

J-1775
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Everything posted by J-1775
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As I understand for 6 DoF you'll need the optional "CaptoSensor" for $190 (regular price) ─ and probably one for each glove. However, the CaptoSensors are currently out of stock and so are the gloves in "medium" size.:( I don't know, but for me this seems to be the only reasonable way of implementing virtual gloves...
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Indeed :thumbup:! This is VERY interesting. They seem to be en par or even ahead of Aerofly's FS2. Seems about time to order Captogloves. If just anyone could give us some kind of a hands on review...:helpsmilie:
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Thanks for telling us, Jim_L. Looks like just another one of our early adopter experiences...:cry: BTW, today I just received a mail from Sensoryx: As you may be able to see from the pictures the first 150 systems would be ready to ship, if it wasn't for one small non-core component that we have to reorder. But I had not expected my gloves anytime this year anyway, thus it makes no difference to me...
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Your right, very confusing, indeed!:helpsmilie: Also, this discussion about Touch with a capital T or not should not be necessary, someone should be able to give us competent answers. But I sure like to hear about their dedicated support for VR. At least one of their devs must have a Vive or Rift...:smartass:
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I keep wondering about the simplicity of the hardware design, it's so simple and sturdy.:thumbup: Software design is never so. All the more I was astonished when, yesterday, I tried the freshly published Robinson R22 in Aerofly's FS2 (btw, a FREE addition to all owners of FS2!): The Jetseat gave me vibrations from the very first second! I have no real life experience with the R22 (or any helicopter), and don't know, how truthful or not the Jetseat reflects the real vibes, but frankly, I don't care so much, it FELT incredibly good and turning it off made a HUGE difference to the VR immersion.
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hakjar ist right, Flying Circus is kind of an extension to IL-2, bringing (finally!) WWI scenery, aircraft and campaigns to it. They are migrating the RoF aircraft to IL-2, with improved FM and graphics. Right this very weekend they published aircraft 3 and 4 (Sopwith Camel & Pfalz). I do not completely agree that IL-2 has the 'best' VR implementation. Aerofly's FS2 was built for VR and is absolutely excellent in that respect. And WT is also very good and, for me, gives the best VR framerates of all flightsims I know. With settings around 'very good' and even some oversampling I get an almost steady 90fps in the Vive Pro. On top of that the JetSeat is supported! Though the merits for this go rather to Andre :thumbup: and not Gaijin...
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Jim_L, looking much forward to your results. :thumbup: Will you try the gloves also in other flightsims that have clickable cockpits? I especially think of Aerofly FS2 and their VR Hands feature...
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Do the same job? Well, a virtual joystick may do the job, but certainly not do the same job. I see several notable differences. First of all the haptics and increasing resistance of the the stick. Then the precision. I do not think that any glove or any other VR input device can return the same amount (hundreds!) of small steps that a joystick does. Finally the button/triggers of a joystick. Now think of a two step trigger (like TM HOTAS). Or think of the POVs. I never say never, but it will take quite some more time until you can mimic that with the same precision with just your hand in front of you. However I can see a very interesting ─ though VERY MUCH "niche" ─ application for VR gloves. You can use ANY warbird cockpit for flight simulation. You buckle up in the cockpit, then calibrate the sim's stick and throttle with your hands on the original controllers, put on your VR goggles and off you go. Without the need of a physical cockpit-to-computer interface...
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"Patience" seems to be the quality that we early adopters and "backers" need more than any other people in the world. We're lost in a web of "fake" promises...:(
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I don't know if it's a known issue: if you open the Spit's canopy only the metal frame moves, the plexi (including dirt, scratches, flares and glares) remains in its place. Maybe "2D pilots" do not notice it easily, but in VR it's very obvious. And I like to fly with open canopy ─ brings me closer to the sound of the Merlin...
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[Official] SimShaker for Aviators
J-1775 replied to f4l0's topic in PC Hardware and Related Software
Congrats and Best Wishes! Mmhh, it may not be the best timing for this little joke, but I REALLY like it... :angel: Well, though my wish for YAK-52 JetSeat support is big and urgent, I DO understand the situation and I commit myself to wait any time necessary in silence...:thumbup: -
Mmhh, never thought of that. I often sit nonstop on the JS SE for an hour or even more. A single WT SB sortie may take 60 min... Maybe I'm a lucky guy, like with the VR goggles. Do you feel the pain in the back or bottom? Does the SE lay on a hard seat? Both seats I use, the Geko and the Spitsim are rather soft, the Spitsim even softer. Thus with my weight I probably push the vib motors into the seat underneath. Have you tried to lay another thin cushion upon or (maybe better) underneath the SE? If that helps you can open the SE by its zipper and put some isolation right in the cushion...
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The G force tickling saved me quite a few (ripped off) wings, but the undercarriage is also one of my favourite effects/events.:thumbup:
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Wyvrex, youre absolutely right in what you assume: The Geko and the JetSeat are a perfect match, the best of both worlds. The JetSeat SE does in no way soften nor deaden the Geko's movements (and if so, you could always increase the overal strength of forces). But before you invest consider this: Especially the Geko Seat is rooted in Racing sims. While the JetSeat with Andre's Simshaker modules now gives excellent support for at least a small number of flight sims (DCS, Aerofly FS2, War Thunder and some I don't use), the Geko natively supports DCS and FS2, but the default profiles were, at least to me, not very satisfying. I tweaked them for several hours (you can tweak them extensively!), but still wasn't satsified. Then I dropped DCS altogether because my rig (an Alienware with i7-6850K and GTX-1080ti) couldn't ever deliver framerates decent enough for VR. (It's not the GPU, core 0 of the CPU is at 100% while the other 11 cores idle, we're talking about known stuff...) Anyway, with DCS gone there's only a single flight simulation left on my favourites' list that supports both, the Geko and the JetSeat: Aerofly FS2. If only I was so much into Racing sims as I am into Flight sims! Both the Geko and JetSeat support about every racing game you can mention. And from my limited hours I spent there I can say that both do a very good job there! I also remember some very exciting and immersive rollercoaster rides in the Geko. But, alas, I like the rumble of a Merlin or WASP and the cockpit feel of a Spitfire and acquired the Geko for that. But if I ever can make DCS run in my Vive PRO, I might go back and tweak the Geko's profile some more hours and I'm quite sure I'd get an excellent immersion... Meanwhile I fly WT (90 fps with mostly high settings) and enjoy Andre's JetSeat SE. And plan a tweak for the SE, but more to come...
