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TripRodriguez

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About TripRodriguez

  • Birthday 05/06/1980

Personal Information

  • Flight Simulators
    DCS P-51D, DCS A-10C, P3D, DiRT Rally, Star Citizen, Elite Dangerous
  • Location
    Scranton Pennsylvania, USA
  • Interests
    Making simpits and props, Chevrolet Corvair, Virtual Reality, Flight Sims, Space Sims, Racing Sims

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  1. Thank you @manashttu perfect! Man that's not exactly the most obvious filename for retail customers LOL. I guess that EX2_J2_2 must be the model number I could have gotten from the packaging or something.
  2. @Beezer Thanks again for sharing your file, I found I was able to print them fine with the printer profile I made for Authentikit prints. I can't find any documentation on the WinWing MFSSB to explain the blades and mechanical travel adjustment mentioned in the description on WinWing's site. Did you guys find documentation or just uhh.. wing it?
  3. Following all the replies in this thread I've learned something but not solved the issue. I'm referring to DCS not launching in VR with UltraLeap installed. This doesn't solve my problem! However, this should help others. In the Settings on UltraLeap software toggle "OpenXR Support" OFF. DCS will now launch in VR and the native DCS support for UltraLeap works! Strangely you'll need to tinker with related settings in both the "special" and "VR" tabs to get the desired results. The "laser" "touch" etc. settings in VR for VR controllers also apply to the Leap support that's over in the "special" tab. The bad news for me is it's still not usable for me to find switches in my 1:1 sim cockpit for the following reason. I cannot use the native DCS support because ED needs to let us disable the hands disappearing when controllers are touched! The only alternative is "hands operate stick/throttle" which is even worse since you get hands stuck to to controls and unwanted controller inputs that will rocket you into the ground, or a wingman, or whatever. So the other issue is this: It seems I can't used the OpenXR hand controller support because it requires "openXR support" turned ON in the UltraLeap software... which as previously mentioned prevents DCS from launching in VR. This prevents me from the stopgap solution of using the OpenXR Toolkit UltraLeap support to draw the skeletal hands which won't interact with DCS at all so that I can find my RL switches without having to feel around. I'm about to try isntalling the older UltraLeap software mentioned above in hopes that it may fix this. Update: That page no longer exists, and I can't find that version anywhere on their site or via google search. I do find some old versions but they are much much older than 5.16. v4.1.0 is the newest listed under legacy downloads. I've now posted on their Discord to see if I can get any help.
  4. I'm begging you guys , please give us the option for our UltraLeap hands to remain visible at all times, but also not interfere with using RL HOTAS! In other words we need the ability to disable the feature where our VR hands disappear when HOTAS inputs are detected. Currently either we can use the default setting where our hands disappear when we still need to see them (and in some cases stay invisible forever after touching the stick or throttle), or we can set it to "Hands use cockpit stick/throttle" so our VR hands stay visible but "stick" to the controls and give us unwanted control inputs. Adding a dead zone to the controls so our hands reappear isn't viable in most cases, and even more so with helicopters, FFB sticks, etc. Also, a very sincere THANK YOU! for giving us the VR Hands "no pointers or touch" option we've been desperately needing for a number of years now! I cheered so loud I scared my dog when I found it was available now in the dropdown!
  5. @Beezer thank you for answering! I have a Bambu P1P so I should definitely be able to get it to work, but when I put your design in the slicer it just straight up deleted the main functional part of the scoop (the thin wall) because it was thinner than a single line using default settings LOL. Line width may be the main thing, I've never played with these kind of settings really. This week I'll sit down with the settings you shared and see if I can figure it out. On a different topic I actually have the RealSimulator FSSB R3 Lighting and I actually like the WinWing better so far. Though on paper the specs for max force on these two FSSB bases are nearly the same, it seemsto me like the WinWing at max settings takes a lot more force to reach the limit in reality. Also I have only the RS base, using a thrustmaster grip so the only warning that you are exceeding limits and risking damage to the force sensor array is the flashing lights in the base which will not be visible in VR. To get a vibration warning I'd have to spend another huge chunk of money on the RS grip. Theoretically I only need that kind of warning until I build the muscle memory but RS strongly warned of damaging the stick base by pushing too hard and to me it seemed REALLY easy to push it into the red when you get excited. So far this is not at all the case with the WW using the beep warning. There is a good possibility I'll be selling the RealSimulator FSSB R3 Lighting after I have a couple months to repeatedly test and verify so I avoid seller's remorse later. I'd prefer to keep it just in case, but my credit cards are just about maxed out again. My collection of sim gear is a bit absurd considering I'm working on a technically poverty level income LMAO. I need to sell some of the things I don't really think I'll use to pay for more sim gear I think I will really use but I sure wish I could just have ALL THE THINGS! So ultimately, if I'm going to use the WW for the F-16 I want this mod just so you don't feel the bump when you transition from movement to force and I think with that it will be better IMO than the more expensive RealSimulator FSSB. In addition, I bought it hoping to use it for my Star Citizen Livestream and got to use it for that purpose for the first time this weekend without any mod and man it worked fantastically. I was doing as well as, if not better, at PvP after just a couple hours with this stick as I was with my Virpil T-50CM2 and the warthog grip that I had literally a couple thousand hours experience with. I had reason to think this hybrid stick would be exceptional for SC, and would be happy to explain but this is already a wall of text LOL. If anyone is curious just ask. The only gripe I have aside from not being able to adjust the stick so it's 100% force sensing right from the center (fixed by this printed part) is that without adding some dead zone it drifts when released and I hate having deadzone be anything but zero.
