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GregP

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Everything posted by GregP

  1. Yes, great info here guys, please keep it coming. I'm in the research phase of doing a similar conversion, having bought both an MSFFB2 and a CH Fighterstick that I intend to mate with the FFB base. But obviously a Virpil grip would be much better, so I look forward to hearing how yours progresses. On a side note, you mentioned having not tackled the low pot resolution issue -- not sure if you've seen this related thread, but it appears that if you run the MSFFB2 thru something like a Bodnar board, you can at least remove some of the deadzone around the center of the stick's movement.
  2. SOLD Bought new in April for $650 and only used for a few hours. Perfect condition, no problems at all. Selling for $400 shipped within the US. Plug-and-play, doesn't require any extra drivers. http://oe-xam-simulators.blogspot.com/2019/08/bell-206-collective.html?m=1
  3. Apologies for resurrecting an old thread, but I’m considering modding an MSFFB2 and am currently researching all the different options. Could anyone who has paired a Bodnar board with this stick comment on the following? Am I understanding it correctly that the primary benefit would be as a way to remove the stick input deadzone? As it appears that in a practical sense on its own it probably doesn’t do much to increase the precision or accuracy of the stick. And also, if I were to attach a different grip to the stick, might there be any benefit to trying to attach its wires to the Bodnar board rather than use the stick’s own board? I could see this being a necessity if the stick has a gameport connection, but if it was USB, would there be any advantages?
  4. Got it sorted thanks to frostycab in the other thread -- I had DCS set to run in Admin mode, which was apparently preventing external apps from feeding keypresses into DCS. Turned off Admin mode and SD now works as it should.
  5. Wow, I hadn't previously bothered to see if there was a mismatch between how I was running DCS and SD -- turned out I had set DCS to run in Admin mode at some point, and apparently this was conflicting with external apps' ability to feed keypresses into DCS. Turned off Admin mode and viola, SD is now working! Thank you!
  6. Could use some help here from anyone else who's using a Stream Deck in DCS. I got a SD XL a few weeks ago and have downloaded several profiles found here and other places; I've also grabbed ctyler's plugin, and DCS-ExportScripts, etc. The problem I'm having is, I think unrelated to any of those scripts. All I'm trying to do is setup a basic profile by assigning the Function keys to the SD in order to control comms in-game. From looking at other people's profiles, it appears to me that I'm setting up the F-keys just like everyone as, i.e. using the System Hotkey option in SD. The keys will register in other apps such as Notepad++ or Chrome, but when I go into DCS, it's like the SD is entirely invislble to it -- DCS isn't seeing any of the keypresses. If for example I then press F1 on my keyboard, it works in-game as normal; but pressing the SD button that I've set to F1 does nothing. This happens whether I use other peoples' profiles or my own -- nothing gets recognized in DCS. I've been struggling with this for several days now. I've tried running SD in Admin mode, trying DCS in fullscreen and windowed, etc to no avail. It's been a while since I've tested a SD command that relies on any kind of export script, so to be honest I can't recall right now whether I've ever gotten those kinds of commands to work. But right now my focus is these simple keypresses, and I'm having no luck. I've tried more than just the F-keys -- briefing screen, controls indicator, auto start etc. Nothing gets recognized by DCS.
  7. I should clarify that the test I'm doing should not depend on DCS-BIOS or DCS-ExportScript or anything like that, as I'm simply trying to get the function keys recognized by DCS. I start new profile in Streamdeck, set keys to F1-12, and they work in other programs like Notepad++. But in DCS, they're not being seen.
  8. New Streamdeck XL user here -- I seem to be missing something; no matter which profile I load (I've downloaded several), I can get the buttons to register outside of DCS (e.g. F1, F2, etc.) but when I go into DCS, nothing registers. It's like DCS isn't seeing the output from the Streamdeck at all. I've tried both windowed and fullscreen DCS and neither one works. I've also tried setting a default profile in the Streamdeck app, and setting a profile to go along with DCS.exe -- all to no avail. Am I missing something obvious here?
