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Nate--IRL--

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Posts posted by Nate--IRL--

  1. NO! I want to keep it 😜

    Basically with HMCS s SOI, the SPI when moved by the HAT, moves relative to the HMCS view area, rather than relative to the position on the Ground. 

    So I can slew the SPI with the hat to the left, at the exact same time move my head to the right, and the SPI will move with my head to the right.

    Using this quirk I can, for example, move the SPI 180 degrees from my 9 o'clock to my 3 o'clock in less than a second.

    Nate

    • Like 2
  2. On 8/10/2025 at 7:23 PM, Raven434th said:

     track ir is slaving to the tdc in the a10 c when using HMCS and when i press the slew it also follows my head tracking...should it be this way??? shouldn't it only follow my tdc input and not where i look?? as it is now  my head movement is being in-puted which has consequences and can throw the targeting off by mistake.

    I actually want to keep this behaviour as it allows rapid Targeting of the SPI from the HMCS.

    Nate

    • Like 1
  3. Excellent post - addresses precisely what I'd imagined a QAG to be. This is a clear design / high-level view of what should be the Player / QAG interface and feature set. The Current QAG is built very much from the perspective of attempting piece together something from the existing structures. It is incoherent in terms of what it want to achieve and how the player interacts with it.

    The Design above flows, it leads the player though intuitive simple options, and gets them to the cockpit quickly. The job of the QAG is to take care of the details. The player might then have the option to use the mission editor/planner should they wish.

    Overall the goal of the QAG should be a Randomised mission, generated though a simple intuitive interface, and not for the player to manually build the mission in a simplified mission editor. I believe the OPs design, while not perfect, illustrates succinctly what could work, and also the minimum of what a Player would expect of a Game interface.

    Nate

    • Like 2
  4. 2 hours ago, primus_TR said:

    The QAG needs randomization options. At this point, it is a large step-back from even the former Quick Mission Generator. The QAG, at this time, is simply the Mission Editor with 99% culled functionality. It does not provide any 'practicality' to the user, if the goal is to enable players to generate quick, fun missions. I understand that this is the first iteration of what is to come, but it is really not adding any value for the player at this time. 

    It needs a single "Randomise" button, so no user input is required. It also needs to be quick.

    For flyers with limited time, it needs to offer a one click jump to cockpit option, random or not. 

    I would also like to see it populate the world in the mission automatically, but that's for the future I guess.

     

    EDIT:- as an aside the UI/UX really needs to be improved. Less of a corporate application feel and more of a Game interface.

    Nate

    • Like 3
  5. I'm leaning toward the 9070XT myself, while I could afford something like a 5090, I just couldn't stomach it. The 9070XT is the closest thing to "decent" value this time around. My only concern is support for FSR4 in DCS. 

    I rely heavily on DLAA for 2d and DLSS for VR (2070S) and would hope the FSR4 is supported by DCS so any gain isn't wiped away by having to use MSAA and FSR1 or something like that. I don't know enough about FSR in DCS really.

    Nate

  6. I went through a painful few months of something similar, DCS crash ing or a full reboot after 10 to 30 mins in DCS. I was ready to splash out on a new GPU as I'd a feeling that was the issue.

    By chance I noticed in windows that my RAM voltage was 0.1 or 0.2v above what was set in the BIOS. My Motherboard was slightly over-volting my RAM, compared to what was set by SPD. So I manually set the voltage a little below what it should be, and hey presto, my system has been rock solid for over a year.

    This is not to say this is your issue, but rather a suggestion to double and triple check everything is as it should be with all parts of the system and BIOS

    Nate

  7. I'm pretty sure I have the latest version (new fog etc). For the mission "Bold Cheetah MIssion 12 - Action Reaction_Cold Start" the Player Carrier was not present, had to add it myself to the mission, but I'm sure there were various triggers broken because of that.

    Also have to concur with the above this campaign is excellent, quite the sales pitch for your other campaigns 🙂

    Nate

    • Like 1
  8. Tried preset K this morning and am very happy with the Improvement in clarity in Balanced mode. It has it's own particular artifacts that I can overlook, overall it's positive for me.

    Nate

  9. Hi There - almost 14 years ago I created the 2 Serpent missions included with the A-10C. I see they have been given some love with new Voice overs which is fantastic, but the New weather system has created issues for one of them.

    I've edited the Weather and Mission time on the Serpents Head mission to make it actually playable now, while retaining the Claustrophobic vibe originally intended. Attached is the updated mission. The Serpents Head.miz

    Nate

    • Like 5
  10. Decided to get this up and running today after an unsuccessful attempt a few months ago. Initially I was really disappointed, FPS was terrible, Colour saturation and Sharpness I'd been using in the VRshader mod were gone. Everything looked terrible and Slow/Jerky.

    OK so, I set the Colour Saturation and FSR in the OpenXR menu, now that is looking better than ever. Still had to fix the FPS, Decided to set the Render scale to 70% in the Open XR settings, et voila FPS is much higher than SteamVR and much much smoother. I can't tell the Difference in image quality between 70% and 100% - but I sure as <profanity> see the improvement in motion.

    So happy to have finally put the time into getting this working, I can finally enjoy VR again.

    Nate

    • Like 1
  11. On 10/25/2022 at 10:53 PM, Harker said:

    INTL just alternates between HI and MED though, it's not a separate PRF. At least according to public docs and the way it's modeled in DCS.

    I've not tested this in sim yet, but further reading suggests that it alternates between Bar scans, but doesn't alternate each bar after a sweep. E.g........

    Bar 1 in a 2 bar is Med

    Bar 2 in a 2 bar is High

    reset 

    Bar 1 in a 2 bar is Med

    Bar 2 in a 2 bar is High

     

    Where it should be 

    Bar 1 in a 2 bar is Med

    Bar 2 in a 2 bar is High

    reset 

    Bar 1 in a 2 bar is High

    Bar 2 in a 2 bar is Med

    I'll test it at the weekend.

    Nate

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