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TheThumper

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Everything posted by TheThumper

  1. Hey, just saw this thread get updated. @BoneDust - yep you just drop the file in (sorry, I made the assumption everyone already knows what I know) @Sirrah - thanks! @CaptHaltli - yeah, I struggled with moving versus a non-moving viewpoint.... in the end I worked hard to learn how to move the camera and used math and everything so left it in :). Let me take a look tonight and I can post a version where the camera remains stationary. Glad it is getting some use! I wish I didn't have to "reinstall" the file after every update!
  2. Thanks for the instructions and sharing the screenshots, this helps a lot.
  3. USS Stennis and compliment VR Menu With credit to all those who posted in this thread before me with the tips and tricks I provide my addition to customized VR menus I wanted a more lively menu screen to look at and even though I unfortunately do not own the F-18 module I wanted to focus on it and the USS Stennis as my backdrop. This menu backdrop includes not only several models, but also animation for both the ship and the aircraft. Animations include (but not limited to): Ship Elevators Ship Antennas Ship Screws "Hovering" SH-60B "Flyby" of AV8B Aircraft on Cats spool Ups (wings, JetBlastDeflectors, Burners/Props) In addition, I animated the camera to do a slow flyby of the deck with a quick return. Also, time of day is added so hang around long enough and you will see sunsets/sunrises. I posted up on youtube a 2:00 minute preview of this mod here: Attached is the zip of the VRScene.lua file Stennis_VRScene.zip
  4. You have steamVR installed right? Just my one quick thought... I also have the Ody
  5. Thanks for the questions and insights! My current Pixel Density is set at 1.2. At 1.5, FPS really took a nose-dive and at 1.0 I could really notice a decrease in picture quality. As for Nvidia Control Panel, I have everything at default. Just did a 'reset' of the settings in the control panel recently to ensure of this. Not sure these are the correct settings, but I figured there were enough variables so went stock with those. On the comment concerning ASW or not. I am using a Samsung Odyssey WMD headset. I have seen much discussion around the Oculus Rift settings for ASW, but I am not sure how that is handled with the WMD headsets, can anyone point me info on this? I will say that the FPS mostly hanging at 45 points to some magic attempting to keep it there. As for your suggestions around PD, MSAA, and View Distance.... I agree and have lowered as much as I "want to", but and here is where I am really struggling: My expectations are that with unlimited 'computing horsepower' the FPS should approach infinite, but in real world scenarios, you would reach some FPS number and see the limiting computing hardware (GPU I believe in my case). My confusion comes from seeing that FPS cap, but not seeing the GPU, nor CPU, 'pegged'. What else is the bottleneck? I have free system memory left and although my GPU memory is pegged, when I lowered textures enough not for it to be fully utilized it also didn't raise FPS (at least much). Again, appreciate all the input!
  6. Thanks for that advise. I have had them off and it does increase FPS, but I guess I am under the impression that if the GPU usage isn't pegged at 100% it has the bandwidth to handle the minimum shadows.
  7. I have been doing a fair bit of testing and tweaking over the last month for my GPU. My computer specs are in my signature and my graphics card is my weak link so I have been mostly focusing on it. How I have been testing my tweaking: Replay the same track (Harrier free flight over the Caucasus approximately 1 minute in length) Use FRAPS to capture the avg. FPS for 1 minute. Also use NVidia Experience to display FPS in the corner real-time. Use Window's Resource Monitor to watch all CPU cores. Use Window's Task Manager to watch GPU performance. With the following settings I am seeing about 46 FPS on average. Important note here, both GPU usage and GPU memory were pegged (~100%/6GB). I then applied the VR Shader Mod, found here Now I am seeing about 47.7 FPS on average. Important note here, GPU usage is now down to ~75% utilization and GPU memory is still pegged at 6GB. All CPU cores show less than 50% utilization GPU usage is now off the peg (down to ~75%) usage. My FPS still remains 45-50 FPS. My question is: What is my limiting factor now? I would like to find a balance that gives me max FPS while pushing the GPU up to it's limit. I am obviously missing something and would appreciate any insights folks are willing to share!
  8. My current video card is a GTX980Ti so a little underpowered compared to a lot here. I performed the firmware upgrade and had no gain in performance, but my VR headset is also plugged into my HDMI port and since this upgrade appears to address DisplayPort performance I wasn't surprised. As a test I swapped my external monitor and VR headset so that the headset was plugged in via DisplayPort and saw a ~9FPS drop in performance :(. So I guess it is HDMI for me!
  9. Thanks for sharing. I was on the Carl Vinson (Chuck Pig) from 89-92 (Reactor Operations).... good times. I brought my Father onboard for the Tiger Cruise we did in 90, it was awesome to share the experience with him. Glad you had a chance to experience the same!
  10. Mine arrived yesterday... really enjoying the immersion. I am having a blast just figuring it all out! @GucciJetDRVR, congrats on the great deal, I hope you have as much fun as I am having.
  11. Thanks so much for the great input. I ended up purchasing a HDMI to DisplayPort adapter and it works perfectly, just like Soma888 suggested. I now have my external monitor driven by the displayport (with sound!) and the HDMI port is driving the HMD. Really loving the VR, I actually experience some VR sickness, so working through that at the moment! As has been sad a 100 times before, never going back! thanks again!
