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RealDCSpilot

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Everything posted by RealDCSpilot

  1. In DCS the Gazelle is far far away from being equal to this stick deflections and control behaviour:
  2. It never worked for FFB joysticks, the most realistic way to simulate trimming in a sim (especially in the other helicopter modules). And it's the only module in DCS with a desastrous FFB implementation that never got fixed. The other really bad thing is how stick deflection vs control input is implemented, PC intentionally set it up for extra long joystick extensions which gives you fine control around the center, but if you don't have an extension on a normal stick, movement of a couple of millimeters already results in very aggressive control input and aircraft reaction.
  3. Two simple explanations: (watch till the end) Conclusion: everything is right in DCS...
  4. I'm playing DCS in VR and i can tell you that the speed is as realistic as it can be. Do not try to judge speed on a flat small window and cry for an extra speed effect like in cheap arcade racers.
  5. @Sprool We are waiting since 2016 for realistic controls and FM. ATM Trim on/off, trimmer, trimmer reset, magnetic brake, autopilot alt and speed modes are just based on a fantasy of PC.
  6. In the linked video the 'real' recording runs in a higher framerate, he should have taken something like this: But that would prove him wrong...
  7. Other DCS modules achieve to transfer the soul of the aircraft to our monitors, VR headsets and controllers. The gazelle doesn't achieve that, it just flies like a replaceable rotor-thingy, disguised as an SA343 like in a generic action game.
  8. We shouldn't forget that DCS's PD option is a remnant from the 2016 VR generation. It's not wrong to suspect it to be a cause of performance problems. Today it shouldn't be necessary, because the VR compositor of each VR driver requests the needed resolution for it's HMD and manages super resolution settings on it's own. The PD value leads to the very first implementations of Oculus SDK, i guess this was the first HMD that ED started to work on. If you look in the bin folder, you will find no trace of an Oculus related dll, there is only openvr_api.dll and VarjoLib.dll. This could mean that DCS hooks natively into Oculus SDK if drivers are present in your OS. If you are playing over SteamVR, PD acts like a third SS multiplicator, i suspect it to be an internal downsampling pass within DCS, before the game hands the rendertarget over to the VR compositor.
  9. This isn't a 2D game, there is depth and distance. With higher resolution you see more objects in the distance because there are enough pixels to display them and cause draw calls.
  10. some1 is right, there is nothing magical happening here. On a HP reverb the game renders 2160x2160 pixels per eye at PD 1.0. On a Valve Index the game renders 1440x1600 per eye at PD 1.0. All this is happening on the main thread on 1 core of the CPU. Reducing the load to 80% results in a performance increase, but costs image quality due to the lack of original pixels to fill. Steam VR supersampling is happening after all that, it takes the resolution coming from the game and multiplicates it. This task is completely up to the GPU (which has enough ressources because DCS is badly bound on the CPU).
  11. @RagnarDa I'm playing DCS 100% in VR, all controllers setup for non-keyboard use. It would be really handy if there were presets to create those map markers on the fly without the need of typing in "ATTACK" or "B1" etc. ...
  12. I had an issue for months that seems to be fixed with the latest hotfix driver from Nvidia. https://nvidia.custhelp.com/app/answers/detail/a_id/5022 -Fixed an issue where the shader cache was sometimes incorrectly purged on app launch While playing MP, after 1-2 hours, i had consistent framedrops that never recovered. It looked like a VRAM memory leak and the only way to solve it was to end and restart DCS. This never happened anymore since the new driver installation. Already had very long MP sessions on the same server without this issue for the last 2 days. Might be worth a look... Edit: tested a bit more and well, it doesn't solve the problem. However, those phases of extremely low FPS and stuttering are going away after a minute or two.
  13. I wish we could have an optional and simple on-screen keyboard with letters and numbers to be able to manage certain stuff in VR. Like putting in IP adresses etc. and much more important, to manage markers with naming conventions for mission planning and weapon programming on the F10 map in multiplayer.
  14. It's a great feature for other VR sims. Was a great enhancement for PCars2 back in the days...
  15. @blunt_waco We are going off-topic here. However, everything is correct with the yellow/orange weapon station lights, because you are fully loaded with launchers on all 4 stations, those yellow lights will stay on. Try to unload everything on ground or jettison your inner stations, you'll see how those inner station lights will go off. They are very dim, yes. But still visible enough atm. I would wait for the Black Shark 3 upgrade for ED's final take on the Ka-50 and it's new cockpit style and features.
  16. Same here, FFB gone :(
  17. I get 45 fps at the beginning altitude and 30 fps at low altitude. Very high settings in DCS, 200% SS in SteamVR. Latest Nvidia driver, no messing with shader mods. We are slowly getting back to 2.5.5 performance.
  18. @blunt_waco What HMD are you using? In my case i see yellow for on and dark grey for off. There is clearly a difference.
  19. Yes, it's a very helpful performance option. Should be an official tickbox in VR settings. Please ED fix it's current unfinished state, these are current issues: - Frustum Culling FOV seems to be set for 1st gen VR HMD (max 110°) in my Valve Index i can clearly see how objects are switched on and off at the edges of the screens - heatblur post effect renders in one eye only - cockpit lighting, esp. flood lights are rendered in one eye only - cloud shadows (if i'm passing under a cloud) are rendered in one eye only - in some modules, canopy glass internal highlights produce artifacts against water (z-buffer sorting?)
  20. @blunt_waco As far as i know they are always on if a hardpoint is loaded and off if not (never loaded or jettison). They are presence indicators. Edit: they do work as intended, no problem with shared_parser enabled. They show a dim yellow light if a weapon is present and switch off as soon as no weapon is present anymore.
  21. With my FFB stick i can "feel" it on the other modules, there are remarkable differences between fully loaded aircraft of any sort or with empty loads and low on fuel. The Gazelle module doesn't have that, and because of that you can do a lot of bullshit with it. Flying upside down is possible because the collective produces negative thrust if pushed to the floor, flip the gazelle around and it produces lift, exactly like in an RC helicopter with enourmous power against extremely low weight. IRL that's the job of gravity, the main rotor is designed to fight against it not to increase it.
  22. And additionally, now that we know that you only fly with an extended stick... That is one major missconception, programmers with blinders, thinking their module is the only one in DCS. My picture shows the major flaw in your controls concept, a "normal" stick has only 1 mm for fine control where an extended stick has 10 mm for the same amount of gimbal movement.
  23. Oh, after years we are finally closer to the problem... @Borchi First of all, most important!!! I WILL NEVER LEAVE A MP SESSION TO SWITCH FFB OFF, TO ENTER THE SAME MP SESSION AGAIN TO BE ABLE TO FLY THE GAZELLE AND THEN LEAVE THE MP SESSION TO SWITCH FFB ON AGAIN TO FLY OTHER MODULES AFTER LOGGING INTO THE SAME MP SESSION AGAIN. Support FFB properly in DCS or do not publish a module for money. 30 modules have no problem with FFB, yours is the only one. 2. Check the graph below, this is what you are doing with our hall sensor driven joysticks, degrading their excellent X/Y signal resolution to a fraction of only 10% around the center. This will never work in a sim for PC. No other module in DCS needs tempering with curves on my setup, i always fly with linear inputs and it works pretty well for all modules except yours (i have them all). 3. Every other helicopter module does this "input conversion" very well. And they support FFB on such a fantastic level that makes helicopter flying so special in DCS.
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