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RealDCSpilot

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Everything posted by RealDCSpilot

  1. Yeah, the bubble canopy of the F-16 is very impressive in VR. The surrounding view is fantastic. It's like sitting on a chair mounted on top of a rocket :). And DCS is running very good in VR on my machine at the moment (latest SteamVR beta and Nvidia drivers).
  2. Yes, but look how the devs reacted about those issues over the years. Mature? No.
  3. @Evontroy Thanks for posting. I own this module from day one and never touched it since, only to check if they achieved to finally fix it (never happened in years). I wonder how this could pass QA of ED. It should have never been allowed to leave early access in this state. In my opinion, it's an insult for helicopter simmers and the other DCS helicopter modules.
  4. I asked in the SteamVR suggestions forum to fix the controller interference when using the VR dashboard. It was nasty for years and fixed with the latest beta, no more unintended scrolling from joystick/HOTAS input! :) HMD only interaction works flawlessly now...
  5. The new SteamVR beta also seems to make the need for a controller obsolete: Changed the default bindings for HMDs with buttons (Vive, Vive Pro, and Index) to allow navigation of the dashboard using only the HMD button. The new bindings are: Single click – Show dashboard Single click – Laser mouse click HMD pose – Laser pointer and Added per-app setting for disabling async reprojection. This is the same functionality that was previously toggled via Shift+A in the old mirror window or via the async_mode_toggle debug command.
  6. When people are less impressed with the FM, they also mean the input and how differently it works compared to helicopters in DCS. It maybe better to separate them, because both are the biggest issues in the module. How the input system fails might be a bigger problem for most people than how accurate the simulated flight model is. Right now steering the gazelle works better with keyboard or the d-pad on a gamepad than with a HOTAS, which is my biggest complain since release. It's implementation is extremely bad and far below the standard of controls in DCS's other aircraft.
  7. @Nagilem and Wicked Guys, todays high end hardware like i9 7xxx, i9 9xxx and 2080ti's are made for overclocking, there is no "risk". All you have to provide is a good power supply and decent cooling solution. The gains are more than 10% extra performance for a 2080ti and a lot more for CPU OC. The standard clocking for these devices are just for super safe and energy conserving modes. You still have to know what you are doing of course...
  8. The current downside of 'stereo_mode_use_shared_parser = true' is the problem with post fx like heat blur and cockpit lights, which are only rendered in one eye. Would be cool if this would be fixed by ED.
  9. There is another option for a tiny performance gain, having an autoexec.cfg with "options.graphics.stereo_mode_use_shared_parser = true". Unfortunately it introduces problems with effects rendering of heat blur and cockpit lights being rendered for one eye only.
  10. Ah okay. I made it for the Valve Index, 1440x1600 per eye. But running at 2880x3200 per eye through supersampling. The dots should be appearing very small (size of "one" pixel) at about 10 miles away and slowly fading out if you come closer.
  11. @Mungo You didn't seem to get the hint with "fancy sim jewelry", let me put it into perspective: - i paid 280,- bucks for the complete G940 system (exactly 10 years ago, base+grip+pedals+throttle) - a WarBRD base + MongoosT50-CM2 grip costs ~430,- - the threading die was ~70,- So the upgrade did cost me around 500,- bucks and i have a backup base now (WarBRD base, easy to re-assemble) if anything goes wrong. To put it into perspective, what are the other options? Brunner base + MongoosT50-CM2 -> around 1.500,- Gauss base + MongoosT-CM2 -> around 1.300,- So being picky about 50,- bucks more or less doesn't make any sense to me for getting a fully functional FFB Hotas with hall sensors and a high end grip.
  12. Hmmm, "expensive"... https://www.brunner-innovation.swiss/produkt/cls-e-joystick/?lang=de or https://forums.eagle.ru/showthread.php?t=247100 And i was never looking after a "cheap" solution in the first place. The adapter should be as light as possible and fit as tight as possible.
  13. Yes, the grip has full functionality. It's 2 separate USB devices in one housing. :) Here you go: https://www.thingiverse.com/thing:3849592
  14. Kudos to Baur from Virpil for the base thread 3D data and fred41 for his excellent G940 firmware patch.
  15. Oh cool, danke! Works!! You are my hero!
  16. Hey fred41, actually, it's the other way around. I completely ditched the grip and it's pcbs and connected a complete Virpil WarBRD circuit (Virpil USB controller is also hidden in the G940 base). The problem now is, if the deadman sensor isn't connected, the G940 base will always start with FFB in "standby" mode. If a game like DCS is running, i need to re-connect the old grip PCB (kept it's cable in the base) and touch the sensor to enable full FFB. Atm i touch it and disconnect the cable at the same time, this way FFB stays enabled for this session. I have to do this everytime :( which is a bit inconvenient.
  17. https://media.discordapp.net/attachments/465537731750133762/619487142510460929/IMG_20190906_125857.jpg?width=649&height=866 @fred41 I just finished to build this monster. Can i ask for a firmware feature? I'm one of those who kept the hands on/hands off sensor taped for FFB always on. Now i would like to exclude the sensor from this build, that would need the whole functionality being disabled in the firmware (for FFB always on). Would it be possible for you to provide such a special version of the firmware?
  18. @baco30 Did you test this in Singleplayer? Check if your game settings are set to "Dot only". Another thing is, they depend on MP server settings, if labels are disabled you won't see them.
  19. :) ah damn, one gig slipped through. Yes, its 11264MB GDDR6 to be correct.
  20. @Nagilem With a 2080ti, there is no reason on not running textures on the highest setting. They won't cost you performance, only VRAM, which you have plenty with 12GB.
  21. Just a sidenote, i got a Odyssey+ a couple of days ago (project for work). The display quality is ok, but that's it. I can't get along with the halo headstrap system, it's kind of a different feel how i perceive VR through the Odyssey+. In the Index i have a much better feeling of presence, makes me appreciate Valve's improvements on all those aspects of VR tech even more.
  22. The issue has been fixed with SteamVR beta 1.7.11 https://steamcommunity.com/games/250820/announcements/detail/1599262708000930524 Index HMD Increase allowed range of column correction (Display Settings -> Advanced)
  23. All we can do is wait... https://forums.eagle.ru/showpost.php?p=4022478&postcount=20
  24. Track files will still be generated, but only static mission parameters will be saved (just a couple of kb). It's stated in the original post. 9GB VRAM usage is pretty normal, only if something's wrong it will go over 12 GB (2080ti)...
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