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RealDCSpilot

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Everything posted by RealDCSpilot

  1. @Supmua I was thinking about the same, signal interference. Maybe some people have more EMI radiation sources nearby, which have a slight impact on the current that is needed to drive the RGB subpixels for certain colors. A very small deviation is enough to cause a slight delay on the signal, which leads to the effect they see in the HMD. Maybe better shielding or ferrite cores for the cable could help? https://en.wikipedia.org/wiki/Ferrite_core The downside is, you can't just take any ferrite core, you have to know exactly the frequencies needed for the panels.
  2. @Eldur Did you set anything in special options? There are 2 useless sliders for FFB saturation, they do nothing else than enable a dead zone which makes absolutely no sense. A 100% value transforms the whole axis into a deadzone...
  3. It's definitely a global problem, just tested a mission with the F-86. Huge fps drop with wake turbulence enabled. I'm on the latest beta.
  4. I already checked that, completeley uninstalled and reinstalled the module. No changes. Cyclic input extremely multiplied. Here is an official Flight test protocol about Flight Characteristics: check page 17 https://apps.dtic.mil/dtic/tr/fulltext/u2/a016921.pdf It clearly states that normal cyclic displacement movements can be about ~30% off-center, not like in DCS just 5% and the Gaz goes nuts (continuous roll inclusive). Which army would use a helicopter that tries to kill it's pilot with this level of steering sensitivity?
  5. Just tested the same mission twice with wake turbulence enabled and disabled, it definitely has a very bad impact on frame rates. I'm on the latest Beta and switch it off for now.
  6. @RIVER You are right, there are serious problems with this module, it is "borched". The main ones are the wrong implemented or failed interpretation of how a flight director works with SAS in combination with magnetic brake, by the programmer. This leads to additional problems with the flight model, which also lacks a dynamic center of mass (the other biggest issue). But people who don't own one of the other heli-modules or never experienced those modules with a FFB-stick won't get it. They may have flown helicopters in games/sims before DCS or just the helicopters in ARMA - which are all extremely simplified. That includes the PolyChop devs, they never had a clue about the realistic trim feature of DCS Black Shark until they released the gazelle and people started complaining about control issues. Before the Blackshark module in 2009, there wasn't a heli sim with realistic joystick input to accurately reproduce force trim / magnetic brake - the heart of steering a helicopter. All the other games just used a simplified input model to get around the problems which will arise with a self-centering stick with a spring. DCS tries to tackle that problem with the alternate trim options (trim - stick to center etc.) but if you don't own a ffb stick or a stick that is able to hold itself in place, you have to get your head around that, which is hard to learn and easy to miss. Those missing trim features in special options alone is an indicator that the gazelle module is not the same fidelity like the other DCS helicopter modules, it's way below the sim standard of DCS. However, there is enough information about this: start at page 41 http://www.avialogs.com/index.php/en/aircraft/france/aerospatiale/as341gazelle/flight-manual-gazelle-sa-341g.html and page 123 for instance. For those who cry THATS the SA341!! go check https://en.wikipedia.org/wiki/A%C3%A9rospatiale_Gazelle However, if the Polychops ever achieve to fix it, you can check it by doing this: 1. make sure any curve settings for stick input are set to linear (there should never be a reason to tinker with input saturation) 2. try a cold start scenario, activate the steering axis display to see whats happening 3. move the cyclic around to all extends, see how cockpit's stick matches 1:1 with your input 4. keep moving cyclic, look out the front windows, check the movements of the blades. everything should move 1:1 5. start everything up and get in the air 6. now check if the SAS messed up cyclic input by 1:100
  7. At the FW-190 Anton thread, some people discovered a connection between wake turbulence and FPS drops. I have to test it more, but the instant mission with large bomber groups already confirms that something's wrong with it. I saw the same effect in the Museum Relic campaign for the Mig15 and F86. Large groups of aircraft in the vicinity = massive frame drops. On a MP server sometimes one aircraft is enough to let the frames drop to the ground.
  8. Yep, there is a connection. Before switching off wake turbulence, the frame drop was extreme. Now the bomber groups still cost fps, but not that much anymore. I wish they wouldn't cost any fps...
  9. Oh, i have to check this. Was flying the Anton yesterday and those bomber missions were completely unplayable because of the fps drops.
