Posts by John Hargreaves

    I'm up and running using the dirty slacker's method of engine start, and having fun flying the Lynx around. The thing I'm struggling with most is starting the No.2 engine, the lever nearest to the pilot, in VR. It takes me ages to get the sim to connect to the starter button, I'm pressing with the VR controller and the mouse, but it just doesn't seem to lock on to the hotspot. I'm finding that if I move my viewpoint back and into the middle a bit, I can see, reach and operate most of the switches with the mouse (VR pointer is not very effective and often flicks the switch the wrong way). The left hand starter button clicks ok, but the right side is closer to my eyepoint and is harder to lock onto. How are you guys doing this in VR? has anyone found a reliable technique to click the buttons or is it something I'm doing wrong? I'm guessing it's more of an FS2 issue than a Lynx one.

    Also, at one point I thought I'd try something, so I got up a bit of speed and height, dropped the collective and rolled it at the same time (logic being that if the pitch was up it would suck me to the ground when I was upside down), and it performed a 360 roll perfectly well. Can a Lynx do this in theory? I've heard they are agile machines, but it's pretty cool if it can.

    Anyway, I've not had that long to fly it (work gets in the way) but it's a great addition to the sim, thanks once again for your efforts Steve, it's an extremely impressive achievement given the resources available to you..

    Congratulations on the release larrylynx

    I use a Valve Index and full size helicopter controls. I ‘wear’ one controller on my left hand for switch interaction and can still use my physical collective and cyclic. I’d love to take the lynx for a spin. I’ve been trying to do the startup in this helicopter but haven’t been able to manage it yet. The manipulators just don’t respond as expected and the alignment of the virtual hand in relation to the manipulator is off. With my hand positioned over one switch the one next to it will sometimes move. If I get the correct switch it’ll often return too its alternate position when I try to release it. Levers are an even bigger hassle. I’m not suggesting this is a problem particular to the lynx. I don’t want to go back to using a mouse as my SimPit is away from my computer desk. As good as the VR performance in Aerofly is the manipulator interaction could learn a lot from x-plane. How are other people interacting with this aircraft in VR?

    I'm using a Reverb and I'm having similar trouble. It's like being a ghost in the world, you can see the thing you want to touch but your virtual finger goes right through it. I'm guessing this is just how AFS2 does VR interaction, but it does make the process quite frustrating. I wonder if it's a WMR thing? How are the rift users doing with cockpit interaction?

    Managed to get her (quick)started and airborne, pootled around Monterey a bit then landed nicely. Biggest issue was getting a grip on the switches and levers in VR, that was a bit frustrating, but that's more to do with the sim than the Lynx I'd imagine.

    Anyway, it's a monumentally impressive achievement and a lovely machine, thank you so much for your effort Steve, you should be very proud of your baby.

    Don't forget how long it takes to figure out what an AFCS or a ASE might be, and where it is, and how the sim allows you to interact with it, if you aren't familiar with those things :)

    It's going to take us a while to catch up, but we are enthusiastic amateurs who appreciate what you have created and we can see it's worth the effort. Just forgive us the dumb questions that will be hitting this thread in the next few weeks.

    I've been waiting for years for a proper Lynx in any flight sim. I remember one for FSX years ago, but it was quite a simple version compared to this one, other than that I don't think it's ever been done properly.

    Thanks Nexus, I'm sure that will help, although I've never used voiceattack personally. The main thing that confuses me about your video is that it can be tricky to see just what's happening, as there is no visual indication as to which switch you are operating. If anyone out there has the inclination/capability to do a video startup tutorial that shows which button is which I'm sure that would benefit many people. It's not something covered in any youtube videos that I can find, unlike say an R22, so it's a tricky procedure to learn.

    I've been trying to run through the list in 2D, flicking backwards and forwards between the manual and AFS2, but some of the buttons are obscured and the mouse look spins round when you look at the overhead panel if you aren't careful, so I've been going dizzy this afternoon.

    It's bound to take time to learn but that's half the fun.

    Any tips on doing the startup procedure in VR? I'm thinking to print the manual out on paper then lift the headset and peep at each step. Seems a bit clumsy though but I can't really think of another way. Is there a more elegant solution anyone has thought of?

    I just bought this scenery on the strength of this thread, but there seems to be quite a few discrepancies with placement of cultivation/autogen.

    Just a few examples from my first few minutes flying around:

    The Grande Playa on Fuerteventura, one of the most open areas of golden sand dunes outside the Sahara, is covered with pine forest in the scenery.

    The Timanfaya national park in Lanzarote, which in real life is a massive desolate area covered in solid lava and looks like the surface of Mars, is in the scenery covered again in lush green forest, which extends inside the craters of many volcanoes.

    The south coast of the Lanzarote scenery has several unfeasibly enormous autogen factory type buildings that extend out into the sea.

    I must admit for a paid scenery I was a bit disappointed with the accuracy. I wonder are there any plans for updates to the cultivation at all?

    Don't forget that's using a sim that runs at 20fps in VR.

    edit: I've just done a quick back to back test between Rift S and Reverb in AFS2, flying the R22 from the downtown heliport up to midtown and landing on top of the Pan Am building (whatever it's called these days).

    The experience is very pleasant in both headsets, I couldn't get a framerate counter to show, but the game ran very smoothly in both headsets, completely equal there.

    For me, comfort is much better on the Reverb, may be the other way round for some.

    Image brightness and tonal range, pretty equal, with a slight advantage to Reverb, the image just looked a bit 'richer' tonally.

    Sound, very weak on the Rift S as we know, perfectly ok on the Reverb, but not as good as my proper headphones. Anything with an engine and you really need another audio solution with the Rift.

    Image clarity: clear and noticeable improvement in the centre area of the Reverb. An example, with the rift S I have to lean forward until my chin is over the cyclic to see what the labels on the instrument panel say, and even then it's only because I know what they say. The same clarity is visible from the pilot seat in the Reverb. Lean forward a little and you get a much crisper and more detailed view of text and labels. The distant scenery is much clearer and it is easier to pick out separate buildings up to several miles away, where distant edges in the rift are slightly fuzzy.

    Outside the sweet spot I'd say there is less in it, and the Rift has better control over chromatic aberration.

    Screen door is better in the Reverb, akin to looking at a 1080p 27" monitor about 2' away.

    Hope that gives a bit more detail for you guys, my personal preference is the Reverb, which I believe is worth the 50% hike in price (also don't forget the price of decent audio in the Rift). Luckily I haven't had any technical issues, my motherboard is a Gigabyte Z170 gaming board, so maybe it pumps out enough juice from the ports. The Rift S is an excellent headset though, and I can see it might have the edge with a very low fps game like XP11, but to me I'm getting a similar experience in both headsets with XP. Hard to imagine being disappointed with either one.

    I had a night on driving sims last night and I'm getting fonder of the Reverb each time I use it. Project CARS 2 with sharpening enabled is fantastic, ACC works well but is a bit fuzzy on track, Live For Speed is fantastic (and about 15 years old!), AC works well but a bit overexposed/washed out. No luck with revive and Dirt Rally unfortunately.

    I don't wear glasses so can't pass an opinion there sorry.