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mhe

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Everything posted by mhe

  1. Die Export.Lua aus den gespeicherten Spielen in den eigenen Dateien ist die für 1.2.6 richtige. Zumindest bei der Standalone. Ich hab noch nicht den Fall gehabt die Steam Version zu testen und werde es auch nicht tun - nimm die Keys aus der Steam und mach eine Standalone Installation, dann kannst Du sämtliche Doku anwenden die es zu dem Thema gibt und es wird auch funktionieren. :) Da Steam die Integrität der Files prüft (um cheaten zu unterbinden etc) kann ich mir vorstellen daß es nicht sonderlich einfach ist da was zu modifizieren. Bei der Standalone hast Du das Problem nicht, oder zumindest bei den meisten mod-relevanten Files nicht. Von daher ist eine Standalone Installation definitiv leichter wenn man was modifizieren will weil eine unbekannte Variable wegfällt (Steam).
  2. Die 100% sind bei den Triebwerken nur die maximale Nenndrehzahl der Erstversion eines Triebwerks. Spätere Revisionen können dann auch mal über 100% liefern oder eben auch drunter (wenn sich zb die Schaufelgeometrie ändert). Wichtig ist einfach nur daß man die Werte seines Triebwerks kennt um Abweichungen vom Normalverhalten zu erkennen.
  3. 1.) Ich kann nur empfehlen Standalone DCS World zu installieren anstatt Steam. Du kannst die Keys die Du auf Steam hast auch für die Standalone Version verwenden. Steam könnte durch Integritätsprüfungen womöglich die Configs wieder zerstören oder sogar als Cheat werten was Deinen Steam Account in Schwierigkeiten bringen könnte 2.) Die Daten die Helios interpretiert werden von der Export.LUA geliefert. Das hast Du hinbekommen. Für die Anzeige von Displays wie dem MFCD etc. musst Du Dir Deine eigene Monitor LUA bauen und in den Optionen auswählen. 3.) Ich hab mir die Mühe gemacht ein deutschsprachiges Tutorial zu Helios zu erstellen, genaueres findest Du hier. Im Text steht zwar noch 1.2.4, aber es funktioniert mit 1.2.6 genauso. Bitte beachten daß seit einem der Patches für 1.2.6 das bedienen der Funkgeräte mit Helios nur eingeschränkt funktioniert, Gadroc (der Autor von Helios) ist informiert und wird das demnächst beheben.
  4. Ok, so I did play around with VorpX quite a bit. It is not really ready yet and won't be ready for DCS for quite some time - it does not support 64bit game binaries as of yet! So the driver simply won't work with DCS unless Ralf comes up with 64bit support. Also no luck with getting the Star Citizen hangar to work with it (for the same reason, it is 64bit only). It works nice with FSX, but getting headtracking to work is quite a pain, I resorted to FaceTrackNoIR to read the Rift's tracker data and feed it to FSX. But the 3D really works well in FSX DX9, the sense of flying definitely is there!
  5. Really nice ones, will get them myself once there is a model with USAF style footrests available. The mechanics look really really nice!
  6. Already got VorpX as well, will try to get it running with DCS today or tomorrow evening and report back with my findings.
  7. I use such a setup and I have made very good experiences by putting the TrackClip upwards. So not to the side of the head, but move it so the complete contraption hovers above your left ear. That should be enough to offset it higher and keep it in the camera's field of view at a reasonable angle at all times.
  8. Wags, this is great news! Don't be surprised by the low resolution, it will get fixed for the consumer version, but prepare to have your mind blown! This thing is awesome. The HD version they demo at conventions now is much better in terms of screendoor effect and panel latency, I expect the consumer version to improve further, so it will be very viable hardware to have in flight sims.
  9. Thanks Gadroc, much appreciated!
  10. Thanks! Yes, I built that myself from wood and some metal parts. You can find a thread about it here: http://obutto.com/index.php/forums/topic/platform-for-obutto-r3volution/ There you also find the links to the build gallery and the Sketchup drawings for the platform. Scroll down in that thread, the link to the CAD file in the first post is broken, I posted the fixed link further down the thread. If you have any questions, ask away! :)
  11. Same here, also there is already a thread on this issue in the forums on Gadroc's homepage and he is not responding there either yet.
  12. Is the keyboard thing STILL not done yet? Jeez... Does anybody force users to use anything beyond a joystick in DCS? People just want to have the option to use it because it really adds to the game. And of course it also has some downsides, but please name me one input or output device that has only positive sides... I'd even pay for Rift support in DCS and something tells me I'm not alone with that. ED are already delivering a ridiculously detailed product for the price, I don't expect any freebies from them, in fact I'd love it if they would up their prices a bit so they can work with a bit more resources so getting things done gets easier for them. If adding a feature is a big project in itself, nobody expects them to do it for free. If somebody doesn't need it, so be it. But the people who want it should have the option to get it. And if it was a paid addon, no resources would have to be directed away from ongoing efforts like EDGE or the F-18, you just get additional guys to do it. Everybody wins. Except the folks who still think a keyboard is unusable with a Rift and therefore the Rift is not to be supported. They don't win, they just don't lose anything, hence shouldn't have a say in the matter. Sorry to be so blunt, but I had to.
  13. You can use the Rift's tracker data with FaceTrackNoIR and it will enable you to feed it into DCSW via its TrackIR API. As for the visuals, you can try Vireo, VorpX (when it comes out) or get in touch with Brad Hawthorne of NTHUSIM to perhaps get a Beta version of NTHUSIM HMD.