  12. Thanks for the input, I guess I will have to hunt down an adapter! Going from HDMI to DVI means that if I am not using the VR headset I won't have sound :(
  13. Hello All, Just ordered a Samsung Odyssey and see where it connects via 1 HDMI and 1 USB port. My GX-980TI only has one HDMI port and I have my LCD Monitor connected to that. It also has 1 DVI and 3 DisplayPort connectors. Do I need to buy an adaptor? HDMI -> DVI or DisplayPort? I wanted to ask here to see what others, who have taken the plunge, have done when facing this problem. thanks in advance,
  14. Afraid that might be the answer. Thanks for the confirmation.
  15. Thanks, you just cost me $400.00 :) Let's see what this VR thing is all about!
  16. Hello All, Looking for a bit of help in understanding how to assign routes/waypoints for clients. I am attempting to dynamically spawn a unit, get it's coordinates, and then direct the client aircraft via it's waypoint system to the spawned unit. I have tried this: playerGroup:RouteAirTo (enemyGround:GetCoordinate(), POINT_VEC3.RoutePointAltType.BARO, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 450, 5 ) and this: local attackTask = playerGroup:TaskAttackGroup( enemyGround ) playerGroup:PushTask(attackTask, 1) and finally this: attackCoord = enemyGround:GetCoordinate() attackWaypoint = attackCoord:WaypointAirFlyOverPoint( COORDINATE.WaypointAltType.BARO, 333 ) playerGroup:Route( { attackWaypoint }, 1 ) Jumping into an A-10C client and spawning the enemy unit (via Radio Menu) results in no new waypoints. Doing the above with AI units worked. Is this possible? If so, any guidance? All input welcome! thanks,
  17. Same, don't use Facebook, but this did pop up in my YouTube feed. Very happy to see some attention to the Shark as it is very fun (and challenging) to fly and fight with. Thanks!
  18. Thanks RAF_Raven.... worked like a charm! The trick was to add a task to 'Attack' and then push that task onto the queue. Off to practice!
  19. Hello, Need some help with a problem I have not been able to solve. I am building a A2A training mission for myself so that I can learn MOOSE. The Use Case: Using a radio command, spawn an enemy aircraft ~40 miles out in a random direction and altitude that aggressively engages me. I have used the following script to spawn the enemy aircraft: Red_AirplaneTemplate = { "AI_Su-27", "AI_Su-33", "AI_Mig-23", "AI_Mig-29" } Red_AirplaneSpawner = SPAWN:New( "Red_Aircraft" ) :InitLimit( 20, 10 ) :InitRandomizeTemplate(Red_AirplaneTemplate) :InitRandomizeRoute( 1, 1, 20000 ) :InitRandomizePosition( true , 75000, 74000 ) function EnemyAirplaneSpawnFunction ( playerGroup ) playerUnit = UNIT:FindByName(playerGroup:GetName()) MESSAGE:New(playerUnit:GetPlayerName(), 25, "Spawning Enemy Aircraft for" ):ToAll() playerPosition = POINT_VEC3:NewFromVec3(playerUnit:GetVec3()) local y = math.random(500, 7000) playerPosition:SetY(y) EnemyAircraft = Red_AirplaneSpawner:SpawnFromVec3( playerPosition ) end The problem is the spawned aircraft just cruises along about 200 knots and doesn't engage. Once I close to within ~ 5 miles it will engage with heaters (most of the time), but never uses the longer range radar guided missiles (yep, they are loaded). I see the aircraft on my RWR so it is painting me, but doesn't engage from BVR. Skill is set to 'Expert', Task is set to CAP, Advanced Waypoint SetOptions are "Missiles at Max range" and ROE set to 'Weapons Free'. If I use the below code to spawn the aircraft they properly engage with all weapon types, but I lose the ability to spawn aircraft relative to my aircraft: PatrolZone = ZONE:New( "Patrol Zone" ) A2A_Hard = SPAWN:New( "Red_Aircraft" ) :InitLimit( 500, 500 ) :InitRandomizeTemplate( Red_AirplaneTemplate ) :InitRandomizeRoute( 1, 1, 20000 ) function Testing ( playerGroup ) A2A_Hard:SpawnInZone( PatrolZone, true, 5000, 10000 ) end Can anyone clarify what I need to be able to get the aircraft to spawn the way I want, but engage properly please. thanks!
  20. Another way I have handled this in the past is to: Copy and paste each client aircraft and set it to AI (not Player or Client) and set it to 'Late Activation'. Then at mission start, use triggers to activate any aircraft that do not have an active client. Hope this helps,
  21. Thank you very much for this feature. Makes it much more pleasant when creating missions.... something that I enjoy in DCS. Sincere thanks.
  22. I had the same experience. I updated the ticket I created with a question on progress and got a new key the next day. I recommend you give that a try. Good luck!
  23. I am new to the Su-27 and was enjoying a flight on the 104th server and noticed the view out the front of the canopy has an amber tint as compared to the view out the sides. I think amber tint is supposed to help with contrast, but does the real Su-27 have this feature? If so I find it very interesting. Here is a quick video demonstrating what I was seeing:
  24. Well done, enjoyed it very much.... music was good too.
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