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RealDCSpilot

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Everything posted by RealDCSpilot

  1. That "logic" doesn't work well for DCS. We won't get any other 3rd party developer doing another Kiowa, this slot is taken. And for me the OH-58D is the right fit. That's why quality standards needs to be kept (and controlled beforehand).
  2. @NeedzWD40 Thanks for going into detail. The crew is actually the best example for "how going bonkers with textures". They really don't make any sense. This is the pilot's face - a 4K texture - taking up around the same amount of pixels as the whole tail section of the OH-58D. The jacket got also a ridiculous single high resolution texture with finest uv packing art: Why didn't they combine this with the protection vest? I have no idea... (again a 4K texture, check how much you can see of it in game): let's have a look at the patches (4K texture space): Alright, i think i got it. The module is a OH-58D crew simulation! It's not about the airframe! (If you don't have a 4090, it might be best to disable the crew models. May help with performance.)
  3. You got to be kidding bringing that for comparison...
  4. You don't really understand what the issue is. This has nothing to do with development priorities, this is about lack of knowledge in the craft. It's not about how much YOU like or don't like how something looks. If you would be a 3D artist and delivering something at this state to your company that works on a product that is going on sale world wide, you would be fired in the most cases. For wasting time (=money), for creating more effort (& costs) that needs to be invested by someone else to redo the same amount of work but the right way. And of course, the company's reputation you would damage if something gets delivered world wide in such a bad state. The state for textures we are currently seeing is sufficient for preview tests at best. No professional 3D artist would continue to work on final liveries and cockpit textures with such bad UV layouts. It's a natural part of the job to know how these have to look for a final product.
  5. Wow, these guys know what they are doing. That's passion and respect for the product.
  6. Everything in place here on my end. The goggles sit centered and there is enough space to look at cockpit instruments below them. Maybe share a screenshot from within your headset? Do you have any mods installed? Mods are often the reason for problems like this.
  7. Oh, be sure that i'm extremely happy that at least one guy at PC does care! The thing is that in 15 years in DCS i've never seen any other 3rd party dev or ED themselves pulling that kind of stunts. (except the Hawk incident) What makes DCS special for me is how developers spent ridiculous amounts of time in re-creating an aircraft as a digital twin of the real one. Never seen these "Making of" videos? All the effort alone with 3D scanning every detail and trying to put it into the virtual aircraft model. DCS is also about preserving and re-living military aviation history, at least for me. It makes every module a collectable, that's what i like spending money on, rewarding all the time, professionalism and effort that has been put into it. You don't get something like this anywhere else. If some of you just like sitting in a cockpit and make boom boom, okay. Maybe a mod is also sufficient for that. I know BN will delete this again but here you go: There is no other DCS developer where an opinion like this is even possible or thinkable. If no one would make a fuzz about something like this we would see going DCS's quality standards going downhill pretty quickly. And DCS's foundations are already crumbling these days. As a long-term customer i'm really concerned.
  8. Maybe you didn't understand that the textures on the outside are not the only problem. Many instruments and parts of the cockpit got a 4K texture set too, but only taking up a quarter of the texture space. Usually a texture artist combines the use of this texture space by putting 4 different objects in it to use it efficiently. So this texture needs to be loaded one time only to cover 4 objects. Instead of four times the loading time for each single object we have right now.
  9. Then i don't want to see how your car looks like...
  10. @Morat Check night missions! They look so stunning through those powerful OLED panels!
  11. Well, we pay for the product, we do not get paid for spending time on testing and finding bugs. If something is marked as EA i expect bugs and treat them differently. PC is a special case here, bold claims are getting easily offending against customers because of their history. Selling a helicopter module and delivering the flight model 7 years later, just to remind you. And it's better to embrace early adopters, give them a little discount and let them help you detecting and ironing out the quirks. The poorly done texture job, this is something i absolutely didn't expect from being delivered as finished product. It's really embarrassing. Plus the comment we get from PC "we don't care, we fly from inside the cockpit...".
  12. Mostly come from releasing the product explicitly not in EA. Why raising expectations when the company already has a record about problems with attitude and sanity. As far as i remember, that claim about "it will be not in EA when released" was made before you joined the company and basically saved most of it's reputation.
  13. When you read the notebook till the end you have to press the next line button one more time to trigger the bug. It's actually not the only method: I found the broken ODA/NVG logic pretty quickly on my first night flight. Because having to switch between Pilot and Copilot with NVGs on and off all the time, you may also try to bring up the ODA for the Copilot too. But his NVG doesn't have it. If your Pilot's NVG is not activated at the moment you press the ODA button as Copilot it will be activated for the pilot when you switch back to his seat. From there the Pilot NVG will have two states: NVG on but no ODA and NVG off but ODA on. It's easy to replicate if you really want to.
  14. Stuff like this doesn't show up in a log file. All of this is easy to reproduce in a couple of steps. Turning on the search light = 1 step. xD And all of these bugs (amongst others) were reported already more than 2 months ago.
