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cdromer

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  1. I just can't make the Shkval sight 'stare' at a fix point on ground unless I lock it on some ground object. The easiest way of experencing this is to put yourself in a scenario with 'wind' -- if your heli drifts to the side because of the wind, your Shkval drifts with it, which makes locking any ground target from afar very problematic especially when it's moving. Is there a way to avoid this? Or is it real that Ka-50 does have difficulties fighting in wind so the Russians put a 2nd WSO into the cockpit to manually operate the gunsight?
  2. From my test, only Russian cluster munitions/dispensers suffer from this. The US ones, e.g. the MK 20, don't have this problem at all. It's a bug. And the FPS drops only if the impact craters are right in your sight. And like I mentioned above, the US ones don't have this problem at all.
  3. It seems that a large percentage of BRM-1 rockets fall 1~2 meters short and just hit the ground in front of a tracked moving tank/vehicle. The point-tracking position seems a bit too low. Is there a way to move it up a little under point-tracking? Thanks.
  4. Have you tried the JF-17 and seen the comparison posted above?
  5. Also, a modern thermal vision usually can't give you a crystal clear/very sharp image because of its much less pixels if compared with a modern EO sensor. But it provides you a much better 'concept' of the world you are looking at -- basically no textures, just geometric shapes. It's kinda blurred but you can easily 'understand' the surroundings in a second. The pod vision of the A-10C gives me this realistic feeling of 'thermal' but the JF-17's does not.
  6. Yup that's what I was talking about. If you can't distinguish a tank from the road, it means they are at the same temperature level, which can only be true if the tank has stopped its engine and been parking there for quite a while, couple of hours if not a day. The pic below is much more realistic if someone asks me. So I think at least Deka is capable of doing it better even with the current limitations of the DCS engine. That's my 2 cents.
  7. First of all, thank you Deka for making such an amazing module! Ok back to the topic, I find the modeling of the thermal vision of the WMD-7 pod in the game is a little bit disappointing. I say this because I actually operate several thermal vision/goggles/sights in real life that I can easily distinguish a vehicle/a deer from the background trees or buildings because of the fundamental temperature differences between them. But in the JF-17 module, I think the developers lack the first hand experience of how huge the differences really are, which makes it pretty hard to recognize a tank from the backgrounds at first glance thru the pod, not to mention the IR module on a real pod is actually cooled to boost the performance of the thermal sensor array. In short, it should be much easier for target finding than using civilian thermals, like the ones that I have, or some rather obsolete military systems like the LLTV pod on a SU-25T. But in the current early release, the LLTV pod actually outperforms the WMD-7. I'd not say it's a bug but maybe Deka should consider tuning up the brightness level of soldiers/vehicles/tanks, making them stand out from the adjacent background in the game to reflect the real world experience and the physical reality. Thanks.
  8. At least they are not in Chinese. Cheers!;)
  9. It's so weird that I can't find proper words to describe this issue. Everything is there but everything is not really there. It seems that I'm watching the Schrödinger's cat when flying. If I press F3 switching to the flyby view I can see Schrödinger's plane, a shaking broken double vision of the chosen aircraft. I also noticed that if I move my head vertically the texts of set values in the setup menu keep jumping back and forth horizontally while their descriptions remain still.
  10. Correct. I'm not using MSAA because it hits performance hard even with an i9/1080Ti platform since most of my other settings are set to high/ultra. To me with the improvement on resolution of the VIVE Pro it seems that the MSAA is not that important. Yes you get few shimmering edges on buildings etc but you have to put some efforts to focus on stuffs like those to really notice. I'd be very glad to trade these minor things for a smooth and fantastic flight experience given the performance ceiling money can buy for now. Btw my PD setting is 1.2 which means the graphical engine will calculate 20% more virtual pixels for my VIVE Pro to compensate for a problem that already has been somewhat 'fixed' by VIVE Pro's higher physical resolution. Btw #2, I also turn MSAA off when I'm not using VR and set everything else to Ultra/Extreme. The reason is that I use a 4K monitor and have found that by turning MSAA off I not only get higher performance but also crisper image - turning MSAA on makes things blurred on a 4K monitor. In short, the higher your definition, the less MSAA you need. Basically they are the same thing.
  11. My 2 rigs: VIVE Pro/VIVE i9 7900X/i7 8700K 32.0G RAM X2 3T SSD/512G SSD RAID0 + 6T HD RAID0 1080Ti/1080Ti VKB Gunfighter II Pro/Saitek X55 VKB Rudder VIVE Pro works great on 2.5.1. I think there's a noticeable improvement on reading gauges or finding targets. Graphics all set to high, visual range ultra, MSAA none, pixel density 1.2 on my i9 rig. I also find that on 2.5.1 beta the VR seems to run smoother than before - maybe because of the new video memory management implemented? Btw on 2.5 I keep getting glitched clouds with flashing shadows on one eye. Loading time seems to cut in half on 2.5.1 - not sure if it's the case since I lowered the pre-loading radius a bit - didn't find any impact in flight though. Overall for guys haven't tried VR yet, once I move to VR, I just can't go back. Everything seems way easier.
  12. I ran into this problem today and wondered what happened to my Su-25T. After hit by a Stinger and lost an engine I struggled back to a friendly air base and got my plane repaired. After the repair I switched on the power and started both engines without the 3 minutes wait, then immediately after take off I found that my artificial horizon on the HUD is not correct. I turned on the auto-leveling autopilot mode and the plane started to wobble. I cried.
  13. I'll give it a try and let you guys know if it works. Thx!
  14. The position of the helmet sight in VR is too high. That being said, I know it may actually reflect the correct position in real life but the problem is in VR the HMS is rendered near the border of your vision -- so all you can get is a blurred ring since in VR you can only see things clearly right in front of your pupils. It's not a big deal for most of the gauges or buttons given you can always turn your head towards them to get a clear read but for the HMS, it just moves with your head and stays blurred...there's no way to strafe happily ever after.:( I find the issue quite annoying. Maybe there's a way to 'lower' the HMS a little bit? I've tried the v_angle_shift = math.rad(11) trick, but it doesn't seem to be working in VR. Anyone knows how to deal with it? Thanks a lot.
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