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Everything posted by Goblin
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Another data point for those thinking about VR
Goblin replied to hansangb's topic in Virtual Reality
Before I got my Rift, I had a 34" Curved 21:9 3440x1440 screen. I thought it was awesome! Such an incredible improvement over my old 27" 1920x1080 screen. Then I got the Rift. I then realized that I didn’t know the meaning of 'awesome' before I got the Rift. 2D screens are better than VR in several ways, but the total experience is a lot better in VR. That’s at least how I feel... -
The idea behind foveated rendering is to only render in full resolution where you are looking and thus reduce the size of the picture that needs to be rendered in full resolution. The idea is that this would require less hardware resources. If they pull it off, that is.
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split throttle axises causes micro yaw left
Goblin replied to proletariat23's topic in PC Hardware and Related Software
Can’t say I have noticed this... Any particular module, or does it happen in all modules? The controllers axis output are synched when testing them in a calibration software? -
In the real aircraft you have to push the toebrakes and hold them, while engaging the park brake lever. Can’t remember if it works like this in the sim, or if it is modelled. I haven’t flown DCS in a couple of months, so my memory fails me...
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I just found this. The Maslow open source home workshop CNC router, with the ability to cut large objects from plywood or MDF... http://www.maslowcnc.com/ I’m really tempted to get one for my next project.
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And Viggen! :)
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How do the Slaw Device pedals compare to Baur pedals?
Goblin replied to Ranma13's topic in PC Hardware and Related Software
I have both the Slaw Vipers and the BRD F2 pedals. They are both excellent designs. I like the damper implementation of the BRD better, and the design is more compact. The Vipers have better toe brakes, with cam spring resistance. Both pedals need to be fixed to the floor, in some way, or they will move. The Vipers look better, but the BRD pedals have a more military look. It totally depends on your personal taste. -
Sounds normal to me. I have ordered a few things from russia, and the postal service isn't the fastest in the world, plus it's a pretty big country.
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True. Like I said, I built it before I got hooked on VR flying. It had to support a 34" curved, ultrawide screen. Here's a early timelapse of the build. As you can see, I have made several design changes. One thing I would like to have is easier and faster setup. So, I will probably make a new one, stealing some ideas in this thread ;) That's a 23" screen in the vid. Here's a pic with the 34"
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Ok, great! I didn't know. But I have only worked with the Teensy boards. :)
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Neurowork, could you tell us a bit more about how you have connected the encoder. Since you're using diodes I guess you're using a matrix. Encoders have their diodes connected to the columns in the matrix, not the rows, like regular switches do.
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Thanks! Quite happy with it. It folds up into a bench, when we need to use the room for overnight guests :) https://forums.eagle.ru/showpost.php?p=3203004&postcount=30
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I have a small USB fan with a LED clock. It's about 1m from my face, but it circulates air well enough to keep the temp in the Oculus from being uncomfortable. Should note that I live north of the polar circle, so I rarely need to deal with excessive temperatures to begin with ;) The pic showing the front clock face of the fan is pre VR, when I used a 34" 21:9 Samsung screen. The other pic with the red arrow, pointing at the fan is my current setup.
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A cross between DCS, ARMA3 and GTA5! ;)
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Oculus showcases "Advanced Hand Tracking" gloves
Goblin replied to BIGNEWY's topic in Virtual Reality
That's not what I'm saying. If there is a physical obstruction where you need to put your hand in order to manipulate something in VR, you're not going going to be able to. In order for hand/glove tracking to work, you need as much physical space as there is virtual space. It's the same for room scale. If there's a physical wall, in your room, between you and where you want to be in VR, you're going to hit it trying to go there in VR :) -
I think, that if you take a step back and re-read my posts, you will see that I'm agreeing with you. Your references to chocks and wing folds led me to believe that you wanted a player controlled feature, which I explained it wasn't. I understand that's not what you meant. I have been for a while ;) And, as I have written numerous times now, I agree that you should be able to see Viggens with folded fins, just like you would see elevators on aircraft carriers, and be able too see into the hangar deck, should you be hovering about. The more I think of it, so do I! Could be that feature would be hard to sell, but what do I know about marketing ;)
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Your first post ;) That, and when you countered with wheel chocks, led me to believe that you thought the fin could be folded from the cockpit, or that this was something the pilot ordered the ground crew to do. Both chocks and wingfolds are. Viggen fin fold is not. What do you want to do with the fin fold feature then? Do you want a key command that raises and lowers the fin? A comm command that instructs the ground crew to do it? Both would be unrealistic. Maybe if they add player controlled ground crews in Combined Arms. Hey! That's an idea! ;) You keep bringing elevators and hangars into the discussion. This is something you would see on a carrier. That's what they bring to the sim. I doubt the player will have control of the elevator. So following this train of thought, it makes sense to see a parked Viggen with its fin folded. That's all I'm saying.
