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backspace340

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Everything posted by backspace340

  1. It only seems to ask for coordinates if you get something wrong the first time round, e.g. if you see 'GC HOLD' the first time and alignment doesn't progress, then switch INS off and back to GC align, it'll then ask for coordinates (even though the PP coordinates it wants are the same ones that are already input in the UFC).
  2. You probably have easy communications / radios switched on, which will take effect in SP but gets over-ridden by the MP settings (most servers have it disabled).
  3. I wonder if this isn't an INS issue but a desync issue - there's a bug report for LMC desync (where pilot and cpg have different views of where the TADs is pointing after the CPG uses LMC) - if the target coords takes the pilot's view of where the TADs is looking (instead of the CPG's), that might explain why the target points or hellfires are hundreds of metres off target. https://forum.dcs.world/topic/314716-los-reticle-desync-between-pilot-and-cpg-when-using-lmc/#comment-5236896
  4. Still seeing this in the latest open beta - at night on the Syria map, buildings in the cities had different levels of lighting in different eyes (I. E. Shut left eye, building is lit from the right and a particular level of brightness, shut right eye and it's a different lighting direction and brightness on the same building). With both eyes open it's a weird glimmer on all the buildings due to the mismatch. I've never used the shared parser setting.
  5. I use the paddles on the back of my TWCS for the rudder pedals, which works well for me. I've heard of people using a mini-stick to do the same.
  6. The weight definitely has an impact and makes it more likely, but I don't think it was the cause in my cases - I'd kept the weight below 17k lbs (something like 70% fuel, 8 hellfires, 300 rounds, no aux tank) so hovering wasn't a problem for me. Anecdotally, he seems worse over hilly terrain, I don't seem to have as much problem over flat ground - the main cases that got me killed yesterday were stalking through the valleys of low hills trying to stay under the 100ft engagement altitude to get a shot at some SAMs. Once I spotted them, I jumped in the front seat from a stable hover at 60ft, and George immediately rose to 150ft (so was about to get us shot at), commanding him back down to 60ft caused him to VRS and we died.
  7. Yep, he killed me three times today... Doesn't look like this topic has a label, is it wip/reported or is this not going to be fixed?
  8. LMC seems to be worse this patch for me - seems like before if you engaged it, it'd immediately null out the aircraft's movements (without having to touch the TEDAC slew) and basically stabilise the image, but now it's not doing that. It doesn't seem to do much of anything until you start putting inputs into it.
  9. One thing that seemed a bit confusing from your video - it looked like you engaged Atittude Hold straight after takeoff when you weren't actually hovering and then left it engaged for the whole video. But once you went over 5 knots it would have gone to normal attitude hold (not position hold/hover hold) and so I wouldn't expect it to hold a hover after that. I think perhaps worth trying getting into a stable hover first (without lateral movement) with FTR held and then releasing the FTR and activating attitude hold (and alt hold if you want), that should hold the hover. And if you go over 5 knots and then want to hover again, I'm assuming you need to cancel attitude hold, bring it to a hover and re-activate it.
  10. Seeing a big difference in the behaviour when the force trim release is held, feels much more stable in this latest patch compared to the previous one. Since release holding the FTR would make the helo start to roll and feel very top-heavy, but that's now entirely gone - it actually feels natural (like the KA-50) to hold the FTR while changing attitude/orientation and then let go to hold the course once steady. So much easier to fly than it was before!
  11. But it sounds like ED are expecting it to work - bignewy said so when he asked for the dcs.log and it's even in the faq that it should be trialable:
  12. I just activated the trial for Normandy 2 and in the module manager pre-download it referred to it as Normandy 1944 (rather than Normandy 2). Have flown on it and confirmed it has a blurry big ben, dcs log file here: dcs.log.old
  13. I saw Wags has updated the roadmap to say they're planning to give us the AGM-114L Radar Hellfire next month (but no indicative timeline for the FCR) - so I was just wondering if anyone knows how we'll be able to use the radar hellfires without the FCR? i.e. what methods will we be able to use to designate a target / area and what are the likely limitations?
