Jump to content

ACG_crane

Founders [premium]
  • Content Count

    78
  • Joined

  • Last visited

Community Reputation

38 Excellent

About ACG_crane

  • Rank
    Founder

Profile Information

  • Gender
    Not Telling
  • Location
    HB

Recent Profile Visitors

796 profile views
  1. That's how it is. If he's aware and you are alone, let him go and look for a guy that's not aware. Or fly as a team. Do shallow climb after you pass and get your wingman to bounce him if he tries to get in a shot after you. And remember that when flying on MP servers you get opponents with various degrees of experience - from newbies to guys with several thousand of hours. Don't think that there is a tactic that always works...
  2. Jason, I like where you guys are going with this. The wing surface reflections do the trick for close and mid range visability. Are you planning any changes on mid to long distance spotting for high resolution displays?
  3. I don't have an issue with how short-range spotting is modelled. I do lose close contacts every now and then, but that's when I stop tracking for a moment. I feel that's realistic. However, I use the VR headset HP Reverb G1, which has a resolution of 2,160 x 2,160 per eye. I cannot spot contacts further out than 5km when I run the headset in full resolution. By downscaling the resolution to 1524p, I can spot out to about 10km (tested by setting up a quick mission battle and placing planes infront of me on the horizon in 5 to 10km distance). I would appreciate if I could run my headset at it's full potential, but that's not possible with the current state of the project. Maybe if a small dot would mark a far away plane instead of upscaling a planes silhouette, and that dot’s contrast would change according to certain criteria like distance, sun position and background, that would level the field for all players with differnt DPI displays. PS. And there seems to be a bug with planes and ground objects flickering out of existance when lod's change at around 5 km.
  4. UCR - Universal Control remapper does it for me. https://www.autohotkey.com/boards/viewtopic.php?f=19&t=12249
  5. Brunner is saying that they need FF via API port. It doesen't seem that they will introduce directX based Force Feedback anytime soon. https://forum.brunner-innovation.swiss/forums/topic/dcs-world-il2-others/#post-1840 I would really love to see a good pair of Pedals and a Joystick with Force Feedback.
  6. Use a conversion table or a converter https://aerotoolbox.com/airspeed-conversions/ Or record a track and use tacview, it shows IAS and TAS
  7. Looking for a way to edit the ingame map texture to add a flight plan or mission notes to the map. I'm aware that there is a VR enhancer Mod that contains a kneeboard, but this is locked on some serves.
  8. OP, I know that it's a bit off topic, but if you are looking for a realistic experiance where whole squadrons fly missions against other squadrons, check out ACG. No AI commanding involved.
  9. VRSS is showing "Not supported for this aplication". Any clue why?
  10. I sometimes get the distorted image too. It usually goes away after a restart. I'm not too concerned, as these bugs usually get fixed along the road.
  11. I've been doing some testing to find optimal settings to spot with my reverb. Test setup: Quick Mission Battle over Stalingrad winter map, 1500m, heavy weather at 1800m, a group or 4 enemy aircraft spawned in co-alt at 10km distance. When I started, I was not able to spot the contacts at 10km. I found that scaling the resolution down to 50% of the reverbs native resolution allows to spot contacts and lets me run the game at a constant 90FPS and MSAA 4x. Flying together with other players, it seems that my ability to spot is about par with most. Steam VR Resolution per Eye: 1560x1524 50% Ingame Graphic Setings (startup.cfg) shown below. [KEY = graphics] 3dhud = 0 adapter = 0 bloom_enable = 0 canopy_ref = 0 desktop_center = 1 detail_rt_res = 1024 draw_distance = 1.00000 far_blocks = 1 fps_counter = 0 fps_limit = 0 full_height = 1200 full_width = 1600 fullscreen = 0 gamma = 0.80000 grass_distance = 0.00000 hdr_enable = 0 land_anisotropy = 2 land_tex_lods = 3 max_cache_res = 1 max_clouds_quality = 2 mgpu_compatible = 0 mirrors = 0 msaa = 1 multisampling = 2 or_ca = 0.00444 or_dummy = 0 or_enable = 1 or_height = 1524 or_hud_rad = 1.50000 or_hud_size = 0.75000 or_ipd = 0.06366 or_sipdc = 0.00000 or_width = 1560 post_sharpen = 1 preset = 2 prop_blur_max_rpm_for_vr = -1 rescale_target = 1.00000 shadows_quality = 3 ssao_enable = 0 stereo_dof = 5.00000 vsync = 0 win_height = 768 win_width = 1024 [END] It irritates me a bit that I have to run the headset at half it's resolution, but it still looks better than with a Rift CV1 and overall doesn't look as bad as it sounds.
  12. Reverb here too. Try turning off HDR and 0.8 gamma should do.
  13. Okay, thanks for the clarification @c6_lefuneste
  14. I second that request.
×
×
  • Create New...