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X-31_VECTOR

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Everything posted by X-31_VECTOR

  1. Makes sense. What I like about the damper in particular is that it takes away the springiness, which feels so unrealistic. What I'd really like to do is is install small dampers on my stick somehow. I use a Virpil WarBrD and keep the springs quite light with their "Cosmo" cams to take out the center bump, and it's pretty good but still feels like it wants to go "boing" when I let it go, if that makes any sense. I found some tiny dampers that might fit inside the stick base, but haven't gotten around to trying to rig something up. Hegykc, maybe your next project?
  2. Agreed on everything above. I've been using a damper on my pedals for a few months now, and would not go back. (The way I have it mounted is not as elegant as hegykc's solution that is included with his pedals, so I'm looking forward to switching it). With the caveat that I'm not a pilot: my sense is that for non-fly-by-wire and non-hydraulically-boosted aircraft, the aerodynamic forces on a rudder, especially at higher speeds, provide a natural re-centering force that increases with airspeed. I've had stick (and rudder) time in a few small aircraft, and this seemed to be the case, though the fastest never got above 130 knots and the forces were quite light. Hence for WWII aircraft, I think the use of a spring to recenter makes sense, though as with all things it is personal preference. The trick when combining it with the damper is getting the balance between the two right. Like hegykc, I keep the damper force relatively light. Otherwise I need too much spring to get recentering. With helicopters, it's a different story. In trimmed, coordinated flight, you're of course keeping the pedals in a position that may be far off of center for long periods. So fighting a spring is neither desirable nor (as far as I can tell from watching the pilots I fly with) realistic. With the spring on the MFG pedals connected, and your heels on the floor versus up on the original MFG footrests, it is much easier to hold an off-center position for long periods of time. Even better (in my experience) is to disconnect the spring and just use the damper for helicopters. But if you switch aircraft a lot, this can be a tedious process.
  3. Ordered! I hope this proves to be a very successful enterprise for you. Regarding the included knob for the spring end, is it just intended to be easier to turn than the stock MFG one, or does it have some other function? I've seen discussion of a spring mod to make it easier to disconnect the spring, so I wondered if this might have anything to do with that.
  4. Out of curiosity, how is it possible to be "lazy" while performing a recreational activity? The OP is not doing work, producing something, accepting compensation, or otherwise doing anything other than having fun. Is he not having fun hard enough?
  5. Thanks Bob! So if I understand you correctly, on your older Virpil throttle the mode switch affects the buttons on the base of your throttle, but not the buttons on the throttle grip? Can any users of the CM2 confirm whether that's the case for the newer Virpil throttles too?
  6. It's been talked about by Virpil for ages but I thought it was a "maybe someday" thing. But they just posted this two hours ago: https://forum.virpil.com/index.php?/topic/2772-introducing-the-vpc-helicopter-controls-lineup/ Good catch, Sokol!
  7. My quarantine project this year was to make a collective using the left-handed version of the Virpil MongoosT-50CM2 grip as the head (atop extensions attached to a Virpil WarBrd base, in an angled housing with a damper for friction/feel). Anyway, part of the reason was the profusion of programmable buttons available on that grip (and it also plays nicely with my right-handed CM2 I use as cyclic/fixed wing stick). I don't think they sell the left-handed model anymore, but if I did it again today, I would use the left-handed Alpha grip, which has even more options. My other recommendation (if you don't play in VR) is a StreamDeck, especially given the excellent DCS plug-in now available. The ability to nest folders, combined with the button labels changing dynamically, makes it massively helpful for complex aircraft. You can have separate folders for different stations, weapons systems, nav, comms, etc. So when you need all the switchology that's at the gunner's station, you just select that folder and there it all is. Switch back to pilot and all the buttons are something different, without ever having to remember what button performs which function (since the buttons are all labeled however you like). I have two of the 15-button models, and they are the best sim hardware money I've ever spent.
  8. Hi all. I'm considering the new T-50 CM3 throttle. and I'm wondering how those of you who already own the CM2 use the 5-way mode dial in DCS (if at all). For example, in the DCS control-configuring interface, does DCS actually read a given button on the throttle as a different button number if the mode switch is in a position other than "1"? (E.g, mode dial is in the "1" position, you click the button under your left thumb, DCS reads it as Button 1; you switch the mode dial to "2," click same button, DCS reads it as button 27 or whatever). Or is the distinction only recognized in the VPC software? Can the different mode positions (1 through 5) be used as modifiers in the DCS control interface somehow? I'm assuming not, since the mode dial would at all times have to be sending a button-push signal for its position to be read continuously. In a perfect world, I'd love to have different modes for takeoff/landing, air to air, air to ground, startup/shutdown, etc. I assume that's very possible in the VPC software, but I don't want to have to program everything in VPC and then again in DCS if I can avoid it. Many thanks!