  10. Nope, i have 431.60 installed since release. Must be something else.
  11. Since ED made some changes to labels in one of the most recent updates, i took a new shot at it and fading out works. Check here: https://forums.eagle.ru/showthread.php?t=246692
  12. For me it was just 539,- bucks. I made a good decision about a modular VR tracking system a couple years ago.
  13. @jojo It isn't just more resolution, it's also better LCD panels (Rift S uses one panel only, cheapest manufacturing solution). Here are some measurements: More luminance means higher contrast levels, better color reproduction (sRGB levels etc.) and higher dynamic range than other LCD driven HMD's. You can set gamma in DCS to a much more realistic setting of 2.2 this is OLED territory (where Rift S users report washed out colors). That's only the panels, the audio solution with nearfield BMR speakers is also superior, the microphones are the best ever in a VR HMD. The new optics system allows your eyes to see much more of the panels, besides higher FOV this also leads to edge to edge clarity, never seen that in an HMD before. The headstrap is extremely comfortable, i have also PSVR, so i know that Lenovo's halo system for the Rift S isn't the most comfortable solution out there. The cameras for pass through are 960×960 pixels color sensors. And on top of that, everything is highly adjustable, IPD setting, eye relief setting etc. The tracking system... So yes, i would call this superior hardware. I sold my Vive Pro instantly after i got the Index. @Baldrick33 SteamVR never failed me on it's native devices since 2016, i had the Vive, the Vive Pro, backed Pimax 5K+ (sold it immediately because of the bad LCD panels) and now the Index. If they introduce new features that won't work right away with all the other VR hardware vendors they support on top of that (for free, not like Oculus/Facebook does), they also fixed that always very quickly. The api is called OpenVR for a reason.
  14. Well, OP asked for "dont care on price , just the best visual quality." not for mediocre and easy to setup each time. For the Index you do this just once, i've never touched my Lighthouses again after setting them up. Now i just put the HMD on and play because the whole room setup is solid and saved for over a year now. My Lighthouse 1.0 room setup was running steady from 2016 to 2018. I don't get this argumentation about a "more" easy setup. How often do you loose your Rift S room setup? Don't you have to recalibrate everything for once in a while, because there are no solid reference points like the Lighthouse stations?
  15. @Skinnee Yep, the whole thing is constantly evolving. GPU drivers, VR software/drivers and DCS itself. We are at a much better state today than a year ago.
  16. There might be a connection between too high frame times, the low GPU usage problem and people who have Oculus software and drivers installed, running Rift S or other HMD parallel for comparison reasons. DCS has a well known CPU usage problem, but why am i able to squeeze the best out of it with extremely high settings? https://forums.eagle.ru/showpost.php?p=3995299&postcount=673 https://forums.eagle.ru/showpost.php?p=3994203&postcount=646 @Skinnee This is what's possible when DCS VR is running on "don't care on price" hardware. :)
  17. 120 Hz means that your system must be able to render a single frame twice in 8,33 ms in an appropriate resolution for VR. I don't know any hardware that is able to do that for DCS. Even 11,1 ms is usually impossible to reach (90Hz), maybe only if every option is set down to extreme lowres and most ugly possible. The 120 Hz option is not something that will activate a super boost mode, it will only work if the game and your system are able to run it. What you are experiencing is the 2nd fallback stage of motion smoothing because of insufficient frame time, 1st stage is half the frame rate 60 HZ, 2nd stage is one third of the frame rate -> 40Hz. For your system, i would recommend setting 90 Hz and force "motion smoothing on" to deliberately lock the framerate at 45 Hz (frame time of 22,22 ms). Or you can go even lower with 80 Hz mode and forced motion smoothing which gives your GPU and CPU 25 ms to render each frame per eye.
  18. I see frame drops mostly in user missions on scripted events, activating mission triggers and in special cases when other planes are operating in my vicinity (AI controlled or multiplayer). I would speculate that this is connected to certain CPU tasks and how DCS is handling them. The problem literally kicks in and messes up everything else.
  19. Wonderful, that answers your question Skinnee... Welcome to the VR world. :)
  20. Well, here i am. In deference to Aurelius and "The software side of the Rift S is easier than..." i would recite: “There are always two choices. Two paths to take. One is easy. And its only reward is that it’s easy.” -Unknown i9, 2080ti and don't care on price - suits very well for the Valve Index. Make sure you also get a good mainboard, fast RAM and a big PC power supply.The Index outclasses the other two in every aspect: tracking, LCD panel quality, optics, audio, comfort, field of view... And you'll find a lot of other cool VR activities you can do with it outside of DCS (try Project Cars 2 for instance or Onward, GORN, SkyrimVR, Blade&Sorcery, Eleven Table Tennis and many more).
  21. I'm currently planning a Frankenstick-G940 mod, combining the base with a Virpil MongoosT grip. I hope i can get some electronic parts from Virpil, will see...
  22. This version already has red/blue colors. To remove identification change all colors to black or whatever you want.
  23. I took another shot at the labels config. Basically i turned them down to a much smaller, less intrusive dot, just enough to support visual spotting in VR. They will slowly fade away when distance is reduced. You can also turn all colors to black which will disable quick identifying of friend or foe. Copy the file in C:\Users\-username-\Saved Games\DCS\Config\View set your game options to Labels: dot only. Labels.lua
  24. ED could try what other devs did. In PCars2 for instance, they implemented a sharpness filter post effect.
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