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Everything posted by Macka

  1. Printed the files up last night on resin printer and the alum tube 25mm OD fitted like a glove. Terry did you resize the latest .stl files? For Aussies I got the tube from Bunnings for $7aud. Thanks for the files Terry. Appreciate your efforts and ingenuity while I wait the couple of months for my Virpil to arrive.
  2. Mine is just mounted directly on top of the reverb with 3M dual lock tape. It was originally temporary and I was going to 3d print a right angle mount but it's working fine so still use it. Trying to mount on the curved fabric with tapes and velcros was pointless as they just wouldn't hold for very long.
  3. Mine is from batch 2 and has poor mura/DSE but I rarely notice it so doesnt really affect me. Although I might call support in case there has been an improvement but as its a function generally of LCDs and panels I am not expecting much. TVs have been suffering it for years and only really high end panels through cherry picking/binning seem to diminish it. :cry::huh:
  4. Doing a test now and its a nice improvement. Not accicentally jettison my weapons anymore ...lol. Seems stable and very useable. Liking it so far. Thanks again Kariyann. Nice job on the name and logo too :)
  5. The only time I have seen similar is when floor is set to the wrong height, except I have gotten the opposite, as in I am stuck at floorboard height. But it has only happened when using controllers in the steam home....never seen it in DCS. I usually do a floor reset before going into any games. There should be a reset floor button in the advanced steam menu (this is seperate to the steamVR menu quick calibrate and is done from inside steam room in VR) . Unless its in the Open VR advanced menu.....I will check. The other thing to try is do a room scale setup or vice versa seated/standing set up (I always calibrate while standing if possible), opposite to what you originally set up and see if that makes a difference. Are you using controllers in game or just mouse? I dont think its a DCS issue......do you have the beta and release version installed to try the other version to the issue?
  6. I have it running now and I think its quite promising. It is better than I thought it would be and Kariyann71 has done a stellar job helping me through my issues......which were finger trouble. So I thank him for his help and efforts on this project. I had not installed all the components as I thought some were obsolete versions of the same software.....my screwup. The instructions on github for the driver installation locations was also a bit confusing. Now its running I find it is easy to use for startup procedures and using the UFC for excellent immersion. Kariyann is going to make some more refinements so I am looking forward to testing those as they become available. Its early alpha but works as advertised already so can only get better. ;)
  7. Thats a bit of a shame with the Cosmos. After using the Vive Pro, very happily, for 8 months I was expecting a good high end product from HTC. It could also just be early day teething problems too.....they all have had some issue or two. I too ended up going the reverb route as I got sick of waiting for the Cosmos and Valve wont sell us the Index. But one issue is, now when I look up at vapour trails on tankers and C17s at 10 to 15k alt etc I seem to get double vision or quadripple vision with the vapour trails instead of just one white line........oh....hang on.....thats the individual engine trails......sorry my bad!!! :megalol::pilotfly::joystick::doh: Most of the issues with the Reverb are quite minor and most of the reviews tend to be over picky in the earlydays. Yes there is Mura in monotone scenes but its very lightweight to wear and comfortable with no godrays. Stickon ceiling hooks fix the heavier cable issue. Shimming the mask back an extra 4mm with a bit of velcro or stick on foam door trim will improve the sweet spot back to similar to most other headsets. I think you will be happy....plus HP support is on the ball unlike tales of HTC support. Just an fyi re sales and support......I ordered mine on a Wed morning and was in sim flying by lunchtime on Fri......and it had to be delivered to rural Qld. Any issues just pm me for settings etc. P.S. Doing room scale wont be an issue with the Reverb's mediocre controllers as you already have Lighthouse and Vive controllers which can be run very well together in about 90% of games using an app (OpenVR SpaceCalibrator)that allows compatability. Unless of course you sold them?
  8. Thanks Kariyanne. I got it running easily. It seems straightforward enough and simple to set up. I am using the HP Reverb. I get the red and green cubes and they turn on and off and on in game as they are supposed to but unfortunately I get no mouse or cursor. I tried Beta and stable DCS release version. Checked Leap motion calibration was ok. Checked Leap visual to see hands ok. So I experimented with the following to no avail: Start DCS first and DCleap second. Start DCleap first then DCS second. Changed the DCLeap resolution. Changed different mouse on/off settings, controller on/off settings etc in DCS VR settings. Checked Leap Motion calibration was ok. Removed all JGME mods. But still no mouse cursor except when I actually move the real mouse. Any thoughts or ideas. :)
  9. You wont regret it but it may be time to upgrade your computer to Amiga 500.....it is the 21st century afterall!:megalol::music_whistling::joystick:
  10. You can also map the move camera control to your joystick or throttle and have it there when you need it. In aircraft controls map "Cockpit camera move forward" or "Cockpit camera move back" to a switch or button. I use the paddle or pinkie switch and trim hat buttons on mine for up, down, forward and back. Just set the paddle swicth or button of choice as a modifier or switch. Then using the modifier, program and set the other ones on the POV trim hat switch to up, down, forward, back, left, right, centre etc.. You can save a new position to default by Ralt+Numpad 0 or map that as well. You can use any switch you want as a modifier (it works like a shift key) if it interferes or conflicts with an aircraft function. Sorry if you probably knew most of that but some folk might not be aware.......or like me forget.
