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GregP

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Everything posted by GregP

  1. This is simply brilliant. I've used JSGME for many years now and it does get confusing when I've got 20 icons for different games, at least four of which are for DCS alone. Thanks for doing this!
  2. As part of a larger cockpit renovation project I recently began, I swapped out my old kludged-together Playseat-based mount for my Warthog, for a new WSP with the WH attachment. One thing that I didn't realize until I had it set up was that if I wanted to rotate the WH base by 10 or 15° in order to more closely align with the natural travel of my right arm as I grip the stick, unless I keep the silver bar perfectly vertical, the stick itself cannot be made to sit vertically (the result of compound rotations). Has anyone else run into this issue and found any solution? The layout of my cockpit prevents me from making the silver bar vertical as it would put the rudder petals too close to the seat, and having the stick itself not be vertical just doesn't look or feel right. Sent from my iPhone using Tapatalk
  3. Maybe we'd be better off consolidating alternate controls in their own thread, as is often done with other modules? Well, for now wanted to share one for the flaps lever: { down = control_commands.FlapLever, up = control_commands.FlapLever, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_up = 0.0, name = _('AlternateFlap Lever - EMER UP'), category = _('Alternate Controls')}, { down = control_commands.FlapLever, up = control_commands.FlapLever, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = -1.0, value_up = 0.0, name = _('AlternateFlap Lever - FULL'), category = _('Alternate Controls')},
  4. Just wanted to join in and say that I, too, after many months of dormancy, have picked the Hip back up recently and am loving every minute of it! Very excited to see it get completed sometime soon.
  5. Yes; when using Devrim's English cockpit, above the copilot's console, there's a switch that is marked "PKT - Pilot / Flight Engineer".
  6. And while we're on the topic of asking what certain switches do, anybody know what the PKT switch above the copilot console does?
  7. The differences between English English and American English really are amusing sometimes, but I've never quite understood why English people have such difficulty actually pronouncing words in their native language....always leaving out r's etc. :)
  8. EDIT: SOLD I ordered a new Oculus Rift CV1 in early June, and it arrived last week, 7 July. After a weekend of tweaking, I've determined that it just can't replace my current 4K setup. Oculus won't accept returns, so now I'm selling it. It's in perfect condition, having only been used a few hours per day over one weekend. I don't want to ship this thing and risk it getting damaged, so I'm only looking for those who can pick it up in person in northern Virginia. I paid $630 total just a week ago for it, so I think $525 is a pretty good deal.
  9. Right, that was a great idea, and I just tested it -- yes, the DT does confirm that DCS is changing PD. And this time around, yes, I could see a steady improvement as I moved from 1.0 to 1.5 to 2.0 to 2.5, especially in the menus. BUT, unfortunately for me, even at 2.5, I just wouldn't consider this a viable alternative to 4K. The immersion is absolutely stunning, I completely agree with that. But the tradeoff is just too great. VR on the Rift right now reminds of watching a video of some domed military flight sim from the 90's, or Falcon 4.0's original "3D" pit -- sure the immersion is great, but wow, the lack of detail just kills it for me. Yeah, I'd considered that, but even without the god rays etc., based on above I'm pretty it wouldn't make enough of a difference, at least to me. Especially as I actually did the above tests with my glasses on.... Oh well. Seems the bottom line for me is that VR simply isn't far enough along yet. Maybe in a generation or two, which hopefully will only be a few years.
  10. Right, I was wondering if that would work, i.e. if the Debug Tool would notice when an outside app changed PD. But, a few seconds after my previous post, I recalled that the previous day, I'd been changing PD in DCS before I even knew about the Debug Tool, and I was seeing no difference. So it's unlikely that the Debug Tool was overriding DCS's PD. Still though, worth verifying if DCS is applying its own PD correctly.
  11. Appreciate all the comments, guys. Taking them one by one: OK, that's validating to hear then, that what I'm seeing is apparently not radically different from everyone else. I think I truly have been spoiled by 4K -- I've been running it on a 58" monitor for 2+ years now, sitting up close, so everything in the cockpit has been easily readable, almost real-life size. I should've been clearer: as soon as I hooked up the Rift, I disabled SLI in NVCP, so that shouldn't be causing an issue here. My earlier example of 22.5 FPS was also probably a poor one to use -- that was in the M2000C, with my pre-Rift graphical settings (e.g. Shadows ultra, etc.). In the later A-10C tests, I dropped Shadows to medium, etc. and just sitting on a runway in the Caucasus, I was seeing mostly in the 60 FPS range. In 2D, on 1.5.4OB, at 4K with most graphics options maxed, I can generally maintain 40-90 FPS. This could definitely be it, because I have astigmatism in both eyes, which makes wearing contacts annoying -- they have to be in exactly the correct orientation in order to work. I imagine the perception of god rays gets worse with astigmatism too. And overall, even outside of the Rift, I see less well with contacts than I do with glasses. High, so I don't think that's causing this. I'm wondering at this point if DCS really is using the Pixel Density that I choose in the VR menu, because I really see no perceptible improvement in image quality when I change it. During the tests I did last night, I think I may have still had the Oculus Debug Tool open -- I wonder if its PD setting might have overridden that of DCS?
