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cobrakev1526

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Posts posted by cobrakev1526


  1. So I just came from a Saitek Cessna yoke.  I've had 2 of them over the years. The first was a proflight yoke that failed after about  2 years. Then I upgraded or rather cross graded to a Cessna proflight yoke.  Actually it was more of a downgrade. I like the thicker handle of the pro flight yoke but the Cessna yoke hade the look of the Cessna 172 that I grew use to when flying IRL. However both yoke had very little elevator travel, only 3 inches and vary week and sketchy feel. Not to mention the awful detent both in pitch and roll.  I can't understand why the manufacturer thought it would be a good idea to have a detent. But I paid the $170 for each of then and you get what you pay for so I wasn't complaining. 

    Last week I bit the bullet and bought a Redbird YK1 yoke. I was really struggling with this decision because I was thinking of going the Yoko yoke route.  I had saved up $1800 over the last few months for a RTX 3090 but I was so discouraged by the low supply and scalping going on that I needed to look at plan B.  So I ordered a Redbird YK1 instead of a Yoko because it was sticking in my head to go that way. They are used i FAA approved simulators so ill bite. I tried to find any reviews and the very few I read were mixed at best. I figured I would return it if it was not to my liking when I arrived. 

    Well I am very impressed with it. The elevator/pitch travel is 6 inches and the roll is 65 degrees both directions. There is no detent on pitch or roll (thank god). Its very smooth and accurate. But the best thing is the feel. The feel of the force needed to push the nose down and keep the nose up during flare to touchdown is exactly how i remember when i was flying IRL. Its not force feedback but the spring mechanics built in are very realistic to real flying. 

    I've only tested this out for 2 days in MSFS2020. I'm not using any of the in dim controls but I am using FSUIPC7 and using curves to get the twitchy pitch thing under control. I'm using a slope of between 7 and 10 in FSUIPC calibration. This yoke within MSFS2020 using FSUIPC feels authentic and makes flying so much more fun and enjoyable especially in VR. Also with the money I saved not getting a Yoko I've got some other goodies shipping now too!


  2. I’m on the road for a couple of days more and I’m looking forward to getting home and trying P3Dv5. One of the biggest complaints I had with V4.5 was the constant long pauses that seemed to be fixed along all of the ORBX region. For instance I cold take off from KBVS and fly direct to Concrete and there was a long pause waiting for me at the same point in route that would last 5 to 10 seconds in V4.5

     

    Have these been fixed in V5?


  3. Quote

    but the HUGE problem is in the Compositor Frame Drops: It's 3 (0.05%) versus 108 (1.74%). And this REALLY makes the experience unbearable. Compositor frame drops are frames that drop as a result of the Rift not properly functioning as opposed to frame drops due to performance hunger.

    Wow this is what happens in p3d when the juddering starts. The compositor starts dropping frames like crazy and start ghost judders. Like I said I’ve tested driver 388.31 and this is the most stable driver for p3d in my experience.

     

    funny thing is when I exit p3d and go to oculus home it’s still ghost juddering. However in p3d if I take the rift off my head and place it on the floor for 10 seconds and then put it on again I t fixes the problem sometimes, but usually starts ghosting very soon after. 

    Quote

    CONCLUSION: Current Nvidia drivers are HEAVILY broken for Oculus use and it's wise to use older drivers. However, the December 388.59 doesn't do it for us neither and we had to roll back all the way to 384.94 (released July 2017) for acceptable performance. Being developers ourselves, it's totally beyond us, how such an easy to reproduce misbehaviour wasn't already fixed months ago. With all the complaints on the first few pages of this board alone, Nvidia really seems to be either word not allowed or too incompetent, to release actually working drivers for the Rift.

     


  4. Yes I messed with ASW using the oculus tray tool and set my ASW  to force Lock at 45fps. 

    2 hours ago, HiFlyer said:

    Honestly juddering is usually a sign of the settings probably being too high.

    As I said I tested a 5ghz with all sliders to the left and I was getting over 100 FPS in sim and still got ghost juddering using the lates 400 series of Nvidia drivers. This also happens in other titles such  as project cars 2. Even flyinside had massive ghost juddering using the latest drivers.  I’ve also noticed using the performance heads up display for oculus that when these ghost judders Start happening the compositor starts reading massive frame rate increases but that’s what’s causing the juddering some how. The frame  start dropping off like crazy in the hud to.  My problem is I don’t understand the technology or the terms used in VR  so I’m kind of making this up as I go trying to do the best I can to explain what I’ve seen and how I fixed it. 


  5.  This is just a general question because I have been experimenting with different settings trying to eliminate ghost juddering with my oculus rift. Everybody keeps telling me to go with the latest and Nvidia drivers, However there is a negative performance and stability issues with the VR  just by getting the latest drivers.  At least that’s what I have found. So far the best driver I have found that works 80 to 95% of the time is version 388.31. I am running an Nvidia GTX 1080 TI and Core I7 8700k hyperthreading off a 5 ghz.  I have used both the oculus core 2.0 public data and the release versions both run the same. I have found that using the latest 400 series drivers from Nvidia causes instant ghost juddering.  I even tested this with the 400 series with all sliders to the left in P3D 4.4.  So I started my computer up in safe mode and do used  Display driver UnInstaller and then reinstalled still in safe mode version 388.31. I was able to fly to A2A Bonanza  from LAX to Catalina Island then to Santa Barbara to Palm Springs and back to LAX with no VR issues. Needless to say I had a big ring around my face but I also had a big smile too. I think that version 388.31 is the best driver for VR.

