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Posted

 Is anyone having an issue with the MFD in VR? I cannot seem to get the contrast/gamma right at all. I have a quest 3. I have tried to change gamma in game and in the quest. It is either way too bright or dark.

  • 3 weeks later...
Posted (edited)

I am having the same issue...been away from the Harrier for a while and just refreshing myself. I honestly do not remember it being this bad before, has anything changed ? To the extent where it is hardly useable. The image quality is TERRIBLE and 90% of the scale in contrast & Gain is useless, it only becomes even remotely useable in about 10% of its range. Switch to FLIR and its not really any better........

Whats going on? And yes, I have tried playing with the Special section sliders, they dont make any difference to the useable range - they just set the default position so you dont have to mess about so much when first using. 

Dont have these issues with the TPOD in the Hornet or the Lantirn in the Tomcat...........

Edited by markturner1960

System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.

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Posted

The thing I have noticed is if you have the brightness knob turned to max the text goes almost unreadable.

  • 2 months later...
Posted

ive spent alot of time in the harrier in vr the last month or so... with a quest 3..

Im running at 1.5 pixel density, i find it only just barable to read, its taken getting used to and worse with DLSS on so sometimes take a second to clear up. I find changing the map text colour to dark blue helps. I always turn the mfds on fully, and have left the defualt gamma and brightness 50% in settings and seems to be.. bareable. I dont touch the gamma and contract buttons on the mfs, it just makes it worse. 50/50 is just the best.

on the quest 3 settings i have the brightness down at 80% or something..

sunset and night time are the worst, set it to night mode and i cant see the screen clealy at all unless i put my face to it, and day mode makes it blinding bright lol but i will try just messing with the brighness knob instead

The TPOD only starts getting locks on targets at about 10km or thereabouts range it seems, but i have been able to use the flir BH and WH to zoom for 50+ miles and make out easily potential targets, only really getting accurate targeting coordinates at around 20km (altitude depending) or as i said locks need to be a bit closer still

  • Like 1
  • 2 months later...
Posted

in single player I can get the tpod to lock 12 miles out, such as the av8b training ground, but on the multiplayer servers I've used, I'm lucky to get a lock 5 miles out

does anyone else experience this?

  • 3 weeks later...
Posted
On 10/8/2024 at 11:58 AM, Dogmanbird said:

in single player I can get the tpod to lock 12 miles out, such as the av8b training ground, but on the multiplayer servers I've used, I'm lucky to get a lock 5 miles out

does anyone else experience this?

I cannot tell if I had the same issue once but to give this something to think about: Due to network limitations most bigger Multiplayer Missions do some tricks to rise performance. If you use TacView after flying a dynamic Mission on an online server while you was alone there, you can observe that the enemy units have 3 states: 1. Active, 2. Not Simulated and 3. not existing. These states are triggered by players flying in several distances to the enemy. In state 3 you cannot even see them, no matter what your view distance is. In state 2 you may not be able to lock them even though you can see them because they may have the same state as terrain buildings and trees. in state 1 they are in normal state and can move/shoot. The Performance on singleplayer Missions are dependend of your Computer hardware. If your computer is able to simulate all of the mission at once and everything in your view distance, you can lock them.

 

maybe someone with more experience in DCS Core code and Mission editing can give you more context for this matter.

Posted
43 minutes ago, Gorn_GER said:

I cannot tell if I had the same issue once but to give this something to think about: Due to network limitations most bigger Multiplayer Missions do some tricks to rise performance. If you use TacView after flying a dynamic Mission on an online server while you was alone there, you can observe that the enemy units have 3 states: 1. Active, 2. Not Simulated and 3. not existing. These states are triggered by players flying in several distances to the enemy. In state 3 you cannot even see them, no matter what your view distance is. In state 2 you may not be able to lock them even though you can see them because they may have the same state as terrain buildings and trees. in state 1 they are in normal state and can move/shoot. The Performance on singleplayer Missions are dependend of your Computer hardware. If your computer is able to simulate all of the mission at once and everything in your view distance, you can lock them.

 

maybe someone with more experience in DCS Core code and Mission editing can give you more context for this matter.

The mission makers might do some trickery with spawning of units when in zone to not over saturate a server/local comouter. Has nothing to do with SP/MP or network/hardware limitations. It's a choice/trick of the mission maker. The DCS engine is not capable of this, yet. Like the bubble in that other sim. Try to create a heavy mission in Liberation, it will not behave differently in SP vs. MP, and can seriously bring your local computer to its knees. 

Cheers! 

Posted

Thank you both for the reply.

It gets a bit frustrating because I can see them from over 12m out and can hold them in target fairly precisely by 10m and less. Altitude doesn't seem to affect it. As you say, maybe it's something the mission makers have set.

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