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Everything posted by Eldur
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I tried building something like that as an SSTO in KSP once... didn't axactly manage to get there though as the VTOL part is very hard to nail. I'd probably buy a regular SR-71 for that upcoming civsim if there was one since I feel the need and a Tomcat wouldn't be fast enough. In DCS, the maps are kinda limiting though. Still would appreciate some recon stuff. Would be similarly awesome as a Tornado or 111. On top of that, it's red. Definately one of those SUATMM modules.
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Thanks, great to know and see some interior pics So basically he's comparable to the guy sitting in the centre seat in the Mi-8.
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No clue TBH, but that does look like a Monet to me
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In case of inside out tracking check that your room is well lit and the tracking doesn't get put off by mirrors. Oh, and the recenter function is mapped to your left controller Y button already. X = Esc. Right controller: A = zoom, B I think is unmapped.
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This is literally the reason why I never have clouds in my missions in the first place as they decay anyway. Those literally are just more or less useful for the usual airquake server that covers an area of 50x50nm max anyway and even there they are desynct. Why bother with something that's broken for like ages?
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I wonder if it was a mission that is part of a module or campaign sold. Then this clearly is something that has to be fixed. At least it's great we can modify things with the ME as a workaround, and switching some parking spots isn't all that hard. But I still fail to understand what an ATC is in this context. I doubt that is the guys you're talking to around airfields... otherwise it'd be certainly a Layer 8 problem if someone kept crashing into the tower constantly and blaming others who got their coffee spilled as well Bottom line: The AI needs a lot of improvements anyway. And it begins with very basic things like units being able to see and shoot though forests or even keep tracking planes that cover behind hill ridges. Let alone clouds...
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I think that was a hint at things that shall not be discussed here I read about yesterday as well...
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If only the Gazelle had an FM already*... well we also can do it with the Black Shark and the gun fixed forward Fun thing I noticed about that BTW is I think it's easier to aim that in VR, as well as rockets, since it works best when you're directly flying at your target, which can be perceived in VR much easier. *I know they'll be working on it after the KW release; that hard coded deadzone makes it literally feel like flying with keyboard only, how am I supposed to tame that thing, not even dare to speak about aiming things at things BTW that video on the last page raised one question for me: Is the Mi-24 actually a three seater? I always was under the impression it just had the P and CP/G, but there's some cheeky git sitting directly behind the pilot there. And I guess something: If we yank around the controls like that, the chopper will be all over the place in DCS
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The real question behind this is: When does our favourite flight sim finally get a sky?
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Well, it still comes with crappy WMR controllers, even though those got buffed (finally having ABXY buttons and grip key axes!). Visible light tracking that eat batteries for breakfast... The other improvements over the Pro are very welcome... possibly could consider that HMD in the future for flying, but I wouldn't want to play VR games with those controllers still. Maybe I'm just too spoilt by having Oculus Touch controllers*... those aren't even Index knuckles with Lighthouse tracking though *They last one - two weeks on a single eneloop each. The WMRs are said to be depleted in 4 hours on TWO 1.5V batteries each. My eneloops max out at ~1.38 on the charger. And TBH, good controllers are even important in DCS. Using the mouse sucked already with TrackIR unless I momentarily paused it, and it's a lot worse in VR. Touch controllers OTOH are great, no need to search for the cursor all the time! BTW: Next step OLED plz
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if you do not want to break your neck to check your six in VR
Eldur replied to lefuneste01's topic in Virtual Reality
LOL The true Russian has this: Pivots on the ground while you turn around -
You couldn't be more wrong with that statement. That site literally sais the CV1 and Quest come closest to the Adobe RGB colour space. Apart from old CRTs those OLED definately are the best you can have when it comes down to colours. OLED HMDs beat LCD ones in that regard hooves down. Maybe it's rather this advantage causing us to see the issue that simply wouldn't appear on cheap panels most users have...
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Could be brain melting...