  14. You can fix this pretty easily - just set the Pixel Density in the in-game VR settings menu to 0.6 or so, that'll get you back down to where you were on SteamVR. I've got a G2 & 1080ti and had to do the same thing when switching to OpenXR - my Steam VR resolution was set closer to the actual G2 resolution, but OpenXR is running way more pixels than that by default. I dropped the pixel density, didn't see any drop in visual fidelity (because it was rendering more pixels than I could even see, wasting performance) and my frames recovered.
  15. There's a video of what the same pod looks like in the F-15E here - seems a lot worse than the Litening, can't really see what something is even 6nm away: Obviously ED might implement it a little differently, but that's probably a good idea of what to expect.
  16. Just to confirm, is this still an issue? I've been battling with the collective SAS a bit recently and discovered switching it off helped massively, but couldn't find much recent about it so assumed I was on my own! Is this still awaiting a fix?
  17. Mine says CPU bound on the ingame FPS counter, but looking at task manager my GPU is at 99% and my CPU cores aren't maxed out. Could it just be a bug with the fps counter?
  18. The MT exe is forcing everyone onto OpenXR, even if you were previously using SteamVR (which works with standalone) or on Oculus's OpenVR equivalent. Switching to OpenXR from OpenVR (SteamVR) changed the default settings for what resolution to send to the headset for me - to get the exact same visuals on OpenXR that I was getting in OpenVR, I had to drop the PD to 0.6. I switched to OpenXR on the previous patch, but on a side by side comparison with OpenVR I had 60fps and OpenXR I had 30fps, until I reduced the pixel density to equalise the resolution between the two. So it's possible what you're seeing is entirely unrelated to the MT change, but caused by the forced switch to OpenXR (it might not be, but I had a performance issue from the switch to OpenXR that I've solved as I've explained).
  19. Had the same happen to me - clear line of sight (I was at about 1000ft AGL, target in an empty field, about 2-3km away), in range, had missiles, got the message 'up a bit' (no idea why, line of sight was clear) and no matter what I did he wouldn't fire. In the previous patch I never had issues like this.
  20. Try reducing pixel density - I noticed that I could reduce the PD to 0.6 in DCS VR settings on OpenXR and suffer no loss of visual fidelity. I think OpenXR was pushing a lot more pixels than I had before in SteamVR (when I had PD for both at 1.0), and if the same is true on Oculus that could explain the drop in performance.
  21. By default, OpenXR is pushing a much higher resolution than I had before with WindowsMR+SteamVR(OpenVR) on the Reverb G2 - I've had to drop my pixel density (found in the VR tab) down to 0.6 to have the same sort of resolution and performance that I had pre-OpenXR. With it set to 1, it looks the same as 0.6 from within the headset, but the performance is a lot worse (because it's pushing more pixels than I can actually discern).
  22. Completely missed that video - it does seem odd that the two trailers from Razbam seem to have been incredibly careful to only include the weapons that they're talking about us having at EA launch, but then the ED videos (2023 and beyond and that trailer) have basically got all the weapons in. Razbam are being really, really clear on their discord not to expect JDAMs or AGM-130s/GBU-15s at launch.
  23. Which trailer has the GBU-31 or GBU-38? The pre-order trailer just has dumb bombs and LBGs for A2G (doesn't even seem to be a GBU-24 here): The AGM-130 was in the '2023 and beyond' video, but not seen in either the pre-order teaser video or the pre-order start trailer - seems a very low chance it's going to be in for the EA launch (think Notso on discord has said basically no chance).
  24. Having the same thing happen fairly often whenever I die on a MP server - it seems to be the auto-transition to following another aircraft that does it. I can hear/see it struggling to show the random aircraft it picks and then SteamVR encounters an issue.
  25. I think this might be a bit wider than just the F-16 - I've noticed this happening a lot in the Huey/Hind as well in this latest patch while hot rearming on MP servers (but saying 'Stop, what are you doing?'), I think something has changed to make the ground crew incredibly sensitive to movement (or something else, latency?). It's taking 3-4 attempts sometimes to get rearmed.
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