Jump to content

RealDCSpilot

Members
  • Posts

    1333
  • Joined

  • Last visited

Everything posted by RealDCSpilot

  1. Try to get your nose down to regain a bit of forward flight and quickly reduce collective for a short time to change rotor blade speeds.
  2. Last time (before latest patch) i tested this "by accident". Made an attack run with ATGM, Petro locked a target. Then i switched to rockets and Petro still had the target locked but the pipper switched to rocket mode. When i started firing the sight was also in ATGM launch condition, so i could hear the tone. Pressing fire launched the rockets and Petro also fired his ATGM... So he kept his lock all the time.
  3. It has been mentioned a lot already, it's VRAM overflow. As soon as this happens, Windows tries to cache VRAM ressources to RAM (so called Shared Memory). From there your whole system goes into a crazy data shoveling loop (CPU, HD and RAM controller workload rises). If you are lucky, it takes some time to sort itself out. The other only thing you can do is lowering VRAM buffer usage (by turning down render resolution and texture quality for instance).
  4. Okay, just switched back to 466.77, re-enabled resizeable bar and smoothness came back again. There is definitely something wrong with the latest driver. It's not directly measurable in frametime or fps, it's more that image studdering and warping through motion smoothing goes bonkers. I think it's more of a problem of Nvidia driver and SteamVR interaction...
  5. @Cyph3r Hi, isn't it a good time to think about a FFB base designed and made by Virpil?
  6. Something definitely changed with the latest driver update or DCS updates. I'm getting performance degradation too, but still hesitating switching back to the previous driver.
  7. If 2.2 or 1.8 aren't looking realistic something is wrong on your end.
  8. Thanks to the new free-to-play program, any risk has been removed.
  9. It's the Apollo Program of Flightsims.
  10. My performance dropped also (on open beta). It started with the Mi-24P release, yesterday it got even worse with the Marianas. I'm wondering why Marianas runs that bad, it's land mass and number of objects is so much smaller than any other map.
  11. I don't remember a single point in time since 2016 where this was different. I can assure you that this is the module's standard behaviour since release. Frustrating, yes. Welcome to the club. And no, it never is or was ED's fault.
  12. If that's where you are coming from then yes, you don't get the angle. You're still not able to differentiate between a good or bad helicopter FM, even if you have already 4 perfect examples from ED in front of your eyes. With the Mi-24P, ED has proven the 4th time now, how a helicopter should work in DCS. If PC would want to make it easy for beginners, they should include something like the "Control Helper" option from the Hind for the Gazelle and this would be the mode her current 5 year old FM would fit to. It's like a remote controlled AI pilot that does all the thinking for you. I prefer to be in full control, like with Huey, Ka-50, Mi-8 and Mi24P and their respective flight model options under "Special Options". Yep, that's how it is.
  13. Just encountered this problem all of a sudden. Never had this kind of issue within 5 years VR. The solution on my side was a clean reinstall of SteamVR, following this procedure: https://steamcommunity.com/app/250820/discussions/2/1640917625015598552/
  14. Exiting TL and imminent VRS shaking is already getting exported via telemetry output from the game (for motion seats, bass-shakers / Simshaker for Aviators). I guess, because of EA, the visual cockpit animation will be added later.
  15. If you try some more realistic scenarios, then hover and firing doesn't make any sense anyway. Basically, if you are in range to fire, the enemy has the same chance. Hit and run is the best strategy for survival. Come in low for approach, go high enough to find the target, shoot and break away after missile impact. https://www.nva-flieger.de/tl_files/images/taktik/arfk/angriffsmethoden/horizontal1.gif
  16. Have fun, the Mi-24P is such a pleasure to fly with FFB.
  17. Actually no, the Gazelle collects dust since 2016. I only check it once a year, but only to realize that most of the issues aren't fixed. I only came here because i watched the Shturm missile in the excellent first release of the Mi-24P is behaving correctly and remembered that the HOT3 was floating by magic for 5 years. I'm happy it works for you now.
  18. Go to axis settings, choose the G940 Column and check under FF options if X and Y axis are set to inverted or not. I have to set them to inverted (unlike the other heli modules from ED). Also check if force is set to 100.
  19. HOT3 missiles don't rotate for self-stabilization (since 2016).
  20. I find it also strange that DCS FFB on/off has an effect on how CLS2Sim reacts. It shouldn't be affected. Directinput FFB has 2 settings for each aircraft: Force and effects. 1. Force is basically the same for each module (intensity goes from 0-100%). On jets you have stick positioning for neutral control surface position in the center or offset mode for control surface position (like in A-10C, F-14, F-5 etc.) on top of that trimming also affects stick position (DCS moves the stick around depending on your trimming inputs or autopilot features (Mig-21)). For WW2 birds you also have force intensity depending on air pressure on control surfaces (on ground stick goes limb, the faster you get the more force builds up and the stick moves to it's neutral position). In helicopters (only the 4 good ones) force is applied like magnetic trim or force trim would work like in real life. 2. Effects (intensity 0-100%) is used for secondary effects on the airframe, like runway rumble, stalling, gun rumble etc. - but here each module acts different. Some have more, some have a less number of effects. Telemetry output is used for all kind of secondary effects, some run parallel to effects on the stick (stall for instance, VRS on helicopters, G-force intensity and direction, runway rumble and such). Telemetry can be more widely used for certain stuff but it doesn't hold any stick position data, it only holds information of what the aircraft is doing. One pretty cool effect is main rotor oscillations on helicopters for instance. In my setup, as personal preference, i have set effects to 0% on the stick and get all the secondary effects via Simshaker on my Forcefeel seatpad (this way i'm disabling the stalling shakes on the stick, but that is my personal preference).
  21. Yeah, i really like that i have to think more about tactics, be more creative and strategic as a pilot. Every engagement contains more risk and more reward at the same time. It's definitely more thrilling than attacking from a much more safer distance. I'm absolutely enjoying it since release.
  22. Just for info, DCS uses two different systems for haptics. FFB and telemetry output, independent from each other. FFB is meant for Directinput compatible joysticks, telemetry output is for motion seats, simpits, haptic mats (Jetseat, Buttkickers etc. via Simshaker for Aviators) - in general everything that is able to process that data. As far as i know, CLS2Sim only uses telemetry output. Telemetry output needs to be defined with via Export.lua in your Savegame/Scripts folder.
  23. Have you guys set curves on X and Y axis? Try again with linear setting and report back.
  24. @Dunravin Yep, "Default" is for FFB on all ED helicopter modules. Only the Hind seems to need the inverse setting for FF tune on X and Y axis.
  25. Atm, their products are not targeted for the consumer market anyway. Custom built simulators, for the military or aviation industry are their market, where the Brunner I/O gets deeply integrated. In Germany you'll find them in Eurofighter training simulators for instance.
×
×
  • Create New...