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What's the ten seconds callout there for?
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How can this be bad being the thing that makes FFB so great? Most users don't use those sticks still because they shake which is a nice addition as well (pre-stall buffeting!), but because of the dynamic spring that can't be achieved without motors. It's bad enough that there haven't been any sticks for ages, except for the G940 which got dumped by Logitech in no time because literally noone bought it thanks to the issues it had. Shouldn't have tried saving a few cents on wire length and crappy pots that they tried to circumvent with a cheeky software solution that would make the axes blank out for a bit until they'd start reacting again. What we also need, are FFB driven rudder pedals and even throttle units. As for the pedals, I guess it's pretty much clear why. Having them trimmable would just kick the rear. I remember the pain with the Ka-50 back in the day - for ages. Had to use an Autohotkey script made by PeterP until ED, rather late, added an option to exclude the pedals from trim which was godsent. Having FFB pedals that would trim just like the stick does, would be better and more realistic though. In case of the throttle however, the magic lies within the possibility to adjust friction and even simulate detents that could be dynamically placed just where they should be. No more fiddling around with weird custom curves to make it match the TMWH detent... well, I guess that will stay a dream. BTW I concur with the "DCS needs to be fixed" in regards of axis curves. Also the FC3 planes trim weirdly, especially the Flankers which you simply can't trim out past ~ 380 IAS. The point here is that there aren't that many FFB sticks around anymore and it has become low prio. If VKB would bring on an FFB base compatible with their stick grips as well as the TM ones, such a huge part of the community would be able to upgrade their setup and many could have FFB which would make it more important in the dev process. Someone needs to kick the thing off. A few years ago I was hoping for those space sims to have FFB support to get that done, just to be let down. They decided not to support FFB because of the lack of sticks present. Could have been a seller though.
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Should be this one, switch if off:
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Here you can see it... with the issues:
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Hardware requirments for mobile gaming
Eldur replied to blackcactus's topic in PC Hardware and Related Software
Would be good to know the actual processor model, but I looked up the AMD which goes up to 4GHz. DCS likes high single core clock rates, and it's the most recent generation. Definately nothing wrong getting that one. And the 2060 mobile comes with 6GB of VRAM wheras I read the 1650 mobile is restricted to just 4GB which is pretty tight for DCS. I had lots of issues with my desktop 970 since the VRAM was already full on the absolutely lowest settings. I'm running DCS on an 8yo 3570k overclocked and a 1080 and I'm able to get decent 45fps with medium-highish settings in the Rift unless there's a ton of things happening at the same time. That AMD laptop should roughly be on par with that at least. -
By the definition of WVR, planes are within when they can be seen. And by that definition as well, in DCS the AIM-9 is a BVR missile for many ones. TL;DR of this thread, again: It's not realistic if it's not hard. In most cases you shouldn't be able to see more than just your HUD when looking forward, Yet people do fly all zoomed out 140° on totally unrealistic Ultrawides with a burqaesque FOV. BTW I discovered a long time ago that "specks" would be easier to see all zoomed out since all the detail around it is shrunken, but the contact is still being rendered as one pixel, even if it's just low contrast. Flying in realistic FOVs actually makes spotting harder, especially in VR where the resolution is a lot lower and therefor the single-pixel specks have even less contrast. Fun thing though about that discovery is that it apparently isn't like that from 2.5 on anymore, probably those were the "impostors" that's being talked about. I still was under that impression to have those until I got my Rift CV1 and suddenly wasn't able to see planes at around 1nm anymore, even in WWII. And I do have the same issue in that other sim where I always had the impression it was a lot easier to spot things in. Apparently, if things are too small for 1px, they just vanish. So you'd have to zoom on in to even be able to see things at all. But TBH, I at least don't use VR zoom to spot. It's there for ID things that have been spotted without already to overcome the low res. But usually it's just "tumbleweed, as always, blind, no joy" for me... Be wary of the fact that those guys who claim to see things at 30+nm and are crying to have the visibility decreased are running on 60+ inches 4k Pancakes or 1440p Ultrawides...
