

hawk4me
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OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
hawk4me replied to nikoel's topic in Virtual Reality
Has anyone tried this using a PiMax 5K? I ask because PiTool must be running to start the headset up it doesn't use WMR as far as I know. Do I just uninstall steamvr do the install steps here fire up PiTool then DCS? I finally got my stuff somewhat ironed out and would hate to loose out on all that work by trying to switch. I do need better clarity on my HUD and MFD's for sure and if this helps with that I am all for it. -
If I fly in single player yes I can run with MSAA 2X. Multiplayer server's nah it has to come off. I have my Pimax at 90hz and run 45 capped for smooth gameplay. I have the red devil 6800xt it can overclock quite a bit even over the stock 6800 so it's pretty good. I will try running VRPERFKIT and see what happens. Did you turn Fixed Foveated rending on in your config? Since it's using VRS i would assume it certainly would not work on AMD stuff.
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I use OpenVR mod and have it set to use FSR since I have a 6800xt card. Sadly I have learned that AMD card's do not support foleated rendering so it's likely why NVIDIA cards are doing so much better in dcs vr right now. My steam VR is set at 100% In game PD is 1.0 and PiTool is set to 1. This should mean the headset is rendering at native res. Changing PiTool render scale really doesn't seem to make any visual difference. OpenVR has a sharpener and it is set at 1.0 so can't go higher than that. I have a base station coming in on Saturday and hoping that maybe being able to look forward slightly will help with the visuals of the HUD and MFD's. If I zoom in on the HUD and such I can see it perfectly clear. I tried the offset IPD in the Pitool and messed around with it for over 4 hours and didn't get anywhere on cleaning up the look of the HUD and text. If I turn the PD up to 1.4 in game it gets a little better but still not where it should be. It's readable but you hit sunlight or something and can't see a damned thing. Can't read the text on MFD's either but can read the font's for the game menu's and everything perfectly. Have you tried both OpenVR and VRPERFKIT is there any difference between the 2? It looks like they both have pretty much the same options.
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I have tried everything now to get a HUD in the f16 that I can actually read. Even setting to 1.4PD in DCS 1.0 in SteamVR and 1 in PiTool I still can barely read the hud in f16. Even the MFD's you cannot see the text at all unless you use VR Zoom. Brought my fps down to 45fps solid trying to get a better read on the hud and screens. The rest of the world looks amazing crystal clear textures but inside the cockpit yea not so much. Anyone else using a Pimax and able to get clear readable hud and screens?
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I haven't encountered any issues using the parking brake. Far as I am aware though the F16 does not actually have a parking brake so no idea there could very well be wrong. Looking at things now I recently bought a Playseat Air Force chair and got everything mounted to it including a 4port USB HUB that I have put on a plate behind the chair. I can simply slide my chair over plug in my usb cable from pc to the chair hub and away I go. I do have to go into controls each time and recalibrate my rudder pedals but that's due to them being a simple design with no axis config built into them. This could possibly by causing it as well but recalibrating throttle seems to only be an issue in the 16.
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What I meant is that doing a cold start plane the wheel chocks should be in place without having to manually request them first. I am sure this will be ironed out by ED in a few years but realistically once a plane is parked the wheels are always chocked. In our case ground crew was on vacation. I do start the alignment after the engine is started the problem is that you can't do a stored alignment if the plane moves even a tiny bit or it will be off alignment. I will look into remapping the control's I think i had an odd ball issue a few months ago and dumping the controls and binding them again fixed it.
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So since last patch i've had an issue with cold starting the F16. Once engine is firing up and get's to idle rpm the plane starts moving forward slightly. This of course screws up the INS and I have to manually redo the coordinates. I have started just slipping the parking brake up before engine start but pretty sure that isn't standard procedure. I am guessing since you have wheel chocks installed in the real thing and in dcs it doesn't for some reason that this is the cause. However I didn't have this issue until recently. I even put a positive curve on the throttle thinking maybe it's not going to 0 on the throttle axis or something and same thing. Should I just get in the habit of having ground crew put wheel chocks in place before start up?