  11. I agree that going just for a simple mouse pointer solution is a better idea for now. It's all we really need to get control. My leap has been sitting here getting no love at all at the moment. I'd love to beta test it when your ready :)
  12. Good Lordi people....its 2019....why isn't gyro stabilisation implemented in these spyglasses.....or was this part of the WWII pack....lol. J/K Thanks, nice add ED :) ;)
  13. The answer is actually 42. No one knows the question?:cry::helpsmilie:
  14. Nice concept adapting it for VR. I set up the wiimote system about 5 years ago and it worked very well on my 42" monitor. The difference I used was the remote fixed on a stand above and behind me and an old wireless mouse IR leds and switches fashioned into a golf glove on my hand for inputs on the screen. But then along came Oculus rift and never used it again. Of course now we have MilesD's Point ctrl being developed to provide full complex VR funtionality. The other use we can thank the nintendo wii sensors for is the birth of the current generation of the quadcopter and consumer drone industry. It all stemmed from the humble wii micro controller. Without the need for expensive proprietry corporate flight controllers, normal folk could source and progam all the functions for stable three and four prop quad copters. A couple of guys even started making their own flight controllers and selling them.....DJI!!!
  15. Ah.....ok. Thanks I hadn't come across that issue. Probably because I dont usually manually move the mouse much except when centering and use my head movements after that for pointing and clicking. Moving to pointctrl soon so this may become an issue manually moving mouse with hands.
  16. I must be missing something here still....doh! Is there some issue enabling "Cursor confined to game window" setting. That seems to work for me. Then if I really need to access anything on desktop when out of game just alt tab then click it back into game window to lock again and enter game. Sorry I dont mean to be a pain but its good to learn any little foibels I may not have encountered before.
  17. I'm curious! I can't see any perceivable difference on my system with full screen selected or not in VR. What should I be looking for? My Frame timing and fps are the same and can't notice any graphics quality changes.
  18. Not sure whether you mean launch into normal VR mode straight into headset or referring to the mirror on the desktop but if its launch straight into VR......No.....and Yes is the answer. Its actually the opposite. Go into DCS settings....VR....check Enable Virtual Reality Headset. Make a second copy of your Desktop shortcut. Go to the shortcut properties and add -force_disable_VR . So for instance my Target line is "F:\Program Files\Eagle Dynamics\DCS World\bin\DCS.exe" --force_disable_VR . Just a side note on that, on my system it only works on the Main DCS branch and not the beta DCS, but that may be peculiar only to my install as I lost the original shortcuts and just made a new shortcut to the beta "run.exe" Change the name of the new shortcut to DCS_Flatscreen so now when you launch from one shortcut it automatically launches in VR and the other launches in Flat monitor mode. Hope thats what you meant and it helps. If you mean the Alt-Enter to get full screen.....don't know as have never needed it in VR.
  19. We already have a form of adjustable fixed foveated rendering for DCS VR in Kegety's Shader Mod.
  20. Is anybody else getting a smoother experience after the Windows update V1903 OS Build 18362.356 10 Sep19? The ghosting effect has virtually been eliminated at low level in the Harrier and A10C. I am still getting some microstutters or occasional dropped frames but nothing like before. Most of my settings are now in the high range and it is stunningly smooth as silk. I normally tune my settings to get frame time about 12 to 13ms....but just wanted to do a little pushing today for fun. Before I started, bloody windows did an update (ironicly I just disabled it during this session but was too late). When it rebooted I made my changes and then noticed how nice it felt. Or.... have I just lucked out with the settings when I upped them today not being aware of something? Settings: Steam vid SS 100% Motion Vector on, Running Kegety shader mod. Terrain and textures high. No Aa. AF16. Vis on Ultra. Water high. Shadows High, Terrain shadows flat. The only things I upped were Visibility, PD to 1.3 and shadows as far as I recall! Frame time at low altitude is about 17 to 18 ms with these settings. But is still smoother than when I was on 13ms with no ghosting in the buildings or power towers.....??
  21. If its similar to a problem I occasionally encounter, its essentially an environment issue. Experiment with your shadow settings global lighting and internal aircraft lighting. It is also dependant usually on time of day and angle of the sun. It also varies depending on aircraft angle and location. For instance you may have the issue then once you turn your aircraft 70 or 180 degrees or whatever it all comes good. To test if this is similar to mine just change to a different mission/ airport/ aircraft etc. and see if it makes a difference.ie a different environment.
  22. In the Vive it was in some hidden .json files and you needed the provided lighthouse_console to extract it. Wouldnt have a clue where the reverb settings are.....just had a look around and couldnt find anything that resembled the required tracking_to_eye_transform lines or similar name as used in the Vive json. It will be there somewhere but as it is WMR it could be anywhere on Windows10 OS. Lots of smart guys on this forum maybe someone knows about its whereabouts?
  23. Mine has it as well but is not too bothersome. The warping/distortion looks like software tuning issues on HP's side. Same issue with the gearVR mod when we converted our Vive Pro's to Gear VR lenses. We had to tune it out ourselves or use someone elses settings to correct it. If it is tuned properly you can also get rid of the chromatic aberations. Unfortunately if its hidden code (.JSON files) like the Vive you need to extract it, make the changes then load it back to the secret folders. Test it then rinse and repeat until it was good. Pain in the ass for the Vive but once done for your eyes and lenses it looks great or better depending on your patience. The look and severity can vary from person to person and lens to lens so they kinda have to tune to one size fits all. Except in HPs case I think the tuning was done on a friday afternoon during drinks....lol. Unless HP help out or do an update I think we are out of luck. I did read somewhere that HTC had a digital auto collimator that was one of the last QA tests done on every Vive Pro lens set before passing QA then being sent out to customers. [The reason why I dont find it too bothersome is it is almost identical to the tune on my Vive Pro before I gave up tuning it....so I am used to it now. ;) ]
  24. If you are in US, Aust and probably EU, order it and return if you dont like. You can test side by side for accurate comparison. I know in Aust HP has a 14 day change of mind policy and oculus is similar as I just returned the Quest no questions asked.
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