  6. @Beezer This looks great, but how the heck did you print that shape and so thin!? I know it will vary for different machines, but could you maybe share settings (especially wall thickness) to help me try to make it work? Or did you resin/SLA print it? I have a resin printer as well, that seems likely to work but since you didn't specify I assume you did it on an FDM machine. Hell you might want to start selling these, as difficult as they will be for people to print LOL.
  7. I literally have not flown on this map since the first day I loaded it up because it looks more like what I'd have expected ten years ago than what I'd expect today. It looks flat and super low resolution. I own every DCS terrain and I absolutely feel that this map is the worst one. Unless it gets revamped I expect I'll never fly on it again. That said, I don't think converting the map would be the best choice for you. Based on the replies to this thread, clearly there are a lot of people who like the satellite textures and they would be displeased if it is changed. IMO keeping your happy customers happy is probably a wiser choice than alienating them by trying to make it appeal more to those who dislike it and maybe not be super successful in doing so anyway. This probably goes without saying at this point based (if nothing else) on the fact that you are asking this question, but I would not advise making another map using similar techniques.
  8. I'm looking forward to more updates on this thread, and hopefully (as others have requested) the files being shared. I have 3D printers, a small CO2 laser, and a large CNC router kit I've yet to assemble. I hope to start on the Apache full simpit build reasonably soon. Thanks for sharing your project @RedskinMike PS- I've used F360 a bit, but my skills are laughable and even the little I had learned to fumble my way through has been forgotten over the past two years while I had absolutely no time for hobby stuff due to personal stuff.
  9. Invite invalid. Is this Discord active or did it die out? I'm hoping to find a squadron to fly missions with.
  10. Vive Pro 2 users: Vive Pro 2 got really bad reviews, and my overseas friend who ordered it returned it after only a few days and went back to his Reverb G2. Can anyone here who has gone from the G2 to the Vive Pro 2 give me your impressions, criticisms, etc.? I was so excited for VP2 but wrote it off completely after all I've heard thus far. What we really want is an Index V2! Come on Valve!
  11. This is precisely all I want and need. I just need to accurately SEE the position of my hands and fingers, NOTHING ELSE! This is to allow me to easily use a real replica sim cockpit. Please ED!
  12. What worries me is that this quote I posted implies that there is a sort of trick to fixing this that ED isn't aware of, and that as a result it may not be fixed for years. =( As for the other sim, I said long ago that I'll buy it as soon as it has VR support. That notwithstanding, I know that the vast majority of my sim time will always be in DCS so I wan't this fixed! Also, thanks for reminding me that our authoritarian rulers do not allow mention of other sims by name. ;P Names have been removed from OP to protect the guilty.
  13. Hey guys. So one of the three things that has been driving in crazy in DCS VR for over three years is the shimmering effect of the forests and various other scenery objects. Yes, I've maxed out MSAA, I've maxed out both AA settings, and I've tried probably every possible combination of the two, and I've tried lots of super-sampling with and without AA. MSAA definitely helps, but it's still enough to drive me crazy. At least one of the other popular flight sims does not have this problem, so I know it's not a problem that can't be fixed on current hardware. Two or three years ago I reported it as a bug, but ED said they wanted video and I had no way to capture through the lens footage so it didn't go anywhere. That being the case, this recent quote from the devs of another flight sim REALLY caught my attention: (if you want to know the source google the quote) "Asobo and I have years of experience with VR. We know what a lazy and a good implementation look like. We want to bring a good solution, for example by cutting off the cockpit from the rest of the world. Then you can move freely in it, and the world in the background does not start to shimmer. We have started with VR, but we want to do it right." Unfortunately I do not have the knowledge or skills to try to track this down, but that quote makes it sound like this "shimmering" problem is a well known issue with experienced VR developers and has a solution that ED might be able to implement. I have no idea where to go with this, so I'm posting it here hoping someone else will be able to figure it out or ask people who would know about this sort of thing.
  14. Hey guys. Back to the Pimax foveated rendering topic.... The last I had seen I thought ED had stated that Nvidia VRSS would not work in DCS World, and I'm pretty sure Pimax foveated rendering is using VRSS so by extension would not work in DCS. Can we get actual 100% confirmation that it does indeed work? I won't have my Pimax HMD until probably October so I'm anxious to hear.
  15. Thanks Andre. I'm very, very excited for the GamePad rumble connection. Any guess how soon this will be available for me to purchase? I hope everyone realizes how many PC sims/games will benefit from this feature! Take my money!
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