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Hoirtel

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Everything posted by Hoirtel

  1. No the special options and volume controls (0-100) can work together. The deadzone will control when the effect starts in relation to the G forces on the aircraft, and the volume controls the intensity/volume. I would recommend testing on an aircraft with a g meter so you can see what's happening. Don't know for sure but I don't think outside views are supported as this is a third party add on. I think all effects are the same, just you are watching from outside which is obviously not that realistic anyway so doesn't seem much point in trying to provide effects for this IMHO.
  2. Can't help with MSFS but I have just recently got SSA+SSM working and started to tune settings. I felt a similar way with too much G and lowered the effect volume without it doing what I wanted. There is a dead zone for g effect on the special options. I raised that to 1.5+ and -0.5. At default the g effects run at over 0g which is all the time as flat flight is +1g. Kind of makes sense as the plane could then go smoother when negative g is experienced. However I increased this and it toned it down nicely. However I haven't tested too much yet and still need to do some work on my shaker set up and isolation so I may end up revisiting this.
  3. Sounds like the troubleshooting is working. Don't think you need to worry about the drivers. Oculus/meta have that all locked down via the software, as with most devices these days. I find it pretty to robust.
  4. I think all you can do is follow a logic fault finding process. Try to isolate as many different parts as you can and check they all work seperately before trying things together. To establish a working baseline, reset all settings to default everywhere. That will be fine to check it actually runs then you can go through vids and guides to adjust settings. Basics first, tune later. As there are so many hardware combinations it's unlikely you will find some to copy exactly. Airlink success for example is dependent on your router specs and how/where you have your home network set up. I'm sure you will get everything working!
  5. Thanks! Very useful, yes I've come to think that the bst-1s are just priced high at the moment on UK Amazon as they are much cheaper in Europe. I am pretty sure I will go for two of these for now, with possible expansion later. Now just got to decide on an amp...
  6. Looking into this myself so still learning, but the main way people seem to run more than two units is to use USB soundcards that add them as a new sound device. One mini amp that seems quite popular is the 'nobsound mini' which connects via USB as it has is own soundcard built in. You can get sperate USB soundcards quite cheap to do a similar thing with other amps. As I said I'm still think about what to get and I've started a thread to see if anyone has any recommendations, but not much there yet! https://forums.eagle.ru/topic/292762-transduceramp-recommendations/#comment-4889983
  7. Oh wow! Looking great! Thanks.
  8. I've looked at the jetseat, and it won't really fit on my seat, plus it's more expensive and if a shaker goes wrong I can't replace it when it's part of an all in one. I was thinking of one under my seat and one on the back, but I think left and right would be better with a stereo amp. Not sure there is space for that. The thing with the reckhorns is they seem flatter and apparently lighter than the Dayton 50w. There are much bigger and more expensive butt kicker units which are also 50w. Can't understand why these are cheaper and 100w. I'm missing something....
  9. I have decided to add transducers to my sim rig and after looking at the Butt Kicker Gamer 2 I think I would prefer to go down the route of getting my own amp and transducers as I think this will better fit my rig. I plan to use the simshaker software once its all going but after lots of google searches and youtube videos II am having trouble deciding and understanding what hardware I should get. I don't want to overspend, but I also don't want to feel like it needs upgrading six months in!. Most review/guides are for sim racing which I don't do at all, but I do a mix of jets, helos and warbirds. So currently the amp that everyone seems to be going to is the comically named nobsound mini, with 50watts per channel, however if this is purchased (uk) on amazon it comes with a power connector that will only deliver 30watts per channel. Mostly this amp gets good reviews although there are a couple of trustworthy sounding bad ones so I am wondering if anyone has experience with these, or can recommend a better one. Built in soundcard seems good but I know this is not essential as I can do this separately Then it comes to pairing this with two transducers. The dayton audio BST1 pros seems like they are good but are currently £100 each and go up to 50watts, what is confusing is the cheaper and lighter (according to specs) reckhorn BS200i are 100watts. Are these going to give more shake or are they just not as good. I also understand that I will need a bigger amp to drive the bigger transducers, there are options from fosi which seem ok. I am not 100% sure I get how to much up amps and speakers yet, from what I have read its better to have more powerful amp than speakers rather than drive large speakers (like 100w transducers) with a lower power amp (like that nobsound at 30w per channel) Any help, advice or just pointing out anything that sounds incorrect is very welcome. Thanks
  10. Nevada....
  11. Just on Viacom, its just a plugin for voiceattack, not another bit of software. It's a long list of loaded commands and a fair few other features - Well worth the few euros it costs especially if you are using voiceattack already.