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F-18 Pilot looking for casual group to learn/play with (PST)
hawk4me replied to Xentrox's topic in General DCS Squadrons
Me and my son fly a few nights a week as well and are looking for a few people to fly with. I have been flying DCS for 5 years and know pretty much any and all operations of the F18 F16 and A10. We are East Coast and on fridays and weekends we can fly pretty late. I make a lot of mission's for the 2 of us to fly ranging from SEAD/DEAD, CAS, and A2A. I like to keep things fresh and we don't really commit to anything hardcore or try to arrange 40+ people at one time to fly which usually results in sitting there for an hour waiting on people then a 20 minute briefing yea that's not for us. You both can send a PM if you wanna get some casual flying time in. I can do any training that you may need if that's your interest. -
Would be curious to know the block of that 16. It looks like a block 30 but he was not that fast and pulled 9g. I am guessing that is part of the g onset they working on? Being able to pull nose around with more authority would make the 16 far more deadly. Is pulling nose around more of an AOA thing or is it all related to the g onset?
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The issue is quite clear there. At that speed the g-onset is way to slow we know this ED has said themselves they working on it so dead horse beat there. However the speed doesn't drop much until you actually hit that 9g mark. As soon as you hit 9g speed starts to go down and as it drops it just slows down faster and faster the longer the turn is held. At 1800 fuel with clean pylons it should never slow down. Granted it will be very rare that you enter a battle with a clean jet and that low of fuel. I am really starting to wonder since no other jet in DCS is as aggressive in the g-onset and overall speed like the viper is that the table for how drag and things is accounted for after the 7.5g that most jet's pull is perhaps off a bit. This will cause excessive speed loss as the controls deflect it will then translate to more drag. This drag could be one of the causes of the slow down's in the turn rate's as you pull. I am willing to give ED the time to get the g-onset correct which should also affect the nose authority of the plane in general and take it from there. At this point ED says it's right us armchair pilot's say it's not. Not much we can do until we get the final flight model.
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I think the main issue with the f16 right now is its ability to pull its nose around. That correlates to g-onset I would imagine. Also I think it's more likely the other aircraft over performing vs the f16. In a 2 circle the f16 should dominate most aircraft in dcs right now. The issue is the f18 can literally pull a 7.5g turn bleed its speed shove 2 missiles up your butt before your halfway through the turn. In a guns only fight against hornet he just going to get slow and use his pitch authority to take you out. Not really fault of f16 but more on the f18 ability to shutdown every trick the 16 has to win.
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I got rain but no rain drop effect on the cockpit. Looks like it's raining right through the aircraft.
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I Agree on the Arma 3 type design. Just something for ED to consider and I know they got the hands full on other module's so I doubt this will ever happen. It would certainly go a long way in being able to churn out mission's much more detailed.
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Has there ever been any thought into being able to open the map itself in the mission editor and navigate around it in full 3d? Basically your flying in the mission editor so you can more accurately lay out flight plans through mountains and place units around the environment easier. This would be an awesome feature to have as we could place static objects and things like that in more uneven terrain without having issues with pathing or weapons deployment. I would think trigger's, zone's, and scripting would have to be done inside the mission editor as normal but it would be great to lay things out in a 3d environment.
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Is there a specific reason I can go after say a ship in the f16 with this bomb and it barely does crap but use the exact same target and bomb in the F18 and it takes them out no problem. Is there a modeling problem in the f16? I set it to dly with about a 15ms fuse and hit it maybe 2-3% dmg at most. The same bomb from the 18 does 40-60% dmg to the same target.
