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About =SFG=capt_nasties

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  1. has anyone been able to improve the hazy / foggy look. This is driving me absolutely nuts. also, the shimmering of distant contacts in the old build really helped with spotting...there is no way to see them without some sort of aid it all just blends together most of the time. i have 20/20 vision and a reverb. and i hate to sound like a dick, but I built a system to run 2160x2160 at 90 fps and the last thing I want to do is reduce the resolution of my reverb....
  2. interesting. have you tried to run VRSS on top of this? Perhaps might boost up the pixels in the center when taking this approach? My issue is that when I tested the reverb at less than 100% SS I did not have any noticeable performance increase...but perhaps a 2nd test is warranted.
  3. already had HDR off, still very washed out. spotting is T O U G H currently for me...
  4. has anyone been able to correct the washed out / saturated look since the update? I have gamma at .8 and would like to get it lower (reverb)
  5. has anyone been able to correct the washed out / saturated look? Gamma at .8 is better but I would like to get it lower....perhaps editing the ini file? I am still testing settings but it seems that for me, FSAA runs MUCH better than MSAA.
  6. I believe it does have the demo mode. Still loving SSW!
  7. i use it with bass shakers and its great, give it a go. you will need the standard and 6.1 (or whatever its called) add on to use it with any bass shaker system. its about $45 usd.
  8. @pfrances scroll down to the "audacity" section on this page and it describes how to make 2 separate channels. I have not messed with this yet, but audacity is free and it is possible but certainly not as easy as an integration into the SSW software. (granted I have yet to fiddle with it and currently run 2 shakers in mono) https://dreamsimteam.blogspot.com/p/simshaker-wings-user-guide.html
  9. V1.38 has fixed the engine vibration issue I reported previously. happy times!
  10. 1.37 seems to have fixed this issue for me, but i sometimes get an engine beat like rumble before I even have the plane started . it will continue no matter what is happening in flight. have to stop and restart SSW to fix it. sadly hitting alt+tab in VR is not a good idea in IL2. anyone else have this one? How is 1.37 working for you all?
  11. 1.37 should fix this. however I have noticed a sustained engine beat type effect that starts when starting up (and the engine is not running) and is continuous even on 1.37. seems random as to when this happens and does not happen
  12. just got done doing some bench marking with my HP Reverb and noticed an average of 3 FPS increase in going from a super sampling value of 106% in steam VR to 56% in steam VR. (this was in scripted campaign) I checked in the headset and it definitely was down sampling the image. Given the lack luster gain in performance from this I am not inclined to even try VRSS applied to a lower super sampling value to try and obtain better performance.
  13. Yes I first am going to test if actually reducing the SS value to less than 100% actually saves resources. If that is a "thing" then it seems a VRSS test is warranted. more to come on this. Given IL2 is so CPU bound I am still a bit skeptical, but its definitely an interesting topic.
  14. 1.37 is very good for external shakers (non jet seat users) and the issues with effects happening in menus and after landing (cough crashing) ect seems to be fixed so thanks for that Andre. I agree an overall volume / output slider would be a nice thing to have but the software is polished enough at this point that I am comfortable making a video to review the software and go over the settings for non jet seat users. Compared to other tactile programs its very easy to use so probably not a huge value add but it never hurts to have a resource who has been messing with tactile feedback stuff for over 2 years. I will try to work on this over this coming weekend. Really loving SSW and would never fly with out it.
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