     

     Anyways what are your thoughts on driver versions and VR set ups. Currently in my settings are normal for autogen And I have my world details slider on the very top set to medium because Lockheed Martin has a bug with the simulator using a single pass. You can find that topic on the P 3-D forums at Lockheed Martin right here...

    http://www.prepar3d.com/forum/viewtopic.php?f=6306&t=130505


  6. Here is the other fix for the spinning clouds. In you Prepar3d.cfg look for the CLOUD_FACING_MODE=0 and change that to 1. That with change how the clouds rotate. For instance set to 0 the clouds rotate based on you Head position witch is set by default. Set it to 1 on now the clouds rotate on you aircraft position. Flyinside once had this option for P3Dv3 but since removed it. On the setting of 1 you still get the barn door effect but the spinning is 100 times better than default. 


  7. No the water would render differently  in each eye in vr losing all depth perception as well as the clouds. Both of them in 4.2 look fine now. For example in 4.1 if you flew into a cloud as you approached it it look normal from a short distance but as you got ever closer your left and right eyes would separate as you entered the cloud. 

    Thats about as clear as mud as I could describe the effect without showing it off.

     I made a post about it to LM before


  8. Will chaseplane ever  be compatible with flyinside? Or the other way around. I feel that P3dv4.1 VR is much better than 4.0 but it’s still flickering in the left eye so much it’s painful for any length of time. But with flyinside I can fly any airplane with better smoothness. However I can’t utilize any thing in chase plane due to the cameras.cfg files need to be customized by both flyinside and chaseplane. Or maybe a longer shot would be to see if LM continues to improve the VR experience further so it’s on par with flyinside and that we can use menus in vr. I’ve cut my teeth on TrackIR for over 14 years starting with TrackIR 3 but now I can’t seem to go back since bitting from the VR apple.


  9. 15 hours ago, hoie said:

    I updated Prepar3d to 4.1 today, and ChasePlane worked flawlessly with the new VR views and Rift.

    Same here too. I only hope that flyinside can work with chaseplane. It really helps to move a little to read the fine print on some of the gauges and gps units.


  10. ok so im Re RE Reinstalling again and I am at the part were its giving me an overview of what and were its going to install stuff and this is what its showing...

    Selected components:
          Product Files for Prepar3d v4

    Prepar3D v4 location:
          E:\Prepar3D v4

    Destination location:
          C:\Program Files (x86)\Reality XP\GNS Simulation\FltSim

    Additional tasks:
          Check for updates now (the installer will check for updates now)

    Garmin GNS Trainer Lite is already installed

     

     

    There is no add-on.xml anywhere on my computer except for the SODE version for Sode


  11. Ive just bought both the gns530 and 430 for P3dV4 and installed them just like normal with no problems. but there isn't any Reality XP menu at all in my Addons menu. Its as if the gns 530/430 isn't running. Is there a way to activate these in like a exe.xml or .dll somewhere that didn't get turned on? Yes I have also downloaded the trainer lite too. 


  12. I have posted this on the LM forums aswell

    I'm having an issue flying through clouds using an oculus rift CV1. It seems as my depth perception goes out of whack while getting within 1000 feet of any cloud structure. If I turn stereoscopic mode off then everything is fine however everything else that uses depth perception is messed up. I'm finding with stereoscopic mode enabled that flying through clouds produces such an amount of eyestrain that it becomes very uncomfortable. I've taken some screenshots of both stereoscopic view and normal views in oculus rift. However I'm afraid that to actually experience the effect there has to be motion involved so the picture doesn't do this issue justice. Also the clouds are spinning like crazy and I realize there are just two dimensional sprites. My guess here is that one flying close to a cloud using stereoscopic view in my helmet mounted display there is an error when rendering the clouds close up. It seems that the simulator renders the cloud within inches of your face in real time instead of allowing your eyes to see where the cloud is thousands of feet away. The fact is I cannot focus on a cloud that is close to my aircraft therefore making it very difficult to steer clear or to break through the cloud layer with any instrument meteorological conditions. I am a real world pilot and I use this software to stay sharp at my skills. However this problem is really preventing me from getting the type of training and skills flying through clouds accurately. Oculus rift is new technology but this is a game changer for the simulation industry in my opinion. There must be some sort of calculation or setting that will render this so you don't lose focus of the cloud as you're approaching it. I have used other simulators and compared flying through clouds in them and I don't have this strange effect. In fact I can break through the clouds very comfortably without any eyestrain. They also used 2 dimensional sprites and yes their clouds also spin when turning your head inside or close to them but their depth perception within the cloud remains accurate whereas in prepar3dv4 it looks very painful literally. The best way I can describe this effect is the simulator is separating the cloud in each eye opposite of what it should be at a certain distance or proximity of the cloud. I've also noticed in stereoscopic mode that when I'm close to a cloud and they spin that if I'm looking at the cloud, in one eye the cloud will be rotated 20 degrees and in the other eye the cloud will be rotated 30 degrees. This also happens when the simulator is paused. This might be the culprit to the problem. So in closing I would appreciate a response from the team and I continue to fully support this product and program and its development into this foreseeable future. The simulation is the standard in which all simulations are measured in my opinion. I just want to do my part to help keep it that way.

    Thanks for your time. Kevin

    Prepar3d V4 notes
    Current version P3DV4 4.0.28.21686
    SimConect Version 3137571
    Windows 10 10.0.15063 build 15063
    Processor intel core i7 6700k overclock at 4.6 ghz 
    Bios American megatrends inc. 3401 1/25/2017
    Baseboard manufacture ASUSTek Computers inc.
    Motherboard Asus Maximus Extreme LGA 1151 z170
    Memory16 gb ddr4 at 3200 mhz

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