  12. Although, I have my 2500K running at 4.8 GHz, which should without question be faster than say, a stock i5-4590 running at 3.3 GHz. I'm running the latest 368.69 on a single 980Ti on Windows 10 (dogbite, aren't most people running Win10 these days?). Anyway, I continue to run more tests. I've at least confirmed that in Oculus Home, I can get the Pixel Density changes via the Debug Tool to take hold, as verified by the Layer overlay that shows it. But I struggle to actually see any improvement in image quality in Home. Similarly, in DCS, using the in-game Pixel Density setting, I can go all the way up to 2.5 and not see any noticeable image improvement at all. My VRAM usage in MSI Afterburner goes up a bit, which makes me think the PD is taking hold, but the actual image is no sharper. As an example, sitting on the runway in the A-10C (where I get about 60 FPS), I cannot read the word 'temp' on the engine temp gauges, nor can I read the coordinates of the TDC on the left MFCD that appear above the bottom row button labels. And the UFC labels under the buttons, for example STEER, are not even clear, despite them being very close to my virtual head position. The side console button and switch labels are blurry mess, and really don't improve no matter how far I lean into them. I've also got all kinds of god rays on any text that contrasts sharply with whatever is behind it; the CDU on the right MFCD, for example, has terrible god rays as I move my viewpoint slightly left and right of its center. At this point I suspect it's some combination of 1) too high expectations, 2) my own eyesight, 3) possibly something just wrong with my Rift in particular. So many people across different forums seem to think that playing with PD radically improves image quality, and I'm just not seeing it at all. Really frustrating. At least I have also found a small few who aren't seeing any difference.
  13. Reading this, I almost feel like we're using two completely different VR products. I'm wearing contacts that correct my vision back to nearly 20/20; I ran the Oculus Debug Tool, which said pixel density was at 0.0; I changed that to 1.5 and 2.0 and it didn't seem to make any difference whatsoever to either Home or DCS. I ran the Performance Overlay tool and it seems I'm averaging 22.5 FPS in DCS, pretty poor, but I wouldn't think image quality would depend upon framerate. And nothing I'm seeing in DCS would even remotely qualify as "crisp display panels", so I really don't understand what's going on. It feels more like sitting close to a a large 720p TV. Good for you for apparently getting better results than I, though!
  14. Thanks for the data point, although it's hard to see how clear the HUD may appear to you since the video is limited to 360p. Anyway, yes, I have cleaned with the cloth. I even went and got an eye exam and then new contact lenses today! No real change. Everything in every cockpit is blurry. Using the new 'VR Zoom' function in 1.5.4 OB helps, but doesn't seem practical to me if I can't read almost anything from the default head position and zoom level. I can read HUDs, but all instruments and digital readouts are extremely difficult to precisely make out. I don't know, I'm really surprised that so many of you seem so taken with the Rift; for me the vast drop in clarity completely overshadows the immersion factor.
  15. Thanks for the suggestions, guys. Yes, I've tried adjusting the Rift up and down, different IPD, AF is 16x, TF is high -- none make much difference. I'm starting to suspect that my contact lenses are causing more problems than I initially thought. For those of you who feel like you can reliably read instruments, can you give me an example of some label, switch, dial etc. that you think is sharp enough to read from the default head position? I'd like to directly compare.
  16. Just got my CV1 last night and I'm having trouble getting good results. Completely agree that the sense of immersion in the cockpit is stunning, but is everything -- everything -- supposed to be fairly blurry? I haven't tried a plane with a HUD yet, but at least in the F-86, MiG-15 and L-39, no matter how far I 'zoom in' on labels and dials, they never get sharp and are barely legible. And, for example, if I go to external view, the label on my plane is really blurry. I know setting resolution within DCS doesn't affect anything; I've played with pixel density and pushed it up to 2.0 with no apparent difference. Is there anything else I should be doing to get things to sharpen up? My own eyesight is a factor here, I know that; I wear glasses but am afraid of scratching the Rift lenses with them, so have instead reverted to an older contact lens prescription I have. I know they're not perfect, but for example, with the Rift off, I can clearly read all the text on my 4K screen that sits 3+ feet away. I should also note that these results are consistent across all games I've tried with the Rift, not just DCS. Any suggestions?
  17. Dami -- this mod doesn't silence player talking, that's Milli's "No Pilot Voice Mod": http://forums.eagle.ru/showthread.php?t=134767
  18. Easy enough to do on your own -- just delete any files older than 6/11/2016 in the zip, then unzip to the vfstextures folder.
  19. Awesome! This is a feature the ME should've had years ago. Can't wait to try it out.
  20. Wish I could add something useful, but all I have to share is empathy--I struggled with the exact same issue a few years ago and eventually gave up on the USB monitors, just wasn't worth the constant hassle anymore.
  21. And the amazing Chuck does it again! Guess I no longer have any excuse for putting off more time in the -39.
  22. Another fantastic piece of work here, Hollywood. Thank you so much for putting these together. I can't fly DCS without them anymore!
  23. AWESOME! What a great addition to this already wonderful program. And Hollywood, thanks for the detailed instructions.
  24. It should also be noted that the PRF function that does exist in the controls GUI doesn't work. Same goes for HUD brightness. And TDC cursor mode needs a keybind.
  25. My god yes, I've been asking for this for years now. None of us run 1024x768 anymore, so there's really no good reason to keep the controls GUI so small and a fixed size as opposed to scalable based on resolution.
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