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Guppy

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Everything posted by Guppy

  1. Right - this is why I said at the end of my post if I did not have a simpit I would go VR. Also, this is why I said there are pros and cons to both. My comments were not to say one was better than the other. The mouse thing I could not get over, but probably because I have my pit. Like I said and you echoed... pros and cons. One is not better than the other unless in the eye of the beholder.
  2. There are pros and cons to both. For me, having a simpt makes the move to VR less than ideal. The ability to quickly do things in the pit has been more fun. I've tried 3 or 4 headsets, at this point, and I have not been sold by any of them. The Reverb came close... Mind you - it is an absolutely fantastic experience and I love the feeling of being immersed in the cockpit. I just cannot get over how clunky the performance and graphics are though. In addition to the lack of hand controls. For me, it's more suitable for aircraft that do not require a lot of clicking in the pit -- it was pretty pe
  3. Is it possible to have a simple control for the parking break - On/off? This would perform the appropriate rotation pushin/pull out as required. As a pit builder the solutions to making this work are cumbersome and it would just be much easier to have a more simplistic control mechanism to engage/disengage the parking break.
  4. Your rear wheels will hit slightly past the wire itself, the hook should snag the wire right on touchdown. Though, you're not to worry about where you touch down...sort of. You follow the IFOLS in the entire time and worry less about where your jet touches down. It's not a traditional runway with markers you aim for.
  5. If they allow for the input of IFF codes then in theory the other side could try and guess them and look like friendlies up in the air. For DCS this is all kind of stupid since switching sides can give you the other teams IFF codes from the briefing. Or someone wanting to be "fun" by giving you the other side's codes. If you decide to switch codes and use something different then it would require a lot of communication with your team. Being DCS what it is -- that would mean hoping everyone is on comms. Otherwise giving the code to people will be a pain. All and all I hope they do n
  6. This was specific to my older setup, but might serve to be useful to you: https://guppy.home.blog/2019/02/06/configuring-screens-and-pulling-data-from-dcs/
  7. It was captured at 30 FPS, so it exaggerates the impact. But it is still pretty noticeable.
  8. Here is a video of the issue. Pay attention when I look out the sides, it becomes super apparent at that point. Happens in F2/F3 views, too. Adjusting graphical settings to the lowest doesnt do anything either as it's not a frame issue. I'm a solid 60 the entire time or much higher when I lower settings. This is with all exports and DCS BIOS, etc shut off. I also did a flat spin so you can see just how terrible it gets. Oh... and the game crashed -- lol!
  9. Mine is already off, but I continue to get the same behavior. 8700k @ 5.3ghz 32GB solo SSD for install 2080Ti OC'd Whether I use my exports or run a single screen... the micro stutters are there since the last update.
  10. I have the same behavior here; exactly as you describe with or without GSYNC or VSYNC enabled and shaders deleted.
  11. I'm not sure if my link fell off before, but here you go: https://guppy.home.blog/2020/07/13/out-of-control/
  12. Thanks! I need to post updated shots, but this is the latest post on my blog. https://guppy.home.blog/2020/07/13/out-of-control/
  13. As I stated in a previous post regarding other important issues, 100% agree. I am not asking nor am I insinuating That this is a critical issue. It is, an issue, that I would like one day addressed as the module matures.
  14. Here's the thing, a real hornet pilot does not need to worry about dead-space in their throttle movement because the jet puts a physical barrier that does not allow the hornet pilot to transition into that space (gate) while in the air. To remember that pulling your throttle all the way into that space will do nothing is as unrealistic as my solution of two separate curves. I'm not arguing realism here, ED has made compromises to bridge the gap for chairforce pilots already. I'm arguing practical implementation given the limitations of consumer hardware as a fair compromise. You don't like it
  15. randomTOTEN, please correct me if I am wrong, but the actual Hornet physically limits the throttle from going into ground idle position. That is, it does not allow the throttle to transition into ground idle while in the air. So yes real Hornet drivers deal with a limited throw, but they do not deal with a dead space between ground idle position and flight idle positions like we do. Your example of the Q400 is an example of throttles that work like ours do. There is no physical limitation that prevents the throttle move into the ground idle position. So you get the alarm because, in the rea
  16. No I think this dialogue is good. I appreciate the candor and the context of all of this. There are inconsistencies here and there are trade-offs for realism that make other things "less" realistic and it is good to talk about such things. As the OP, I can say this. haha :)
  17. I honestly fully disagree with most of your assessments, randomTOTEN; you're trading one piece of 'realism' while having unrealistic throttle behavior on our home throttles. While I do agree that yes, the real jet does limit the throttle throw when in the air it also does not have a dead zone. So the game is forcing us to have an unrealistic deadzone. That is, there is a physical component that moves forward in the throttle in real life that calibrates itself. Our home throttles do not do this and there is no workaround for this unless we are willing to make WoW thrust unrealistic. Case and po
  18. The issue is not from off to idle. It is from idle to anything. The 1/2" movement that you experienced is exactly what I am talking about. You lose part of your throttle throw when transitioning away from idle in the air. This is not a problem on the ground. The problem you are going to experience now that you have adjusted your curve is that while you move your throttle from idle to X in the air to compensate for this... you are going to be way more sensitive on the ground because on the ground it works without adjusting the curve. Weight on wheels physically changes the lowest RPM in the
  19. I don't use the TMWH any more - I use the WINWING throttle. But it really does not matter as the behavior is the same for every throttle out there.
  20. Well... this issue is beyond the TMWH and A-10, as I noted in my original post this is an issue across ALL throttles, because of the way it is programmed in game. ED has programmed a dead zone for the first 5-10% of the throttle movement range when in the air. When in reality the game should just recalculate a curve when you are flying. The way it should be coded is the following: I forget the actual values off hand here, so bare with me.... Lets say a throttle range of movement is from 0 to 100. At 0 you are at idle and at 81 you have engaged the afterburner; 80 would be full mil. At 1
  21. Ahhh so weight on wheels in the real aircraft changes the total actual movement of the throttle in real life. For us... the total movement of our physical throttle does not change but to offset this there is a "dead-zone" in flight. I wonder if it would be more practical if this feature was 'removed' since our throttles cannot possibly have this feature and just recalculate the interim values from idle. They can still be whatever they should be IE: ground = 65 air = 70 but those interim values are changed up until the detent for AB; a curve if you will. If I program this in settings I lose gro
  22. Would you care to explain? If I move my throttle IRL the throttle itself should physically move in-game. This is not the case.
  23. Ever since the Hornet was released I have noticed that there is a discrepancy between moving the throttle in-real life with a HOTAS and when the throttle moves in game. In order to understand what I mean... start in the air and move your throttle to idle. VERY slowly move the throttle forward while keeping an eye on the throttle position in game. You'll notice the throttle does not move until ~ 10% of the movement of your HOTAS throttle (warhog). This issue is evident in multiple throttles: Warthog, VPC, WINWING and X56. I have not encountered this issue in other modules -- just the Hornet.
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