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RealDCSpilot

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Everything posted by RealDCSpilot

  1. @Kronstadt Well, in your video you forgot to at least give Target Altitude and Dive Angle some numbers. So that the Drag Coefficient could be calculated and gets a value ~1.01. This is crucial as far as i've been told, but altitude and angle don't need to be achieved with the actual DT drop.
  2. Tested a little further. On the bombing range in singleplayer. If i keep the pipper steady on the target until the bombs release i can actually hit something. What never works is pulling up until automatic release (the "toss"), here the bombs always go way to long or elsewhere... as if they are released to late.
  3. Maybe unrelated, but i have also never any successful DT drop in VR. (It's kinda multi-monitor, a screen for each eye...) Double checked each step of the procedure, does never end up like seen in certain youtube tutorials. Sometimes Jester also reacts very late to the context action command, or screams "not able" or the reticle is strangely wandering off the target i point it at. I do all my weapon tests in multiplayer.
  4. The "auto hover" is only a "ingame" software helper. The real machine doesn't have this functionality. IRL pilot and weapons officer have to work together. Normally, the pilot brings the Gazelle in a stable hover, hands over the tail rotor control to the weapons officer's sight (Viviane) but still keeps control of collective and cyclic. The autohover feature is basically the same as the autopilot in the Huey. It's a virtual AI pilot stepping in, but you have to meet his conditions. On my end, i never use it. It's very easy to control everything manually. The doctrine of becoming a stationary target in the air is also outdated since anti-air weapon ranges increased. Keep moving - keep surviving.
  5. Yeah, having to bind extra buttons, which are a rare ressource, is not the ideal solution. Especially where smart software logic could do wonders. --- Please don't derail the thread. Of course, the help of Zabuzard is very welcome. But we are here to make the F-4E a better product.
  6. Issue: My trim is not working on the ground, the stick is either full forward or full back and when I trim it does not change position. Fix: This is correct as is on the ground. The bellows system pulls at the stick with increasing airspeed, while the bobweight system pushes the stick forward with increasing G. In flight and when you are trimmed out well, these forces roughly balance each other out naturally. On ground however, the bellows measure airspeed 0 and hence do not add any force that would counter the bobweight system pushing the stick forward. You also will not see trim doing anything in that situation, since the trimming merely changes the length of the lever to which the bellows can apply force to the stick and do not move the stick around directly.
  7. @Zabuzard I'll try to be more precise, i hope it makes it more clear. Most throttles have this one little analog stick, right? Very practical for radar cursor slewing, weapon sensor slewing etc. right? Right now i can bind this only to Jester UI X/Y or weapon slew X/Y. I can't bind both. So my suggestion is to make it usable for both functionalities(!). If the Jester UI is open it works as Jester UI X/Y and if the Jester UI is not open it works as weapon slew X/Y. Should not be a big problem to code.
  8. THIS! (also a problem in the F-14) It would be so much better if it worked in every direction you are looking at the moment you are pressing the menu button. Another QoL option would be to be able to temporary use the analog axis of the weapon axis stick to navigate the circle menu and to use the jester context button to choose the targeted option. At the moment the control via head movement is very unreliable.
  9. Is that "realistic" and intended?
  10. I have all modules, mainly going for helicopters and jets. Sadly warbirds are getting not used as often as i would like. "Lower force mode" is what i only know about expensive and general lower force Brunner bases, but i can't remember that it ever happened on my Rhino(?). However, the fans do kick in on longer heavy stick pulling maneuvers. But i'm in VR with headphones all the time, so no problem for me there. Never needed to do any maintenance stuff.
  11. Hi there. I got the first public Rhino device almost exactly 2 years ago. Still running strong and precise. Flying DCS almost on a daily basis.
  12. Congrats! In roughly 2.5 weeks it's 2 year anniversary
  13. It kind of amazes me everytime when Facebook pulls off stuff like this. First the simple renaming into "Meta" to get rid of "we all know what you did in the past years", now this "branding" of an Android OS version to Meta Horizon to make it sound like it's "their" operating system. This "open ecosystem" is nothing else than Subway or any other franchise system that will lock you in. If they really wanted to open up, the apps in their store would be 100% OpenXR conform and running on any other mobile Qualcomm VR device (like Pico or HTC) without any tinkering (which is easily doable, they just need to flip a "switch" it's all Android...).
  14. Just had a similar problem. Petro couldn't see a SA-8 OSA and a M1A1 directly in front of him, instead he insisted targeting only some harmless trucks at two o'clock.
  15. CSV slaving after ground stabilization is the most important step in the procedure.
  16. Could it be sound vibrations? Had this with directly attached off ear speakers. The sound vibrations can interfere with the gyro sensors in the headset if certain frequencies are at high levels.
  17. Tested trim hat operation and it works as expected on my side. Maybe you guys have to check the FFB settings tab in controls to reverse force axis or something...
  18. What? It's working well, just like in ED's helicopter modules. You might have missed to make this special setting: You should also disable trimming for pedals, because this could cause the most disorientation when it works in insta trim mode, while your cyclic is working realistic with FFB. Better get used to holding it in place with your feet everytime you trim.
  19. Yeah, the PSVR2 has great potential to be the new leading headset for PCVR. Feature rich on a low price. Can't wait to try it out soon. OLED, HDR, eye tracking, great controllers, reasonable resolution per eye. All rumors say it will be directly connected via adapter box to display port. Nvidia compability was just confirmed...
  20. @BIGNEWY So with the unified build and 6 weeks release cycle, what's the plan about hotfixes? Are we now really doomed to wait 6 weeks everytime for getting serious issues fixed?
  21. Well, in fact, they are most of the time. With TrackIR set to exponential head turning, they can look at their six and would have broken their necks a thousand times in real life already. It's the same with the VR tool called "Necksafer". xD
  22. @Hiob I don't really get why we have to explain this to you. Why are you not doing something simple as typing "Größenwahrnehmung und Augenabstand" in your search engine?
  23. Why all the fancy dancing around the matter? In VR options you can force IPD. Simply try 40mm vs 80 mm and check what happens. (Hint: one will transform you in a toddler and the other one into a giant.)
  24. Guys, what kind of controller hardware are you using during developing your modules? Why are you using only 50% of the analog axis for certain axis bindings? Latest example: F-15E HUD brightness axis. If i bind one of my axis dials to it it works like: 0%-50% nothing, 50%-100% = 0% brightness to 100% brightness.
  25. Your hardware is ready... Ever tried VR already? Basically, you have to check if you are sensible to motion sickness. "good enough" is the next thing, the expectations about "sharpness". Simply don't expect monitor replacement here. This point is currently what is expected to change the most in the next years. Current "normal" generation is having panel resolutions between 2000 - 3000 pixels, next gen is above 3000. From my experience since 2014, i will stop caring about VR panel resolution when we reach 3800x3800 at reasonable price ranges. Your first headset will not be your last headset. However, VR is delivering on so much other important factors where monitors will never be able to shine.
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