  14. Well, the resolution will be at least 1080p, but I would be really surprised if they don't increase it before the launch. I talked to Palmer Luckey personally at Gamescom (our booth was next to Oculus) and he said they are trying to get the best and highest-res panel they can get their hands on. The reasoning for not doing different models with different resolutions is that they need to focus on a single model of panel so they can really harness the economy of scale better.
  15. "Sufficient" is not really an argument. Some people might argue that flying with a 2-button stick is really sufficient and that the plug-n-play support for the Warthog stick is just a gimmick. All the buttons are on the keyboard, aren't they? Flying with the Rift or similar devices is the future, it is really a world of a difference. Of course the tech is not where it should be right now, but given the fact that EDGE is currently in the making, adding the warping support would be very nice to have and they would have all the homework done before the Rift's official consumer release which would give them a nice boost in sales once the Rifts hit the market. It is easier to do when doing a new IG than patching it while it is already in production I think. Also they would only need to do the stereoscopy and the warping, the headtracking stuff is already there, you only would need to read the data from a different source. It is even possible to feed the Rift's tracker data via the TrackIR API (even though NaturalPoint try to block that by encrypting their API, which is something of a dick move to begin with). I have both a large screen with TrackIR and a Rift - flying with the Rift feels much more like the real thing. At the moment you will perform better in combat with the TrackIR setup etc, but in terms of immersiveness the Rift beats anything else hands down. Air races with the Mustang for example are a possible application where it would really really shine.
  16. First of all, the human's eye resolution can be measured in pixel per angle so to speak, so all those resolution and DPI figures must take into account the viewing distance, otherwise it is of no use. Also, NHK is not some firm, but the japanese national TV station. They will start broadcasting in 8K resolution in 2016 if my memory serves me right. 3D is never useless, you cannot achieve depth perception without stereoscopy if an image is displayed on a flat surface. Of course more detail will look more real, but depth perception in terms of displays relies on eye convergency, so you need to show different pictures to each eye so the convergency is different for different objects on screen, creating the illusion of depth. So PeterP got it right - saying real depth perception with just a screen is like saying that a one-eyed person can perceive depth. It is simply not possible due to how the brain processes depth. But I'm really looking forward to an affordable TV with either DisplayPort or HDMI 2.0 inputs, so I can fly in 4k at theoretical 60Hz/FPS (if my system is up to it, which of course it won't be at the moment).
  17. So I tried the HD prototype last week. It is a great improvement, but still not there yet. There still needs to be more resolution, but it was nice to see that the screendoor effect has been reduced greatly, almost to the extent of it being completely gone. I played Hawken for a few minutes, it was really nice but the motion blur still was there - I just don't know whether this was due to the panel or some motion blur effect in-game.
  18. You don't have lateral tracking in the Rift, only rotational. So TrackIR will give you all tracking possibilities. You could take the rotational sensor readings and inject them into DCS with FaceTrackNoIR, but it is easier to do with TrackIR. You need lateral tracking in order to zoom in into instruments with your head, the current Rift dev kit is pretty low resolution, making instrument readability somewhat of an issue.
  19. So is the third-party model of DCS reserved for aircraft? If not, someone could come up with a module for supporting the Rift that way. If ED don't want to do it themselves, at least let somebody to it. It would be nice to have some official word before starting to try. Air-racing in the Mustang with a Rift is too nice, combat will need a much higher resolution. What I wouldn't give to have 4k DCS on a Rift... In other news: check out the Emotic Insight on Kickstarter, it is an evolution from their Epoc controller. It is basically mind-reading to keyboard commands, you can also control a pointer with it, perhaps that is a better option for pit-clicking than the less-than-perfect Leap. I really need to get me that thing to experiment. Also, Leap Motion has messed up my order. Customer support is pretty awful, their social media pages are full of complaints.
  20. Brad tells it like it is. It's not only about resolution, but how many frames you can transmit in that resolution per second. So HDMI is simply not viable for gaming in 4K, especially not for latency-sensitive VR applications. DisplayPort is the way to go, but the market is very HDMI and DVI-centered at the moment. Dual-Link DVI would be acceptable as it could bring at least 1600p at 60Hz.
  21. Yes, but these EVF things are tiny LCOS screens, they are actually too small to use in a Rift. Ideal would be something in the 5-7" ballpark. But yes, the pixel density of such screens would mean they go up to 4k or even 8k resolutions if simply built with more pixel surface area. But then you'd have to wait for a few years until you get the PC that renders games at 60fps in these resolutions. :)
  22. That's what I hope too, but I'm afraid they might go for HDMI compatibility. HDMI can only transmit up to 1080p/60Hz, for anything above that (or even 120Hz support at 1080p) you need Dual-Link DVI or DisplayPort. But a 1600p Rift would be sexy as hell nontheless...
  23. Thanks, haven't looked on Twitter for that one. Good to know that he doesn't leave id, that might have been the end of Doom 4.
  24. I was kinda surprised to see John joining them so soon, but he has been suspiciously silent over the past few months, so I suspected something like this would happen. I haven't seen definitive word yet if he really left id software for Oculus or if he simply took the position as a secondary job...
  25. I'll be at GamesCom and test the HD prototype and will keep you posted. Will be very interesting to see what Oculus shows us next...
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