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jaylw314

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Everything posted by jaylw314

  1. Of course it is, it's a fantastic idea for a lot of people. I believe you need to use a wired USB XBox 360 controller, I don't believe the wireless ones are compatible with PC's. If you have an XBox One wireless controller, newer ones can be connected via Bluetooth to PC's, but the older ones (with a shiny black plastic face around the Xbox button) cannot.
  2. It's not nitpicking, just semantics. I did clarify that the sensor's target location is the SPI, but you seemed to miss that or deemphasize that. I try to explain it this way so that people realize when they move the designated sensor around, the SPI moves around.
  3. Yup, you're right the TDC does get slaved to SPI when commanded, but the HDC on the HMCS does not.
  4. Haven't had a chance to look, but that would make some sense. The discrete keybinds would make sense for a 3 position switch, not a keyboard
  5. That is completely possible. The laser max range is more like 8 nm slant range, but if you fire from 12 nm out, laser guided weapons will track the spot in the air where the laser ends. If you get within 8nm before the weapon reaches it, it'll track that "air" spot until you get within laser range.
  6. Glad that helped! To follow up, a couple reminders: "Setting SPI" does not designate a target, it's designating a sensor. When you do, that sensor's target location is the SPI, wherever it happens to be pointing. The ONLY place that confirms what sensor is set as SPI is the data block in the lower left of the HUD. Setting a sensor as SPI ONLY serves the following purposes. If you don't need any of those functions, then there's no reason to bother with setting a SPI sensor: When you press China Forward Long, TGP, TAD and MAV are slaved to the location of the SPI sensor (weirdly, I think TDC and HMD are not, but someone correct me if I'm wrong) When you release a GPS/INS bomb, it heads to the location of SPI sensor When you're in CCRP mode, the guidance cues are for the location of the SPI sensor When you set SPI as STPT, you're using the EGI as a "sensor', and it can provide the same above functions When you set SPI as IFFCC, you're using it as a "sensor" as well, but #3 is irrelevant. You might be able to use it as a weird "CCIP" mode for JDAMs by using the gun pipper as the designator setting their target. I haven't tried this and that's a pretty strange use case...
  7. Once I've decided on the TGP --> CCRP --> GBU-12 workflow, I make my TGP SPI immediately (Coolie Right Long, then TMS Up Long). That way, I can verify I've done it in the HUD while I'm still heads up BEFORE capturing the target. Once I've done that, THEN I can spend my attention slewing the TGP around onto the target. In fact, I've generally found that for most workflows (with a few exceptions), setting the expected sensor as SPI as the FIRST step helps remind me what my workflow is. At the risk of being pedantic, I'd also point out that the laser doesn't care what your SPI is. It ONLY points where the TGP is pointed. Even if your TAD is SPI and pointed elsewhere, if you turn on the laser, it just lases the TGP location. The only reason we need the TGP to be SPI is because we're using CCRP, and the ASL and visual cues are all based on the SPI. Technically, you could have a nearby steerpoint by the SPI instead of the TGP. The ASL and all our bombing cues will send the bomb to the steerpoint, but when you fire the laser the bomb will chase the TGP's target, not the SPI. As such, it doesn't matter what the SPI is if you're using TGP-->CCIP-->APKWS or TGP-->CCIP-->Laser Maverick, since they follow the TGP whether it's SPI or not. As long as the TGP is pointed in the right place, anything else could be SPI and it'd still work.
  8. That would certainly be nice if it did!
  9. When it's happened (without a FFB stick), I've gotten profound nose up or nose down problems that initially seem trimmable, but then it continues to run away to the point of being near uncontrollable. That's usually been my cue to check the setting. But it's been intermittent enough there's nothing really to report.
  10. If you have anisotropic filtering set low, move it up to 8x or 16x. The PDL's are one of the few places where it makes a difference in clarity (although not necessarily brightness)
  11. Never had a FFB (pretty much nobody in the universe does), but somehow it randomly gets re-enabled. I can't tell what it is that triggers it, or if what triggers it could do so mid mission.
  12. Is there any chance this is connected to the "Force Feedback" feature? Every now and then, I find that setting turned on, and I'm not sure why, and it certainly messes up stick control in a similar fashion. I thought it might be that it happens after some updates, or after I plug a new controller in, but it doesn't happen all the time and I've not been able to figure out when it happens.
  13. I've the A-10C2, F-16C, F/A-18C, and I've flown VR with a RX 5700XT and RX 6800XT. I've not seen significant differences in performance, so yours does not sound like a universal problem, which still suggests some individual troubleshooting and hopeful solution.
  14. Hard to tell, but it sounds like you might be dealing with wind correction from the LASTE. In a crosswind, a correctly placed fall line or CCRP ASL will not be in the middle. It will be close to the TVV, but not exactly on it either.
  15. They raised the default seat position a number of updates ago, reportedly due to some expert feedback they received. There have been complaints about the change, but lowering the seat is an obvious workaround. I actually prefer the default because you can see over the nose better, which is probably more important than seeing the boresight circle at the top of the HUD
  16. FWIW, the easiest way to see what frequency your preset radio is actually set to is to keep the SRS overlay up, at least while in a MP server. joining a MP server and using SRS is a good quick way to check that you have your radio preset frequencies set correctly.
  17. You can customize the curve to have it kick in only after a certain head angle. You obviously wouldn't want it kicking off looking around the cockpit I don't use it because I found it finicky and I use a swivel office chair, but many VR guys swear by it
  18. jaylw314