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That, and folding wings of carrier aircraft, which are also pilot controlled, as they taxi with the wings folded, and then unfold on the cat. Well, having a super detailed and animated fin fold on the player aircraft wouldn't bring anything to the sim. Watching ground crew opening the hatches, removing the bolt and start hand cranking the hydraulic pump and then mount a support strut... :) Having static aircraft being parked with the fin folded is another matter. That's how Viggens could look at an airbase, although it wasn't a common sight. On major airbases, the hangars were big enough to keep the fin up. On war bases the ground crew fetched the aircraft at the cave hangar, pulled them out and towed them to a place where they would perform the turn-around duties, arm the aircraft and otherwise prepare it for the mission on order. From a developer standpoint, I would imagine that making a lower detailed static 3D model is a lot less demanding than adding it to the full detail player aircraft. So, yeah, I think Heatblur should att static aircraft with folded fins. But having them spend time making this for the player aircraft would be a waste of resources, really. But considering their attention to detail, it wouldn't come as a surprise if they implemented it..! :) Heatblur is making carrier deck crew for their F-14 module. Will be really interesting to see how this will look and function! :)
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Well, to be honest; you're the one comparing it to wheel chocks :) That's what triggered my response that the fin fold can't be compared to other pilot commanded features. But I'm all for any feature that increase the immersion and realism. I'd like to see ground crew scurrying about, starting up aircraft, loading weapons, towing aircraft, etc. Not sure I would like to pay the FPS penalty though ;)
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Oups! Maybe I shouldn't have folded all those AJ 37 fins, back when I was a Viggen mechanic..! ;) All Viggen versions could fold the fin. :)
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Oculus showcases "Advanced Hand Tracking" gloves
Goblin replied to BIGNEWY's topic in Virtual Reality
Did you try it with the new Orion software? I hear that it made tracking a lot more precise. I think it's quite impressive what they have accomplished by tracking just your bare hands. Absolutely! But the physical HOTAS can also be a problem, unless it is physically placed where it is in the virtual world. Imagine you're sitting in front of your desk, like many flightsimmers do. You reach out for the gear handle in front of you, to the left, and your hand stops when it reaches the desk... It's the same with any physical hardware in your immediate vicinity. Especially the throttle has to be placed out of the way of any switches you may need to reach in the virtual cockpit. It could become a problem for many users who don't have the physical space available. OTOH it will probably be awesome for users who do have unobstructed space around them. It will be fun to follow this development... -
Oculus showcases "Advanced Hand Tracking" gloves
Goblin replied to BIGNEWY's topic in Virtual Reality
You didn't get my point. If the word 'showcases' is, in your opinion, wrong, it's the article that is to blame, not this thread :) But, 'showcase' can also mean 'visualize' or 'display' which is precisely what the video does. It doesn't have to mean that it's about to go on sale. I just wanted to tell you that nobody is misleading anyone. :) -
Oculus showcases "Advanced Hand Tracking" gloves
Goblin replied to BIGNEWY's topic in Virtual Reality
Follow the link in the first post. The thread title copies the title of the article in the link. Also, the video can be found in this Oculus blog: https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/ -
Oculus showcases "Advanced Hand Tracking" gloves
Goblin replied to BIGNEWY's topic in Virtual Reality
Very nice! There is one problem regarding hand tracking that I just don't see a solution to... Physical hardware. We all like to use our HOTAS and some even have built cockpits to sit in. If there is physical hardware where there are no virtual hardware, you may encounter a problem. You won't be able to reach the virtual switch or controller, because there is something obstructing your movement in the physical world. I have encountered this already, using Oculus touch controllers in Ultrawings. A fun VR flightgame, BTW. If your chair is wider than the virtual cockpit seat, you will struggle with reaching the virtual throttle, because you chair seat will be where your hand needs to be in order to manipulate the virtual throttle... -
Sure. I was just pointing out the difference between what's a pilot controlled action and what's not. And as I wrote; seeing Viggens being towed or parked with the fins folded would be nice. Because that's actually something you might see on or about an airfield. Just like you would see the elevators operate, and maybe get a peek inside the hangar, of an aircraft carrier. But having some sort of player control of the fin fold, or carrier elevator, would be unnecessary and unrealistic.