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You mean like this? :music_whistling:
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I actually had expected a functional glove solution not before end of this year and was quite surprised to hear that captoglove is already selling their gloves. The answer :doh:is they're coming on the market not with the usual beta version, but rather something "pre beta". So back to field one: patience... The Good News is that we have now at least two companies in the flight sim market (ED and Aerofly) that are eager to see the necessary hardware ─ and several players developing the latter.
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Blacley Cole, I'm completely eager to read your review! If I had spotted the KS campaign in time I had probably backed it for one or two gloves. But now I might as well wait another one or two weeks. I'm realy curious how easy and practical it will be to touch buttons and flip switches and maybe even open the canopy, either by the crank (P-51) or by sliding it back (Spitfire). Since we all want to keep to the HOTAS (certainly because of the feedback and maybe because of the precision, too) it will be difficult to reach for some buttons or switches that are virtually "behind" them. Maybe recentering (or rather "off-centering") the view temporarily will help with this? I hope with you that you'll get the Captoglove(s) rather sooner than later this week!!:thumbup:
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How much better is Rift than Vive for DCS World?
J-1775 replied to captainkoloth's topic in Virtual Reality
I may be kind of an exception. Not because I owned both sets from day one (the Vive arrived several weeks earlier), but because ─ in contrast to most of the reviews I read ─ I clearly and definitely prefer the Oculus over the Vive. And MANY times! For my eyes they are worlds apart. The Rift feels so much more ergonomic. It has not only better overall sharpness, the center of sharpness is much bigger. The edges in the Vive are all blury, no matter how I adjust it. At first and compared to the DK2 the Vive seemed quite okay and a progress, but the moment I received the CV1 and tried it out, there was no way back to the Vive. Actually, since one of the Rift's earphones is broken I have to send it in for an exchange. 8-10 days without the Rift! Everyone said you've also got a Vive, it can't be that bad. Thus over the weekend I exchanged them for a trial. But the difference was even bigger than I had remembered and I don't know, how I'm gonna survive those 10 days! Sure, the Valve trackers are an ingenious thing, they gave me some incredible room scale experience! You set them up once and then you forget about them. But roomscale is the last thing you need for a flightsim. Obviously, personal experience with Vive and Rift vary VERY much. So you may as well forget about all I said... -
Help needed: Where do I set a model's attitude?
J-1775 replied to J-1775's topic in How To Mod for DCS World
Thank you, Hawkey60! It's the "rotate" argument. With a positive 7.0 the B-17 sits quite well. Must fine tune the files tomorrow... -
Inspired by Firaga's "F-18 Hangar Scene for VR headset users" and with his kind help I tried to create a "WWII" hangar opening scene that'd suit the Normandy theme better than one with a jet. I made one with a B-17 and another one with a Spitfire and a P-51D. Apart from the fact that the hangar shell and the floor could be exchanged for a Normandy type, they look quite good ─ except for the fact that the planes do not have a proper three points attitude: their fuselages are horizontal. I assume a model's attitude is not a property of itself, but an argument when importing it to a .lua? This line currently reads: scene.m = sceneAPI:addModel("b-17g", 0.1, 2.73, 5); ..... [arguments] Now, after a good laugh about such a naïve question, can someone give me a hint where I can find the answer (I know it's somewhere in a guide or manual!)? Thanks a lot! :notworthy:
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There were 428 people who supported the 2013 Kickstarter Campaign in one the "ALPHA tier 1-4" slots ─ contributing a total of $ 25,560. They opted for those pledges because they were promised "plus ALPHA ACCESS" (capital letters as in the pledge description). Four years later we have got (some of) our aircraft (worth more than our pledge), but not a single day of alpha access. The 30 days of Alpha Normandy Map is the last chance to honor that part of the Kickstarter promise ─ but we're turned down by the $ 140 pledge line. Matt's succinct answer is "this was set years ago. https://forums.eagle.ru/showthread.php?t=126712" Maybe anyone else of the 427 fellow alpha tier backers is feeling "dumped down"?
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I'm sure we will get that sooner or later. After all, the position and attitude of the pilot's head does in principal not differ from the position of ailerons, rudder, flaps or gear and the bandwith necessary will be marginal.
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There's more benefit from head tracking information. Imagine, in MP mode you could see where your wingman (or enemy) is looking at. «Hey Red Two, watch out for bogeys and don't stare at that picture of your girlfriend!» ;)
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You're right, the Z-axis should indeed be reversed! We need to open a ticket!!!:smilewink: BTW, reminds me of one of my favorite child books (by Michael Ende) that featured a "fake giant". He looked very big from far away and got smaller and smaller the more you approached him. His appropriate job was ─ serving as a lighthouse.
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Got it! It's the attention to detail that often makes the difference between "good" and "excellent" work. Even when the Z-axis is, indeed, the wrong way round.:smilewink: So why not give an early close look at hand tracking ─ that would be really neat. And, btw, even of much more practical value than a moving head in the mirror (which is just VERY COOL!).