  9. Well I for one would love to see this released as it appears to make an already incredible mod even better!
  10. JoystickProfiler may be exactly what you're looking for: https://github.com/Holdi601/JoystickProfiler GR did a nice overview video on it recently:
  11. Interesting, I’ll have to try that same test while sitting on the runway before taking off. I had only tried it in the air before.
  12. I noticed last night that if I smoothly move the stick along the roll axis from center to either left or right, the stick in the cockpit (and on the controls indicator) moves right along with it until it reaches about 70% of the full travel and then it slows down like it’s stuck in molasses. No matter how fast I move the stick, when the in-game stick gets to about 70%, it slows down to a constant slow speed until the end of its travel. In the pitch axis, however, I don’t have this problem. And I don’t recall seeing it on any other plane. This is using the default axis tuning options: zero dead zone, X/Y saturation 100, zero curvature. In the controls options menu, the Roll Axis shows the expected 1:1 movement, and same for my joystick’s software (VKBconfig). Has anybody else had this problem? Or have any ideas of how to fix it? Or is this maybe just a feature of the P-47, possibly to prevent overstressing the airframe in roll?
  13. FYI, this post provides a solution to the oversensitive trim commands -- just drop the gain by half. Tested just now and it's much more manageable now.
  14. We should clarify that OP is talking about the thick, blurry HUD text, not the fact that [in that screenshot] he can't see the entire HUD -- that's just a head-position-too-far-back issue. The HUD text issue is a known problem that's been there since the module was first released and there's been multiple threads on this topic. It seems that at any resolution other than 1080p, the HUD (and DDI text) appears thick and blurry. This mod does a pretty good job of fixing it and I've been using it for a long time now.
  15. Maybe put the FLIR into Point Track mode, as that is intended for moving targets?
  16. Sorry for the delay, I just saw this now. I bought from the Microsoft store, and they had free shipping and returns: https://www.microsoft.com/en-us/p/hp-reverb-g2-vr-headset/93qb262d0514 Seems they’re out of stock at the moment though.
  17. I should also note that I really do think that the astigmatism in both of my eyes plays a large role in my continued dissatisfaction with VR. I know from experience that whenever I try to start wearing contacts, it’s extremely frustrating how whenever the lenses get even a little bit out of rotation my vision gets blurry. I think wearing my glasses inside the headset replicates the same problem, in that as soon as they’re a little bit out of alignment with my eyes my image is not sharp anymore; that’s why I said I think that the add-on lenses would’ve helped, but likely would not have completely gotten rid of the problem.
  18. The lenses were apparently going to take 4-5 weeks minimum, so no I never got to try them. But I did spend about 8 hours in total trying every conceivable combo of SS, motion smoothing, reprojection etc. I began by following the guidelines provided by several users in this forum, as well as the excellent guides on VR4DCS. I overclocked both my CPU and GPU by about 10% each, so I think I was squeezing the maximum potential out of my system hardware wise. Although I listed all of the reasons in my previous post, by far the most important one for me was simply the lack of image clarity compared to 4K on a monitor. Of course I knew going in that there was no way to make things that sharp in VR, but I was curious to see what the past two years of VR tech had yielded in terms of making that gap smaller. And while the gap is without question getting smaller, it’s just not close enough in my opinion. I’m reasonably confident that the prescription lenses would’ve slightly broadened the cone of clarity that I was seeing, and also that with continued experimentation I probably could’ve come up with some settings that would’ve yielded acceptable image quality at a playable frame rate. But overall it still felt to me like I was going to have to make too many concessions in order to get it all to work acceptably. I also tried a bit in MSFS and the initial results were not encouraging even with painfully low detail levels. As I’ve stated in several posts over the past few years, I have absolutely no doubt that VR is the future for flight sims and honestly cannot wait for that future. But unfortunately for my preferences, it’s simply not there yet.
