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RealDCSpilot

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Everything posted by RealDCSpilot

  1. See, this is the problem, there should be no "my way" or "your way". We need one exact method that works the same for everybody without the fiddling.
  2. Listen more closely to him, he is talking about the parallax offset as soon as you start looking more far left or right... This is how i fix the problem:
  3. PNVS/TADS video feed is the direct sensor targeting feed, boresighting makes your helmet sight synchronize and match with it. With some additional adjustments it is possible right now, but the realistic concentric circles method doesn't provide this in it's current state.
  4. Sorry, but you get this wrong. The whole sensor pack on the front ist 100% aligned to your gun and the other weapon systems. Your helmet sight needs to be aligned with them when looking straight forward. That's the whole purpose of boresighting. The only acceptable offset, which comes naturally, is the parallax offset the more you are looking left or right and up or down, because of the distance between the point of view from the nose and the point of view of your head.
  5. The problem with your video is the lack of checking the result at the end. By simply bringing up the PNVS FLIR in the helmet, you can check if the whole procedure was a success. Your method is not working on my end by the way, the PNVS always shows that it's off by 10-20 meters for a target that is 100 meters away for instance, where it should match almost perfectly (checked against buildings, vehicles, horizon line in front of me).
  6. The problem is not how the procedure works, the result is the problem. If i do it like in the video my FLIR and reticle alignment are way off, if i order George to look at a target with this alignment he starts looking 100 meters away from target and also the gun aims at the same offset. This is not how it is intended to work and we need ED to investigate this issue. Right now i can only correct this with having the FLIR active and try several boresighting clicks somewhere at the boresighting unit to find the best match. Good thing that a bindable boresighting button is available.
  7. I don't think that's a good idea. They would need to add a triangulation loop that is constantly running every frame to check for the VR camera rig's position and rotation to make sure the alignment is always spot on. I would like to have this extra workload limited and only applied during the boresighting procedure. For me, it looks like the source of the problem has a pretty simple reason. At the moment the "calibration" is only done against screenspace, a simple 2D parallax matching process, sufficient enough for monitor use and only mimicking the real procedure. But to work correctly in VR it needs to be applied to world space in three dimensions and has to work much more like the real thing. They have to emulate a virtual TrackIR system in the cockpit so to say...
  8. Yep, i'm using basically the same procedure. With the fixed mouse pointer crosshair you get the absolute center between your eyes, first boresighting calibration pass goes with crosshair over center of the boresighting unit, second step is refining with PNVS FLIR overlay. Two or three B/S clicks with little offset from the boresighting unit later the FLIR overlay is aligned almost perfectly.
  9. @BIGNEWY Can you please remove the "solution" mark from the thread? We are not there yet. Thanks!
  10. My guess is that the current state of boresighting is not "calibrating in 3D space" like IRL. It's simply using a paralax method which will only work correctly in 2D on a monitor.
  11. @comcat You can exit the target list without confirming a target by pressing "left" again.
  12. After boresighting check the result with PNVS FLIR overlay in the IHADSS. By straight looking forward the FLIR image should fit exactly over the outside world. Only then, the gun and everything else related to the crosshair in the IHADSS will be as accurate as possible.
  13. Best way for me now, to get pinpoint accuracy, is bringing up the PNVS after startup and check it's alignment against the world at the front outside. If it doesn't match (like a bit to much up or down or right or left) i look at the boresight reticle unit and press the B/S button (bindable) and do little corrections with my head repeating using the B/S button until the PNVS image fits perfectly. From this point the aiming with the gun works pretty well (it also effects how precise George is looking at a specific point you command him to look at). About all the fuzz here in the thread, it's pretty obvious that the concentric circles method is only working for monitor players where the head position is fixed and correctly lined up. ED needs to enhance the calibration functionality to make it fully work in 3D space for VR.
  14. Check your axis indicators first (RCTRL+Enter), your rudder maybe offset when you first enter the cockpit. Usually it's enough to just move them shortly full left-right and it will center itself. After that keep an eye on the axis indicators to get used to trimming offsets. Under Misc. settings - try to disable "Synchronize cockpit controls with HOTAS at mission start" to prevent this from happening.
  15. Yeah, played with every option but even with no springs and FFB the rudder gets an offset from neutral. I actually use this setting for now, but i always have to short click trim again after my normal cyclic trim routine to make sure the pedals are trimmed where i want to have them at that moment. Usually i'm used to hold the pedals where i need them to be, worked best for me since 2009.
  16. I think i found out the best way for now. At start, make sure to use the cockpit camera up and down functionality (bindable buttons) to make your head's position is looking straight at the boresight reticle unit. After that use the boresighting procedure with ignoring the circles but centering the fixed centered VR crosshair at the boresight reticle unit. Check the alignment with PNVS overlay against world objects like horizon, clouds, vehicles...
  17. I would also like to know if this is correct or still not implemented properly. Another question would be if there is an additional fixed mode where the hud symbology stays fixed forward regardless turning your head.
  18. I would really appreciate to have this option like in the other helicopter modules. I have an FFB stick but no FFB pedals (which are even more rare than FFB sticks) and the way i'm used to and get the best handling is disabling trimming for the rudder at all. Right now, having only the same trimming options like for the stick doesn't provide the same functionality.
  19. It actually looks like to be a good workaround. If you have mouse disabled a cross appears right in the center of your view which is the perfect aim point for boresighting.
  20. Tried direct trajectory lobl attack, loal with the alternate trajectories is currently problematic in mp anyway (George seems to miss the step with missile waypoint...). @NineLine 4YA server Syria provides a good test scenario, just choose a slot from the cyprus airports and try to attack one of the convoys.
  21. That's not the problem. TADS shows he is properly on target but the missile still hits behind it. Just if the laser points through the object on the ground behind it.
  22. I can't get the alignment right, it's always a bit to much off the center even if the circles show perfectly centered. (All in VR)
  23. On my end VR performance is good and didn't change.
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