  15. No, i got no mods installed. All of them got reported shortly after release. You can replicate them on your end: 1. easy, turn on the search light and bring it forward. It's so bright that it even works in daylight. At night it's much better to see how crazy bright it is. Then fly around slightly tilted forward. You will see that it has a very limited range and is cut off. 2. The ODA is only available in the pilot's NVG. But if you switch between copilot and pilot seat several times, switching between NVG on and off and ODA on and off, you will eventually end up with NVG off but ODA on. Which shouldn't work because the ODA is a fixed part of the goggles. (It's a simple logic bug in their code) 3. Also easy to replicate. Never checked this in SP, but in MP. Just go to the notebook page on your MFD. Read the mission briefing till the end. From there all digital cockpit display elements will snap to the object space of the player camera and will stick to it. This happens in VR, don't know if it's visible in 2D if you don't change your camera angles. Check the bug reports, this is not the only way to trigger it. Definitely a nasty bug that ruins your flight 100%.
  16. From time to time i use it for tasks where it fits. But it also reminds me of over promise and under deliver everytime. It's a cool aircraft, but that is because of Bell and not PC. It's sad that certain 3rd party devs have different standards and ethics about the quality of their products than others. It's also not about the whole team at PC, it's just one or two individuals.
  17. I do totally understand him. It's not only the textures (and sound). It's also full of bugs. They made the big claim that it will be no EA release, but it is a 100% EA release. Here, just 3 bugs in one shot. I took me only 30 minutes on release day to find them: 1. searchlight is too bright and cut off after ~50 m. 2. i can trick the NVG's display to act like the AH-64's IHADSS. 3. i can completely break all the cockpit displays and have them floating in the air. The module's quality standards are behind every other 3rd party module. And for what it brings to the table, compared to others, it's overpriced. A humble 49-59 price range would have been better.
  18. Yeah, on one side it's cool to have the option to modify. But this is also another indication that DCS might do a little sidestep here and doesn't follow the rules. Personally i do not use it, this should all be managed by the OpenXR API. It takes the value you mechanically set in your headset and reports it to the game which should adjust it's camera rig accordingly.
  19. Well, here the moon is only an indication that something is off. Spotting of distant objects is problematic in general in VR. FOV not set right could act as a problem amplifier. Sadly we can only change IPD but not FOV to check.
  20. IPD should always be on your personal eye distance. This setting changes the world scale as perceived from a normal adult human to a toddler or a giant. Everything close to you in the cockpit will get bigger or smaller but it doesn't do anything to size perceived for very distant objects. Which makes sense and i also double checked if there is anything wrong with it.
  21. That question kept me thinking and i got the idea for an experiment. Highly inaccurate of course without knowing on what values the cameras in DCS truly operate. There is this tool which is pretty famous for being used measuring your VR HMD's optical FOV in a calibrated space. https://knob2001.itch.io/testhmd To get your horizontal FOV measured, you have to stare at the center of an image with two red bars left and right. Then you move those bars further and further into your peripheral vision until you can't make them out anymore. My current HMD gives me a result of 110° (depends on personal face shape and eye position). So i did a simple test in DCS. Prepared a date and time with a full moon close to the horizon, centered my heading on it and started turning sideways until i reached 55° more (233° -> 288°). Always kept the yellow cross of the fixed mouse cursor in the center. The moon was leaving my field of view at 292°. This basically means that DCS renders a FOV of 118° on my headset with 110°. Would be nice if someone else could test this too on his end... On top of that, i talked to a former Tornado WSO which also uses VR in DCS too and gave him the test mission. He said, from his memory, the moon definitely appears to small in DCS. By 30-50%.
  22. Not if you keep your head on an exact fixed position with a fixed distance to the screen and have set up the correct FOV for that distance. May not be practical in most cases because you have to cut away a huge area. But a 3D world on a 2D monitor only is always a way bigger abstraction than VR. A half dome screen would be best.
  23. Man, you are really starting to waste my time. Optical FOV is fixed in every HMD. The screen space is also fixed - the rendered window on each display per eye. Pixels don't play a role here. How much perspective you cram into that fixed space is happening on the software side, in the VR camera rig. The VR spyglass zoom demonstrates this very well, but with a way to big value for this purpose here. Did you never wonder why when you look around in the cockpit, the pilot model's feet look a bit tiny? Or the seat? Despite you have your IPD correctly dialed in in the VR HMD? That's a wrong FOV.
  24. Quad view and eye tracking...
  25. No, not entirely. It would have the most impact on everything that is rendered at infinity (skybox with moon patch on top and hud). The closer something is to the camera, the less it would be affected. And i'm talking about a correction of 1-2° only. Let's say 2° less and the Moon + HUD will be rendered a bit bigger while still holding the correct measurement. Here is something fresh from the night sky: As soon as i stepped on the balcony i was reassured that something is wrong in VR in DCS. The real moon appears so much larger for the bare eye than it does in VR for the "bare" eye. Of course this is all crappy cellphone photography, with no scientific value with stretching out arms and so on... The camera also doesn't have the dynamic range the human eye has. This is a montage, just for visualization: I'm much more sure now that the whole thing is a FOV issue in VR. Decreasing the FOV angle by a couple degrees would also impact spotting distant objects in the skies, this is a problem in VR for years now. It would definitely improve it.
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