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Everything posted by Sprool
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I noticed a strange issue with the rdr cursor when revisiting the sniper pod and mavericks. For slewing the cursor round in the MFD's (all modules) I use a little thumbstick on the side of the Saitex X52 Hotas throttle unit. I set the Y-sat and sensitivity way down to get a nice smooth slew rate. In the F-16 TGP and Mavericks I noticed the cursor keeps drifting vertically upwards, even when I try to fix it to a ground object. If I map this to keyboard presses (eg: U,D,L,R cursor keys) it remains steady and fixed, until I use the thumbstick for the x & y axes again. The thumbstick does not have this bug in any of the other modules (F-18, Apache, Harrier, F-15e, KA-50). I checked for any axis conflicts but there are none. Any ideas I can try?
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'Post your log and track file' - is that ED's version of kicking the can down the road for another 2 years?
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null1. 'normal view' shows (a bit faint) the HMD centre is about 20 degrees off the horizon, too high. 2. Altered view, with the Quest 3 black interface removed so that the lens unit can be swivelled down, bringing the HMD to the correct azimuth. Note: this has no effect on the head position. Head (and VR headset) remains in same position when you tilt down the lens unit, ony the HMD display moves. This is why changing the cockpit camera vew settings will not cure this problem. Flying in a darkened room without the interface attached is not so much of a problem, but when you have light streaming in a lot of the immersion is lost. I am purchasing a different silicpne interfact to see if that improves things, but what would be good is an aligment setting in-game to resolve this problem. It's probably not a widespread issue amongst many headset brands, but its challenging for Quest 3 users - one of the most widely used cost-effective headsets currently in the market.
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Someone on Redditt mentioned it may be linked with the vertical resolution of the Quest 3 display, so it may well be fine in other headsets. I know due to astigmatism in my own eyes I have to have the Quest 3 lenses totally perpendicular to my eyeball alignment to get good crisp focus straight ahead, so its a particular issue for me which means the view a little above and a little below the centr line is not so well focused. Im not sure you could pick up the VR headset position in a track view? If I knew how to record in VR I could post a short clip. I can try to replicate it with a coouple of screenshots ...
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Well a kind person on Redditt posted a workaround, which means you have to remove the black visor thing that blocks out the light, then on the Quest 3 and Bobovr halo head strap it allows the lenses to be rotated down a small amount to bring the hMD centre back into alignment. Takes a little bit of gtting used to, flying without the visor, but at least I have a VR HMD that can be used.
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Never touched views.lua. No mods concerning F-18. What is interesting is if I align hmd in flat screen mode it all works fine, right int he centre of view as i look around with the mouse. When I do same in VR the HMD display remains elevated about 25 degrees too high, and changing cockpit camera viewpoint doesnt alter that.
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I know this thread is a few years old now but I'm just getting into VR (quest 3) and really wanting to use the HMD in the F-18 to spot ground targets. I align it but the HMD remains well above my view when Im looking straight forwards down the planes nose. Its not an alignment issue, its not a 'centre VR' issue, the HMD remains high no matte where you move the cockpit camera view. It means to use the HMD to spot ground targets I have to bury my chin in my chest to get the HMD low enough to pickle targets. Surely thee must be some way of adjusting its position (as opposed to aligning it)?
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I have a button bound for that, it centres the cockpit view, the HMD remains annoyingly high up, its linked tot he headset spacial position, not aligned with the cockpit.
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I should add - this is the Quest 3
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Im struggling with the HMD in VR, its way too high up. If I go through the alignment procedure, on the ground (cold start) or in the air (hot start) it still ends up way too high so I end up looking out the cockpit with my chin on my chest to move the hmd centre to pick a target. Can it be shifted downwards?null Screenshot shows me looking straight ahead before and after alignment
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Recalibration is not needed, all the other modules axes work fine. Sliders are also just another stepped ramp of potential from zero to one, as you move the stick axis, just as curves are, so i dont really get your point. It works fine exactly like a custom curve does but with more control
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Hmmm, I do adjest aileron trim in special settings. What i dont understand is if the oystick axis is set to standard curve the diamond is always offset, if I change joystick axis to slider it can be set tot he middle by tweaking the user curve
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Same issue as the Viggen, needed to double-click the mouse scroll wheel to toggle coickable cockpit. Annoying but fixable. in DCS/Mods/aircraft/FU-4D/Input/Mouse/ create a backup of default.lua file then add line 14 and disable or delete line 13
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Is the Val a 3rd party mod?
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With the last dcs update (of course...) the new cockpit texture folder got overwritten, so ive now made a copy in saved games path. Yet to test it but fingers crossed it wont get overwritten again with the next update. [edit]ok did not work, but worth a try! As reported earlier the cockpit texture files only seem to be read when they are in the main dcs directory path, but at least I have a copy here to transplant back over when the next update wipes them again
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Are there any WW2 aircraft I can use that the ai can get to take off from the carrier?
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thanks i will give that a try... [edit] No change, the planes fly about 55ft abouve the water, nose up, struggling to reach more than 65 kts
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Apologies if this has been posted and discussed before, I jumped into the BF-109 yesterday after quite a long absence and noticed constant rolling to the right. Now I know the rudder trim can be set on the ground and simulated by the setting in the Specials menu but where previously it became balanced at the correct speed & torque, this gime it just kept rolling. I noticed in the controller display the diamond was right of centre despite recalibration of the hotas. If I changed the x-axis curve to slider and set centre point to 50 via user curve it allowed the stick to sit centrally again and the constant right roll was eliminated. Going back to the standard curve again brought back the right-offset issue, so i'd see this as a strange bug, and not a characteristic of the 109. Am I the only one getting this?
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I have been playing around with a Marianas ww2 scenario with 4 x FW-190's dressed as Zeros on the deck of the Shinano, but only the lead plane takes off, and then it sits in a near-stall at 80 knots and 55 ft off sea level, never retracting its gear, picking up speed or climbing. The other 3 never take off. Is there a setting I need to assign in the mission editor for them to behave properly?
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nullHeres a shot in VR of your cleaned up cockpit, looks even better in VR (Quest 3) - so much more clarity - thanks
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4200RPM capable with "Slider Mouse" rev lever...
Sprool replied to M1Combat's topic in Bugs and Problems
I think this issue is now well reported as a bug, but for me the corsair still does feel quite underpowered. Having never flown one in real life Im comparing it to the other warbirds in dcs and watching caps somewhat light-hearted ww2 plane drag race video -
Cracking job on these - just installed them, huge improvement - well done!
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Outstanding - big thanks for all your work!
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Did you try putting it into saved games/mods/aircraft/f4u-1d/cockpit/textures? the folders will need to be created