  9. Nice! I look forward to the production units going on sale.
  10. I would potentially be very interested int he production model, but I'm wondering if you've had a chance to put your early models through any sort of long-term testing. I tested an early prototype of a similar design by another forum member, and while they held up great for the first few weeks, repeated cycles especially using the toe brakes eventually caused cracking. (I believe he has since added a reinforcing metal plate). Great work, and thanks for sharing it!
  11. I'm playing on a 1080 at present, and I have a lot of work to do still with adjusting settings in order get to anything playable on the G2. Whereas with my old Oculus Rift CV1 (which had a LOT fewer pixels to push) I could get playable frame rates in DCS without much tweaking, with the high resolution of the G2 my FPS is frequently dropping into 20s or even teens, even on free flight missions. When I can manage to stay in the 30s, it's a jumpy, inconsistent 30. Like I said, more tweaking and optimizing of my setup is needed, but I would be careful about investing in a G2 unless you are willing to invest in a new graphics card at some point too. You may have a lot of work to do with DCS to get just a marginal visual experience. One plus: there are other sims (well, one) in which I'm getting a very playable 45 FPS with great visual quality. And that experience is a mind-blowing blast that is holding me over until the latest generation of video cards finally come widely into stock. As to whether to make the VR leap at all, my first experiences with it in the CV1 were... underwhelming. The poor visuals for me offset the gain in immersion. It didn't seem to me to be worth the work. That's why I suggest you not try to make the G2 work in DCS on a 1080... it may put you off of VR unnecessarily. The G2 (at least in the other sim) is finally giving me that "Oh WOW" factor that makes people never want to play on a monitor again, and I think DCS will be twice as cool, once I retire the 1080. Hope that helps!
  12. Interesting, thanks! This being my first WMR headset, I was unaware of that tool (it does not pop up for me by default, but I see from other threads like I can enable it in config file). I'll give it a try. I don't think it will fix the whole issue, as the fuzziness of objects more than a foot or so away from my virtual eyes is not unique to DCS. But it is one variable to eliminate, so very helpful.
  13. dburne, thanks for raising this. I've been doubting my own eyesight and reading up about VR focal distances because I would swear stuff that is close to my virtual eyes is being rendered at a higher resolution than stuff farther away. For example, the fine print on the bulkhead right next to my head is incredibly clear, whereas the gauges or digital readouts on the lower part of the instrument panel are much fuzzier than how they look in any through-the-lens videos I've seen (unless I zoom in, at which point they are tack sharp). I also have this experience in the other sim many of us fly. I had thought it might be an artifact of reprojection, but turning it off didn't help. All of this is with Steam VR SS set at 50% to get close to the G2's native resolution. If most folks (and to Gun Jam's point, reviewers) are running much higher SS, that could well be the answer I suppose. I'll try upping it to 80 or 100 tonight. I've been reluctant to do that because I'm still driving a humble 1080 and i7 6700k at 4.8 Ghz, and I'm finding it hard to get DCS playable even at 50%. (As a point of comparison, my CPU frame times in that other sim never go above 10, and in DCS, with the VR graphics preset, they are in the 70s! I clearly need to work on my DCS settings more).
  14. Have to admit, that one sent me to Google. My first result (below) had me wondering how my computer could have gotten an STD. :) Assuming you actually mean hardware accelerated GPU scheduling, I'll look into it. Thanks much!
  15. I saw another video (GamerMeld or something?) where the guy talked about the same problem. He adjusted the minimum clock speed higher to set it just below the maximum to keep it from going to that idle state at the wrong times, though even then I think he said it would do it anyway sometimes. Bottom line, he overclocked to something crazy like 2750 Mhz, and only saw actual in-game improvement of a few percent. Not sure how he benchmarked though.
  16. So for some reason last night motion reprojection stopped working for me (in DCS and that other sim many of us fly). Two days ago, it was working nicely. Yesterday, turned off for no reason I can find. I have checked/tried the following: - Motion Smoothing is set to Enabled in the SteamVR settings menu - In the Windows Mixed Reality tab in the SteamVR dashboard, I have Motion Vector selected. - In the Per Application sub-menus of SteamVR settings, I have motion smoothing set to Enabled. I have also tried the Use Global Settings selection. And somewhere (I can't remember in which of the menus within menus within cliff houses within dashboards) I have also tried to select "Force Always On" for motion smoothing. Anyone have any ideas? I've also noticed that other changes I've made seem not to be working, e.g., when I set the motion controllers to turn off after 30 minutes instead of five, they still turned off after five minutes. That may be unrelated though. Thanks again to all of you for filling the clear guidance void left by HP.
