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RealDCSpilot

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Everything posted by RealDCSpilot

  1. It's fixed now with the latest update. You have to use the individual FFB toggle setting in special options!
  2. I also have extreme instability issues with the latest Open Beta (in MT mode). I suspect a memory leak, it looks like an old problem coming back. I can trigger it in MP servers like 4YA just by switching to other jet or helicopter modules after a certain playtime. My task manager shows crazy high RAM usage (over 50 GB) and SteamVR crashes eventually and it's performance graph goes crazy.
  3. Oh, no. I have two rules: no Apple or Facebook hardware in my house! And the Vision Pro is definitely over-priced and overhyped. The only good thing about it, is the impulses it will give for other manufacturers. I'm basically waiting for the Index 2 as my next headset. Looking back, the Index was the only headset since 2016, that really brought new ideas and innovative solutions into the market when it was released.
  4. Guy Godin from Virtual Desktop already announced that he will make VD for the Vision Pro. So it will support SteamVR and DCS sometime in the future.
  5. @DmitriKozlowsky Have you already tried the usual trouble shooting procedures? DCS repair and cleanup? Renaming (deactivating) the Savegame folder? It's pretty obvious that others don't have the problems you have. So it must be something local on your end. Maybe a video would help understanding what is going on, with the axis input indicator display visible. The only current bugs i've seen at the moment are: - FFB trimming totally unusable - weird dynamic torque limiting on the collective - auto hover mode not working - CTDs when a HOT3 impacts on certain AA units Nevertheless, it's already useable, just keep moving, don't try to hover and disable the magnetic brake and never trim.
  6. @Jekel Sorry for the late reply, didn't see it. I used Absima 135mm dampers: https://www.wirelessmadness.com/absima--1-8-off-road-aluminium-dampers-135mm-pack-of-2-suspensions-abs2330009 As far as i remember, i used 2000cps damper oil to make them smooth enough. However, they were only necessary because of the weight of the grip.
  7. I only would upgrade to 64GB RAM. After that you will probably fine for a long time when all those features are fully implemented: Vulkan, DLSS, Multi-Threading.
  8. Hehe yes. I'm currently using Mi-24 hit and run tactics. Fly towards the target, check range finder for 4300 meters, fire HOT3 and keeping the target in the sights until the torpedo crawls into it's target. Then break away...
  9. Not on Win11 and a Intel CPU with P and E-cores. Learned it the hard way. Win11 seems to have the much better CPU scheduling ability.
  10. That was all wrong in the first place. The whole FM wasn't even helicopter-like. Be patient, wait for the fix.
  11. With FFB stick for trimming and DCS helicopters, don't use curves on stick axis. Keep them 100% linear. The current bug on the Gazelle is something different, it kinda multiplies the axis offset everytime.
  12. That's good to hear. I also had the CTD occasionally on hitting Shilkas. It's hard to reproduce, but will happen eventually during a longer session.
  13. Hi, i need to change the laser code with bindable buttons. Thanks!
  14. I hope this is the right image and makes it more obvious: .50 vs 20mm
  15. I remember this being fixed a while ago, but with the release of the new helicopter flight model, it came back.
  16. Maybe the best IRL demonstration, but only one guy in the cockpit and of course - no weapons loadout. Can't tell how much fuel... it's hard to see. Use the mouse to look around, it's a 360° video. You can clearly see the moment where he tries to find the trim position for lift off (left and aft) and does force trim to center the cyclic to that position. Also very good to see is pedal input and cyclic movements needed to have stable behaviour while hovering and maneuvering near the ground.
  17. @Bio Okay, VRAM allocation shows full usage all the time. It's already maxed out, but this is showing allocation only. There is an option in Afterburner to set VRAM usage per process to see the real values like in this older post of mine: It basically shows that the F10 map needed almost an extra of 1GB VRAM to be rendered. I guess what's happening on your end is Windows going into memory sharing mode and never gets out again. It means that ressources are constantly swapped from RAM into VRAM and back at a certain point, when the limit is reached. This stresses the system on CPU and all data paths (BUS) very much. To get a bit deeper you should try to test a simple empty mission, like those hot start instant missions to see if you can start at a point where VRAM isn't used to the max. And also use the Afterburner option for VRAM usage per process. @Whiskey11 Yeah, that's strange with your GPU... But first, you should take TacView out of the equation. Just to clarify, i don't have that problem at all.
  18. @shagrat If you mean Steam VR Home, you can disable it in SteamVR settings. From there you only get the simple 360° environment which is no ressource hog at all.
  19. @mbucchia Hmm, well, if the Pico forum is the source it could also be a translation misunderstanding. For their Android SDK's they also had OpenXR API versions for Unity and Unreal devkits, but removed them recently. They were never been updated since September last year and only the native Android OpenXR API devkit remains. However, what VR runtime a user is running is not of ED's concern, they only have to provide VR API support.
  20. Maybe it's the old VRAM overflow issue. People with more than 8GB won't be able to replicate this. You guys could monitor your VRAM usage and check what is going on when your are switching between cockpit and F10 map.
  21. @BIGNEWY Oh my god. Please delete this poll. It's technically impossible. OpenXR is no runtime, it's only an API. A runtime is needed to access an API. This will only cause confused users getting even more confused. For a VR API you always need a VR runtime. There are three main runtimes: SteamVR / WMR / OculusVR and 4 VR API: OpenXR, OpenVR, LibOVR and WMR (same name as the runtime) - but only OpenXR is supported by every runtime. So technically, there is only one logical choice anyway for DCS's dev team and the future of VR in DCS, go OpenXR! Save time and ressources with taking support of the older APIs out (OpenVR and LibOVR). DCS or any other PCVR game provide support for APIs only anyway, right now these are: OpenVR (SteamVR's own VR API), OpenXR (new standard API for everything VR/XR) and LibOVR (the older Oculus/Facebook VR API for PC/Windows and for their older wired PCVR headsets). The question which runtime to choose is completely on the user side, dependend on your VR HMD and which runtime it supports. There is no choice for OpenXR alone! You always need a runtime besides that. @shagrat SteamVR is no middleman to avoid, it's essential as a VR runtime to access the API OpenXR. There will never be a VR runtime for Windows made by Pico. Virtual Desktop emulates OculusVR runtime, you can try to run DCS with OpenXR over VD alone, but it needs tinkering with the registry. I never tried it because SteamVR runs OpenXR just fine.
  22. The faulty trimmer is the same for everyone. He is talking about the VPforce software option, you can apply force trim from the "outside". But you have to disable FFB in DCS or override and activate this option everytime you want to hop into the Gazelle.
  23. Already tried everything, instant trim should be the right choice for a FFB stick. It simply doesn't work right.
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