is somewhat on the high side to begin with(which is why I chose the Odyssey Plus HMD). At least in my case, modestly going beyond PD at 1.4 and SS at 130% did not yield noticeable improvements, but perhaps this is in "splitting hairs" territory now, so I don't know... FWIW the DDI contrast knobs spin, but I don't know if they do anything with the rendering logic. I think this is a great idea!
  12. Would you be willing to share the graphics settings you used? (ie. pixel density, HMD supersampling, in-game resolution selection, anything else you think that makes a difference for this)
  13. Thanks, I would like to try this. Where did you find the setting for it?
  14. Thanks for the suggestion, Eaglewings... I restored all the GPU settings to default(except power mgmt), put displays on 256, minimum resolution on all the "settings". I did a bunch of tests with only changing combinations of pixel density and supersampling(Steam was indicating a recommendation of 118% supersampling based on system settings, but I allowed it to use its auto supersampling on the lower frames). Is this similar to what you are getting for DDI image sharpness with your system? With my updated settings, the displays are now usable with a modest lean forward and very good image quality with a large lean forward.
  15. Samsung Odyssey Plus. The specs/settings are superimposed on the "screen capture" on the original post. Hoping to hear back if there is an intended resolution for the F-18 displays to be readable, or if that's not specified, then which setting is most applicable for clarifying displays in VR(ie. pixel density, overall resolution within game, VR interface resolution multiplier, something else?). Even a list of what resolution settings don't help "display readability in VR" would be extremely helpful, as those items can be deselected/reduced in order to restore frame rates.
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