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Everything posted by TAIPAN_
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That screenshot quote is from the manual. From the descriptions of how it's working above it appears that it is now working correct - if you drop all A2G weapons and have no external tanks it is warning you to go back to CAT I? Did you drop the 2 wing tanks before launching the AGM-88s? Or were they empty? After launching the AGM-88s the light coming on is correct, as long as the wing tanks were gone (or empty?)
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That sounds logical, but I'm just going by what the manual and training material says - that the AoA limitations are not related to the 2 inner pylons. The rule is just "wing tanks or A2G weapons" ie all 4 inner pylons. Could be something to do with total weight vs AoA and not just CoG, though I don't know how A2G weapons affect the CoG Also just noted the switch has no effect when refueling door is open, or landing gear is down.
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That's no good, almost everyone uses Anisotropic 16x because it's very low performance cost.
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Thanks I'll check it out. In terms of outer pylons, I thought they should affect it because cat III is required for any A2G munitions regardless of which pylon.
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F-16 Stores Config behaviour, is this a bug or just something that's on the roadmap not implemented yet? Missions that start in the air with A2G loadouts (or wing tanks) start in CAT I - shouldn't the plane be configured for CAT III when you load in already? When using emergency jettison in CAT III, after the wing tanks & A2G stores are gone there should be a master caution or warning. Currently we see nothing, no sound or warning. Is this a bug, not implemented, or not part of this version of the Viper? Releasing all weapons or Selective jettison is the same issue as #2, but I'm not sure if it's supposed to give the same warning as emergency jettison.
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Yes I tend to agree. Eg a better solution is to scale the aircraft models to the FOV instead of to the pixels, and fade them appropriately. The way it's done in IL2 I can still see them faintly in the distance and start to make out stubs of wings as I get closer. The way it's done in BMS however is overdone, they are way too large in the distance but I don't know if they offer some sort of configuration for their smart scaling or not. I don't play MSFS enough to remember how it works there.
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This is great info, thank you! I don't know enough about the implementation and never could have conveyed this myself. But it's certainly making a lot more sense now that you've broken down how it all fits together. I hope the items in the summary can be actioned by ED & the vendors. Thanks also to @BIGNEWY for confirming it's being looked at
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Is it ready?
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- ejection seat
- hardware
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Crystal users - Quadviews support is inactive going forward. It will only work if ED doesn't break anything during DCS updates: https://imgur.com/a/2mLPQSy I've posted a request on Pimax's reddit asking if they can support the feature going forward: Please upvote or contribute if you can, Quadviews is VERY critical to our DCS usage. I've also asked for it as a DCS wishlist item, though I don't know if it should be internal or external to DCS:
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DCS currently can work with QuadViews, however it relies on a 3rd party app https://github.com/mbucchia/Quad-Views-Foveated The developer has stepped down from future support https://imgur.com/a/2mLPQSy At least one DCS update has broken it previously and required an update to the 3rd party tool. Could DCS possibly add support for it directly similar to how some games offer foveated rendering in their VR settings menus?
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To reproduce: -multiplayer with cold start, startup, guns on, charge guns -fly around shoot some rounds from both -land and observe gun lights still on -re-arm, gun lights go out after re-arming -try to charge guns holding down the buttons - guns fail to charge and are now broken unless you reslot Demonstrated in this stream at 42:57: Track is long unfortunately as this only happens after surviving a mission and coming back to land. Hopefully referring to the video is enough. Track here: https://www.dropbox.com/scl/fi/17g7oi1i7f9t4zx76irr5/Cold-War-Syria-v158_DME1-20231128-003156.trk?rlkey=rmzrdivjfutxcnqdwltmfgssh&dl=0
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Problem - we can't tell if the gun safety cover is open or closed when the control stick is hidden. Solution - add a control binding with a discrete on and off bind. That way we can bind a separate button for open or close, or use a 2-way switch and know where it is set even if control stick is hidden.
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I think they are there but they are so small like 1 or 2 pixels. This is why I worry when people with lower resolution say the dots are too big, if ED reduces the size then people with new 2023+ high res headsets won't be able to see them at all. Thankfully the personal setting to disable in options is a solution for them. For now to see the dot at all with QuadViews I have to do two things - make sure the focus area is just 100% SS not something very tight like some people run 200% Also disable DLSS or DLAA. MSAA is kind of ok. After doing these two the dots are visible from about 5nm, although very small it's better than nothing.