  12. Its a fair question for sure. Just a different one.
  13. The statement was if the stiction experienced on a WT was realistic. It isn't really the same thing as force feed back . Force feedback is still not anything other than simulated and software/wire driven! I mean none of this really matters, if you are happy with the sticky plastic gimble in a WT then great, maybe yours isn't that bad, even better. My virpil does not stick at all and I like that.
  14. All DCS modules are fly by wire in this case. As they all connect via USB. Not really a fair comparison to compare a gaming joystick to a real plane stick connected with pulleys and cables, probably not fair to compare a fly by wire stick to a gaming joystick either, but I bet the principle is surprisingly similar. And my very small experience is that they do not stick, pilots check this before they take off.
  15. Umm, I very much doubt real life short fly by wire controls in real planes stick. This would be seriously bad design..... Considering a virpil base is a tiny fraction of the cost of a real fly by wire stick then I would see no reason why they would. My only IRL experience is with a small amount of light aircraft yolk and centre stick, not fly by wire. I don't think you can really compare non-fly by wire in this case.
  16. Just changed from warthog base and stick to virpil warbrd base and cm3 stick. Much better quality, gimbal is miles better and whole thing is light weight and precise. My warthog was ok but that gimble is cheap plastic ball design. I never thought it had the stiction until I did a full deflection with a single finger and then try to let it return as slow as possible, not smooth at all!
  17. How are you linking it to PC? You say it runs fine on PC what else are you running? Could just be a link setting.
  18. Yeah I can't say I understand everything in the ODT either, most are best left alone/at default to be honest. Yes the override does multiply what ever you have set in the oculus software. I run max res at 80hz and if I add .1 in there it is too much!
  19. This slider is not supersampling, rather the full resolution required get the corrections you mention and get the headset to appear like its native resolution. This is the same as other headsets. For example the G2 in steamVR 100% is more pixels than the native resolution of the panels. Rift S did the same except it was all hidden and there was no way to adjust it down as you can with current headsets. Also the 1.X listed in oculus software changes depending on your hardware as it is an arbitrary (and confusing) measure of system load. People with 3090 might see the top values as 1.4 whereas a 3070 user might see this as 1.6 (im not sure exact number - just a guess). A super sample value is a multiplier and therefore would be the same for everyone.
  20. I didn't think of that. awwwww.
  21. I haven't used OTT in a long time, prefer to tweak in ODT although I do have to do this each time I launch. I keep default (0) in bitrate and resolution width, have doesn't for quite some time. I see no need to lock this to a fixed setting and see no improvement on the highest figures. The few changes I make at the moment: FOV - I reduce this to 0.9 in both vertical and horizontal, does give small improvement in performance and I barely notice the reduction. However I hope to stop doing this in the future if performance improves somewhere and I can get fully smooth without it. ASW - always on at half rate (I run 80hz). I do frequently get times when it switches to 80fps and this has been a bit jarring previously, so I keep it locked for simplicity. Adaptive GPU scaling - never really sure what this does but I understand it reduces quailty to allow GPU to cope. I have this off as I would prefer to just know whats going on at my own settings. I'm not sure I've ever seen a difference one way or the other. Distortion Curve - Low - looks nice, but small performance impact over high (high = lowest quality) Link sharpening - Enabled - this is great and seems no performance hit. Does makes for a little extra aliasing (shimmers/jaggies) which can reduced elsewhere at performance cost. I find with oculus resolution set to maximum (in main application) at 80hz there is no room for any SS or PD increase (I wouldn't use the latter anyway), I'm on a 3090.
  22. From what I can understand that is the expected behaviour of this setting and is what I see. However the trade-off is input lag which is either so small I don't notice or my current theory is that as I run in locked reprojection all the time I get a little input lag anyway so perhaps there really isn't much difference.
  23. Never thought about it like that. But thats true for me... Just can't quite immerse myself it it properly anymore while I can still see my room, pc etc
  24. Yes and like mobile phones (and all other tech) it will eventually plateau and the generational gains will be smaller as we reach the clearest and smoothest graphics. Last year I wouldn't have said that VR would ever get that mainstream as I thought it would always be a bit niche, however there have been non-gaming headsets annouced and apparently apple are making one? Its seems whatever apple make gets purchased in huge numbers....
  25. Recently I have been running my Q2 with vsync fast, pre-rendered frames at 2 and forced reprojection. thinking about it I feel like forced reprojection and pre-rendered frames to 2 should be a better combination? I unfortunately don't have any good way of measuring frame times as oculus don't really support anything decent like VRfps. I know this does not make a huge difference but from my subjective testing I do feel this gives better consistency and generally smoother. Anyone else tried this?/Had this experience?
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