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majapahit

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Everything posted by majapahit

  1. bla bla RL world: - pre-rendered frames 1, microstutter/smearing when fast 90° sideways head move, in particular outside center spot (partly rather typical for HP Reverb, prob because of the amount of pixels, depending on your Video Card, 1250-1500$ 2080Ti+ GTX apparently have little problems ) - NVidia pre-rendered frames 4 which is CPU rendered: less image smear/micro-stutter now what.
  2. Some of it is typical for HP Reverb. If you have NVidia set/chk your VR prerender frames to 4 might help.
  3. When you know a bomb run is coming go F2, point back, F1, do bomb run, do F2 to have a look.
  4. Stand up, look back, sometimes even more than 180°, until you see the view jump back to 6DOF If persistent, I take my goggles off and do just the goggles, look at your screen mirror to see the view jump a bit back to 6DOF, also try turning into a light source which picks this up easier. I nothing works you might have to restart MRP, maybe 'clear environment' in Setup. I have had many periods this tracking loss happens, and then no problem whatsoever, it happens also when you don't move you goggles, when they are on the table, and/or when there is no light source in view of the camera's. YMMV.
  5. you activate to flir, slew the flir, activate back to MAV and it should reacquire the new spot (by memory)
  6. Lots of stutters in MP, un/reinstalled my networkcard drivers
  7. Discount and trial is a whole month is how I read this. Tried it, like my F18 a lot better, F16 a clever toy.
  8. This sums up theory nicely about how things can workout according to the supposed design, but practicing trap, launch, bank left, go 600ft 220-250kts 0.9 DME abeam, break base, merge groove, this is not quite how this works out, neither the HUD read outs, neither 'the FCS will take care of things' (sometimes it does). 'Only use throttle and bank' that also is theoretic flying of numbers, but actual footing on YT pilots performing a fast break, nope that's not how you fly an in-a-hurry.
  9. DCS F18 is now 2.5y. I can remember AOA popped up in all kinds of different ways during this period, coming and going erratically did not make much sense periodically, so not much use to that and I started to ignore it. It's in the HUD of course, the alpha-thing number, that sometimes shows, or not, disappears unrequested, and appears equally uninvited, and repeats this several times in fast patterns. The E-bracket is a lot more useful of course, and else when your descend angle is 3° and you onspeed AOA supposed to be around 8°, thus your W should be on the 5° bar, while your VV is pointing on the deck -3°, which is actually the right measurement to make per how the designers and test pilot godfathers proscribed the trap angle.
  10. Yep, just noticed. Comes back up also at pitch change, its improved I think. Don't really need it but its OK.
  11. Just tested a couple a times, 1 serious run. Never had to "open port 10308" it's just there in the list. ?
  12. I think I remember it triggered when entering dirty config, it timed out - in only couple of seconds - when one did not set the trim (yet)
  13. 'Advanced' I think I remember, ' .. global' 'override Default Global' 'Toggle ..' or something
  14. Eh, does with me. It's ON while .default has //
  15. Mine does, using VR. Do a repair, your file might be broken or it is displaying on a different, non-existing, screen, and try a Alt Enter and see if it appears somewhere, delete your profile directory in saved games (backup the .\config, but not the screen definition) and start over .
  16. When using fpsVR this will manage Motion Reprojection whatever the default.vrsettings says
  17. Weird, I have it the other way round (I max JDAM x4, something might be broken) JSOW suck, when there are countermeasures, turkey shoot, they're dead.
  18. Can't remember ever to load HP drivers, it's all conforming to Microsoft standards it appears, but for all this Steam bullcrap on top of course to run DCS, and proprietary MS VR software half a page of nothingess.
  19. Test out the response of the F18 extending flaps when slowing down way below 250kts - and descending, which makes a difference -. Extending half flaps @180 or lower to test so you know behaviour and range, while descending is no problem, when in the groove slowing even further down before full flaps, where you know your trap onspeed is 128-135 depending on your weight, your fuel state, keep in mind F18 extending full flaps will brake the aircraft and you have to anticipate throttle up a tad and that the process is slow, very, and that you need a couple of seconds to set trim, so you need to know how the visual looks like, how your ILS path looks like if on and what the TCN DME read out is if that is on. Throttle up is slow and cut throttle is fast, watch you speed-delta throttling up, don't balloon. All this is the hurry-it-up unofficial straight in procedure, and CASE II-III.
  20. FYI I think the Reverb graphics textures rendering is now separated from the two screen mirror(s) rendering. I saw no difference in the goggles with setting terrain/textures both to low in the config page. Gained some smoothness and frames. Perhaps somebody can confirm this?
  21. ".. to maintain adequate separation ..' separation is done on the upwind, which is not adequately denoted in most images I see on DCS forum. The NATOPS 'US Navy Day case 1 landing pattern' image show the 'level break' upwind at starboard for one (1) F18, here is where the separation is done of the wing, in the 'fantail', not at abeam breaking into final which I see so often. Thus, all wing, timed right of course, can do a fast break at abeam, dirtying up in the base leg turn to final. Problem for the DCS pilot now is to clear the deck in time, as in 7 seconds for the closest separation, but this can be extended to 15sec 30sec whatever beforehand. Also the abeam break into base leg can be delayed if the separation timing appears off, and an LSO can always break in when he expects the deck not to be clear, but that's not the pattern. In RL, most likely indeed these short separation and fast scheiss final will only be done by the resident squadron who are 'in the groove' and have gotten their timing spot on (no one else is allowed probably also, and all this dependent on the commander, and for instance all these brand new F35's probably not allowed to scratch their shiny objects either for quite a while).
  22. I can remember this was there for a while, only it had a time out which made it less than useful. When I really want to know I display the FCS page.
  23. NATOPS 'proc' is dirty, level and onspeed at the downwind and on point at abeam. But who does that. (I bet that's only the trainees who have to prove a point) Couple of DCS virtual squadrons insist on flying like that, which is boring and slow, don't join, avoid, you'll be a rookie forever :)
  24. When doing a really short abeam brake, <0.8-1nm TCN/DME at abeam, I dirty up when in the final break at about 230-240knts, gear down, full flaps, hard in the break, when banking that much you do not experience any flaps ballooning, nothing, keep speed up, about 170kts at the start of leveling into the groove or you drop too much, then anticipated cut for targeted onspeed in the groove. An advantage is, that more often than not, because one can manage the pull on the stick to make this short turn, one levels out with AOA around 8, without having to trim, because de FCS does this for you.
  25. The 1080ti outperforms 2080 by 9%, 2080 is cheaper also.
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