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What do you mean by FPS target? Turbo mode doesn't use a target frame rate as far as I know, it just forces the game to submit frames as fast as possible, not holding any back. The downside is possible latency. Maybe you mean frame rate lock or another feature?
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I found I don't need the toolkit anymore, since alot of the features are now built into DCS and I have QuadViews that also has things like sharpening and turbo mode... so I took it off a while ago. Anything in the toolkit that you really need that you can't get from native OpenXR mode core settings?
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Radar gets stuck in TWSA while a Phoenix is outbound...
TAIPAN_ replied to Callsign JoNay's topic in Bugs and Problems
I just had this bug, after launching Phoenix's Jester refuses to leave TWS auto. PLM, PAL, VSL Low none of them take it out of TWS Auto. With the control indicator up I can see it's not changing modes. I even ask for TWS MAN or RWS to try and force it. Sure it's good to stay in TWS for a Phoenix to track, but with a popup target at 25nm I need to switch to self defense mode and take control but he doesn't let me. In this case I was very lucky he didn't see me and I was able to manually use AIM9 but the merge was unnecessary if pilot radar control would've worked. I considered if something happened to the INS, but I hadn't done any maneuvering yet at that point I was still high. To double check my joystick binds I did a quick takeoff afterwards and engaged PAL without issue. Track attached. UAE RED1 ACTUAL-20231103-075022 - Copy.trk -
I don't think he's wrong. I just had this bug, after launching Phoenix's Jester refuses to leave TWS auto. PLM, PAL, none of them take it out of TWS Auto. With the control indicator up I can see it's not changing. Sure it's good to stay in TWS for a Phoenix to track, but with a popup target at 25nm I need to switch to self defense mode and take control but he doesn't let me. Track attached. UAE RED1 ACTUAL-20231103-075022 - Copy.trk
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It's crazy how the crystal is so polarised in experiences. Exactly the same as the initial reviews, some loved it, others absolutely hated it. Maybe comes down to bad QC? This other video seems to like the new lenses https://youtu.be/O2iJfNfeG-0?si=_HCHboNoGK0HJL-i
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You can still use other Foveated Rendering in other titles, QuadViews won't interfere with that. Regarding reprojection - if you like reprojection you might want to avoid Pimax. Most people say it doesn't work well with reprojection and it's hard to get it working well. I've tried "compulsive smoothing" at 60fps on 120hz and it's OK but it's just copying the image twice over two frames. I prefer turning down settings and running at 90hz full refresh. Instead of reprojection I'd consider going 72hz that should release in a firmware update sometime soon. With that 4090 your system is quite strong and should achieve 72hz with the right settings IF running QuadViews.
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It's because outside the 30% of the screen that your eye is looking, quadviews can drop down to 10% of the resolution. That's soo much less pixels to render.
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Special tech that uses eye tracking, called QuadViews https://github.com/mbucchia/Quad-Views-Foveated/wiki 4090 you'll get 80-90fps with the right settings and probably won't need DLSS. Note that QuadViews only works with DCS and PavlovVR so far. The game has to program support for it, we're lucky DCS has done that.
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Exactly same here, that's why I want to run quadviews because it gives me stable 90fps even with high res. Quadviews is a miracle technology. Unfortunately it shrinks & fades the dots.
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That's actually quite low resolution compared to this. Crystal at 1.0 quality is 5100x4350 per eye then we run 200% supersampling on the DFR quadviews portion which pushes the effective resolution up even higher. If the dot is same as the mod, there's a cap on dot size that probably means my dot is the same number of pixels as yours (initially), and is then reduced down from the supersampling. So it starts at 2x3 pixels or something similar then when it gets mapped to the 2880x2880 panel it loses size and becomes hard to see. Currently we have to turn quadviews off to even see the dot, and disabling quadviews tanks FPS by 30-40%. Ideally for quadviews we need it even bigger to make up for the deficit. Server side option I totally disagree - that would lock people into running low resolution all over again which is the legacy we are trying to avoid. The whole point of the 2.9 change is to level the playing field, a server option only makes it favour certain setups like it used to in 2.8 before the mod.
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Please don't reduce dots for high res though (Varjo Aero and Pimax Crystal), using DFR eye tracking supersampling already shrinks and fades them they are hard to see. Options menu would be ideal.
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This. Almost need a slider in settings because making them smaller would break high res headset spotting but some lower res prefer smaller dots.