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missing info HUD stuck after ext tank jettison
hawk4me replied to mauler7235's topic in DCS: F-16C Viper
Hit the S-J in the right MFD again then you can click in and out of A/A A/G or NAV. -
Do not get slow against the F14, If you get slow enough for him to put the flaps down yes he will own you. However if his flaps get jammed then he's fighting the aircraft much more than he already is so you might be able to use that. The 14 will out turn the 16 easily in a 1 circle and still have power left over to pull out of anything he get's into. However going 1 circle against the 14 keeping the speed around 450-470 will make it hard for him to be in a position to put flaps down and forces him to stay fast which is to your advantage. It will take several turns against a 14 to start pulling an advantage on him. Also do not stay at higher altitudes against him below 7500 ft would be best and you should be able to out turn him and he won't have the altitude to drop that big ass nose to get his speed back up. I do normally go 1 circle against the 14 though just to make sure he can't pull flaps and whip around on me. With sidewinders on that's a different story though.
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It's easy to test them out and see how crap it is and armor plays 0 role in there ability. Put up a HAWK site and stack everything pretty close you can drop 4 JSOW's spread about the area and maybe get 2-3 kills if your lucky. Out of 4 missles you get 3 kills on the softest targets in the game yea no they just flat out don't work right. A hawk site piece of equipment literally takes 2-3 bullets from the 16 to kill but a 4 million dollar JSOW can't hurt it yea don't think so.
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Great to see updates to the roadmap for sure. Only down side I see to the current model of F16 we got is that it really lacks weapon diversity. I imagine if the JSOW-A ever got it's HOF implemented it would really make a huge difference in the weapons ability to actually kill stuff. Having the JDAM's is certainly great I just wish the USAF/ANG actually used 1000 pound bombs as well. A lot of time's the 500 pounds isn't enough and 2000 pounds is overkill and hard to carry if you get in any kind of BVR engagement but I guess that is what it is. Great update on the roadmap.
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I'm aware that they need to have the dial turned. However baring the ability to walk around your plane during pre-flight and changing it yourself doing it through the DDI/MFD is the best way. Does it break emersion, Possibly to a real pilot of the aircraft but that emersion is broken the second they jump in plane to begin with. It could be something that possibly through the F10 menu maybe before take-off you could have ground crew set HT function. That actually is not a bad idea honestly I kind of like that approach to take.
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Excellent good to hear Newy, You have yourself a good day
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I will put this here since it applies to multiple aircraft. The CBU-87/97 are heavily dependent on being able to change the altitude that the weapon dispenses it's cluster munitions to cover a more compacted or a wider spread area. The same goes for the JSOW A for the F18 and F16. Is this something that will implemented much further down the line or is it something actively being worked on. I think this would allow the weapon to be far more effective and allow a much greater immersion. Same can be said for CBU-99 and MK-20 on the hornet they burst at 1500ft regardless of setting.
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correct as is R-27ER Acts like an Active Radar Missile
hawk4me replied to Killshot0597's topic in Weapon Bugs
Pretty sure that has been around for a long time. I've been shot down numerous time's by AI planes that have been hit with a missle and have no radar plane is on fire and they are still able to guide missles right into my face. AI just ignores physics and radar so likely he was still guiding the missle as he was exploded. Funny story i've actually had one eject from his exploded aircraft that took 120c right to the face and his ER missle hit me about 5 seconds later. No pilot no radar plane falling to the ground with no wings, nosecone, tail or anything but i'll be damned if he can't guide a missle. -
reported Can someone explain me the logic behind chat keys?
hawk4me replied to Youda's topic in General Bugs
Indeed the chat buttons do not work correctly. Sometime's you have to ALT+TAB then go back in and they work a few time's. It's been really inconsistent since the patch a few weeks ago. Haven't tested since the patch yesterday came out but nothing was in the notes. -
cannot reproduce Cockpit completely dark if Night Time air start
hawk4me replied to hawk4me's topic in Bugs and Problems
I got it figured out. I did delete the contents of FXO and Metashader before starting but got a crash during the compiling of the shaders. Deleted them again and let it go through again the issue is resolved.