    AAR

    One other thing that might make a difference is increasing your antialiasing setting (16x or so?). The director lights and runway markings are really the only place where this is practically noticeable, and it's a minimal performance hit. Also, note that the Viper and A-10C fly differently in pitch. The A-10C flies conventionally, so if you pull the stick back and let go, you pitch up a bit, then slow down a bit, and eventually the nose drops back down on its own. To level out, you need to push the nose down, but less than you originally pulled it up as a result. In the Viper, when you do the same, the nose pitches up AND STAYS UP because of the FBW auto-trimming to 1G. To level off, you need to pitch the nose down exactly as much as you pulled it up initially. There's definitely a small but significant difference in muscle memory that I'm having to learn.
  19. That's more Engineer-ese Physicist would just call it da/dt. @Rukus If you've made the transition to VR, you may benefit from an app called VRNecksafer. I have to admit, I'm unsure how it works with the Quest 2 (AFAIK, it's only for SteamVR), but it lets you set up curves to turn your view more than your head near the limits, since VR FOV is small enough it's tough to check six.
  20. FWIW, I've flown DCS over the last couple years with my hardware evolving from inadequate (GTX 1660) to average (RX 5700XT) to solid (RX 6800XT). I've flown with the Odyssey+ and the Reverb G2. At no point was VR counterproductive or impossible--it has always been a quantitative difference of quality-of-life and what i need to give up, rather than go/no-go. Likewise, I have not seen game-breaking problems with DCS updates over that time, nor has performance suddenly worsened or improved. There have been incremental changes, and different modules/terrains remain different in terms of performance, but the only time I considered taking a break from VR DCS was those few weeks when we had jittery clouds after the 2.7 cloud update. I have flown with head-tracking, and while I'm always envious of the visual detail on my big screen, I have a strong reason to stick with VR--I get instantly nauseous with head-tracking on the flat screen, which is weird since I do not have any such problems in VR. I suspect it's the non-1:1 head tracking with flat screens that causes problems, but I've not heard of anyone else having such issues but not in VR
  21. Seems to be a graphical bug that goes back a number of updates under certain hard to replicate conditions:
  22. I haven't figured out or paid attention to whether having the TGP in INR mode ensures it comes back to the proper target after a Gimbal Roll fail. In theory, it should, since it's simply returning to a position on the ground once the gimbals untwist there knickers, while POINT and AREA track would be trying (and often failing) to reacquire a video image).
  23. that has NEVER happened to me Accidentally disconnecting SAS will also do it (if you press the stick Paddle Disconnect switch accidentally, for example)
  24. Not helpful for single-player, but in multiplayer, it's nice to test out the radios with the SRS overlay running because it can confirm which frequency they're actually dialed into.
  25. I think you can also just do TMS Up short to put the TGP in AREA track mode to get it out of slaved mode. That way a sudden muscle spasm won't shoot the TGP off into the sunset Almost every sensor tells you WHERE the SPI is, but the only place the tells you WHICH sensor is SPI is the data block in the lower left of the HUD, so I make that part of my pre-attack workflow.
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