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The Su-24 mod will be great once done. I don't mind dropping the A-7, we'll be getting a full module A-7E from FlyingIron anyway.
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It's funny they reconsidered after the feedback on two _AFU_ updates that literally weren't tested at all except for the new map and 47 But I hope this prevents us from getting such catastrophes again
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When I still was flying pancake, I usually set my zoom/FOV to 60° and pulled it up to 30° for attacks and landings or to find targets around the general target area. Used 90° extremely rarely, I preferred to look down to see my dashboard. Now the point is that 30° actually was way closer to the real FOV than 60° and yet DCS even would have allowed me to zoom in up to 20° in most modules, I didn't need that though. Still was hard to find things. And now I see all the Tubers flying with settings like 140-160°, literally all the way zoomed out constantly and I'm really questioning on how they manage to see things there. Add to that that they don't use a wider, but actually vertically narrower screen mostly with ugly 21:9 aspect. DCS (and probably 99% of other games as well) FOV always sets around the horizonzal range, which means, you don't get more vision by having an ultrawide, but in fact you get less instead. And when I try to watch these, I'm literally looking at 1920x810 footage and I can't even read the effen dials there. Usually, I see the contacts first they've been calling out for minutes when they almost fill up the combiner glasses... I already had those "what are you even shootin' at?" moments there already... but well, this is also my eyes and the reason why I'm using dot labels. I just wish we had something better than that to help out. The scaling dropdown that was in the 2.0 Alphas for example was better and you couldn't see things though the dashboard and cockpit frames. Because of that issue I dropped the shaders mod and went to the migoto instead, sacrificing some vital frames to have it less gamey. After all I don't want to simulate being someone almost blind in a fighter that wouldn't even be allowed to sit behind a glider's controls. BTW since the OP is about ground targets, I don't have that much problems there, although I sometimes can't see s*** in certain lighting conditions withing the golden hours. If I know where to look at, I usually can find the things. Contacts in the air however is a completely different story. I can literally be flying in formation with my target at times without knowing his actual position... Now when it comes to spotting some airliners IRL that are up high and conning, it's much easier since we can hear those. And at least I can listen to them for a while and then turn my eyes to where I think it should be at that point considering the aural delay and usually it's spot on. But if someone's just pointing somewhere saying "Look right there", I'm completely blind In DCS, we can't hear other planes until we're really close to them, so this doesn't work here for a good reason. You couldn't either in RL.
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Where did I say something had a bad FM? Probably I wasn't clear enough. Initially I didn't buy the 101 because of my little interest in jet trainers and it being SFM. Then when I bought it, I did it for two reasons, to support the devs for their awesome work (as I've seen those tremendous fix lists for a while) and because of: So yes, I know it has an EFM for a while already, just didn't manage to dump time on that hairrdryer () yet. And if that "bad FM" thing was one of my previous statements somehwere else on the Gazelle, well - it's true. It has a bad FM with a horrible hardcoded deadzone in the cyclic that makes it feel as if you'd be controlling the thing with your cursor keys on the keyboard, or a digital Quickshot Pro plugged to an A500 which literally is just a giant 8-way trim hat with 2 buttons attached to it. But it's gonna be fixed after the KW arrived and I'm rather confident they'll be getting there after having seen some KW footage. Really looking forward to both actually. That aside, I am not a fan of SFM, which is why I'm really wishing for the A-4E-C to get that EFM eventually. Still, it's such a great mod that I do fly it every now and then even with SFM, which totally speaks for its overall quality
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I was under the impression that there is a dedicated server already that runs without graphics. Does it still have that non-working AI issue? As for the drop itself, you mentioned the reason: Tacview. Or somthing related to that. Disabling it nearly doubled my framerate with the latest versions that had them drop down to the drink.