  19. Well, experiment over. :) I've decided to return my G2. Here's why: - While clearly better than the last time I tried VR two years ago, it's still not up to the level that I personally would need to see in order to move away from my 4k monitor. I think that the average DCS user who has better eyesight than myself, and has gotten accustomed to playing at 1080p or 1440p on say a 27-inch monitor, would understandably be blown away by the clarity and performance offered by the G2. But as I noted before, I think I've gotten spoiled by having been using a large 4k monitor for years now, where everything is razor-sharp, easily legible and nearly life-sized. - Maybe an odd thing to mention, but I've gotten so used to TrackIR that now having to move my head and neck around so much in order to look at all the side consoles, and to look behind me, is really quite difficult! I'm sure I'd get used to it, but I have to admit it's kind of offputting at first. Especially when (I think made worse by my glasses) looking far down or to the side tends to move my headset just enough to really shrink down the cone of clarity. And yes, I know people have developed utilities to quickly check six to make viewing near the extremes faster a la TrackIR, but even with that I'm not sure it would end up feeling as 'accessible' as I'm used to. - I don't like having to give up using some of my peripherals like button boxes, programmable keyboard, etc. that have labels I generally refer to when flying. Also makes drinking beer while flying nearly impossible. :) So, all things considered, I decided that, although improving, VR still isn't quite there yet, for me. I have to admit I'll miss feeling like I'm really there -- I was shocked at how different the Hornet and Tomcat cockpits felt; the sense of depth is just astonishing and so damn cool, with everything so lifelike -- but the level of concessions I'd feel I'd had to make in terms of image quality and performance unfortunately overwhelm the advantages that VR brought. Anyway, just wanted to share my experience.
  20. Can one of you guys post a screenshot of the new menu options that were added to force framerate locking? I’m using a G2 and according to the VR2DCS site, DCS uses SteamVR as its compositor too, so if that’s true, then according to the beta changelog notes this should work for G2s also.
  21. I have been happy playing on a large 4K monitor for several years now. About every two years I try out the latest VR headset and inevitably sell or return it as it doesn’t seem worth trading away my high detail 4K setup quite yet. Just yesterday I got a Reverb G2 and I tested in DCS for the first time last night. There’s no doubt that it is a significant improvement over the Samsung Odyssey that I tried last time. I’m not quite ready to pass judgment on it yet, especially as I also want to try it out in some other sims, but it’s definitely impressive. I immediately noticed details in the cockpit that I never noticed before, and it’s true that the immersion and sense of depth is absolutely stunning. But as others have noted, there is simply no way to match the sharpness and detail level of a 4K monitor in VR. And I suspect that if like myself you wear glasses and also have astigmatism in both eyes, the center cone of sharp detail on the G2 is frustratingly small. I am considering ordering some of the addon lenses that various sites sell, as this would hopefully at least solve the problem of my glasses getting pushed up against my face while wearing the headset, but I don’t know if it’ll actually make the overall clarity or extent of it better. As I’ve noted in several threads like this over the years here, I seem to be in a very small minority of users who try VR and end up going back to regular monitors as the drop in visual clarity is just too extreme for me. It’s possible that the G2 could change my mind, but we’ll see. I’ll post back here as I keep experimenting. Just a note on 4K monitors though, I tried a few of the 43 inch models and they all suffer from the same problems, namely poor response time. If you end up sticking with a monitor, I would highly recommend an LG OLED instead. I’m using the CX 48 inch and it’s absolutely stunning. Best monitor I’ve ever owned. EDIT: Just ordered lenses from VROptician, fingers crossed!
  22. EDIT: SOLD. Fits the Gunfighter Mk II/III base. Selling as I upgraded to the MCG Ultimate grip and no longer need this one. It's in perfect condition, no problems at all. $100 plus shipping within the US. Goes for $160 new online from VKB plus $27 shipping.
  23. Hey, cool idea there, thanks for mentioning that. For the kneeboards commands I tend to just reach forward and use my keyboard, but sure would be nice to have them on the stick without sacrificing 'real' buttons in the process.
  24. As a temporary fix, seems the screw that secures the grip attachment point to the base also fits the twist lock hole. So I’m using the screw from my MCG Pro for now. It’s a bit too long, and doesn’t 100% prevent twisting, but it’s better than nothing.
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