  17. Nice! I haven't even seen anyplace taking pre-orders. I saw a video on YouTube from a guy who camped out at his local Micro Center. There were about 60 people in line I think, and it turned out the store had two 6800XT cards. I heard yesterday that about 2/3 of the chipsets went to board partners, so hopefully availability of the non-reference boards on the 25th will be marginally better.
  18. I'm coming from CV1, but I found that I couldn't get DCS to launch properly until I uninstalled all Oculus software. DCS in VR kept causing the Oculus environment to launch even though I had disconnected the headset and cameras. Might have just been a me thing, but if you know you're not going to use your Rift S again, best to go through the uninstall process.
  19. I had the same problem at first. It turned out that the cable that connects to the headset itself was not properly seated even though it seemed to be. I had to sort of wiggle it a little, and then it slid into place all the way. Also, it took me until after I set it all up to discover that there was one more flat box included that had slightly more detailed instructions than that single, ridiculously meager sheet. Not that the "full" instructions even slightly address all the "Steam VR for Windows Mixed Reality for Steam VR" mobius loop of configuring that you have to do to get everything working. Maybe I'm just old and lame enough to actually expect good directions for my $600, but my reaction to that one-pager was that it might as well say, "We've got your money, now plug that headset into your own a$$hole for all we care. Love, HP."
  20. Ah, I thought you had emptied your wallet shelling out for one. I hear you... I'm still riding my GTX 1080, so I figured I've gotten my money's worth out of that one and it was time to pony up for the new generation. Starting to look like that won't even be possible until maybe Q1 2020 though. Guess I'll have to put the money toward lame stuff like food and gas...
  21. Meaning you got one? Congrats. Where were you able to grab it from?
  22. I actually got a 6800 in my cart on the AMD website (though I wanted the 6800XT), but it wouldn't let me proceed to checkout. B&H Photo posted a page about 15 minutes before the launch saying they had no stock and didn't know when they would get it. I'm assuming the 6900XT launch on 8 December will go the same way, or worse. My only slim ray of hope is that the majority of the chipsets went to board partners, who will release their own variants in a couple weeks. So, ya know, maybe we'll have a 1% chance of getting one, instead of today's unicorn chase.
  23. My experience (trying online via multiple sites) was the same as with the NVIDIA launch -- the cards appeared on pages and were immediately out of stock. I considered lining up at the local Micro Center, but as of last night there were more than 20 people camping out already, so that seemed like a waste of time. Not that any of this is a surprise, but I'm just curious if anyone actually succeeded in getting one of these AMD cards this morning.
  24. For what it's worth, I get this like crazy in that other WWII sim we're not allowed to name. Happened to me with my CV1, and now also with my newly arrived G2. Feels like some sort of Clockwork Orange style brain zapping if you don't close your eyes. Point being, this doesn't seem to be DCS-specific.
  25. Hey dburne, on the information page imacken shared about "Windows Mixed Reality for Steam VR Beta," there is a section under the motion reprojection heading about "Expected Visual Artifacts." If you have motion reprojection enabled in there, perhaps this could explain the fuzziness you're experiencing? Expected Visual Artifacts When using a application resolution greater than 150% you may experience blurring. When using motion reprojection we recommend using a value less than 150%. Sharp contrast edges or text, especially on in-game HUDs or menus, may look temporarily warped or distorted due to disocclusion. SteamVR Home and many other games that do not reliably hit 50-60 FPS on your PC will continue to have a poor experience with this mode. Some games have been reported to run at 50% speed or with increased latency (lag). Please report these games through the Windows Feedback Hub instructions below. Sorry if this is off-base or adds confusion to an already confusing topic, but I figured I'd share it just in case. Many thanks to you and imacken and the other early-adopter guinea pigs in this thread for doing the problem solving for the rest of us! (My G2 arrives tomorrow, ordered July 13 through Connections). This reminds me of 20 years ago when each game needed an individual DOS boot disk just to get it to run at all, and it could take days of trial and error. Hopefully in a couple years this whole process of configuring VR settings will seem just as antiquated and unbelievable.
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