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PhoenixBvo

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Everything posted by PhoenixBvo

  1. Don't you think BS is going to be a bit more complex in terms of the amount of functions compared to ArmA? Putting everything in a list to be selected using the mousewheel is going to be a pain, I'm afraid. You would do more scrolling than flying:(... There is always the option to program your HOTAS, but having a clickable cockpit is something few people here are willing to throw away, I think. It gives the sim such a lot of realism. Plus options like using a touchscreen: see Urze's excellent LLTM video http://www.veoh.com/videos/v6437645aBNbAA7S
  2. Thanks for the support, Legolasindar. Some potential problems have been posted with regard to the mouse pointer being able to move behind a part of the cockpit in some cases. But it doesn't have to be that complex. You can still keep the pointer on top all the time. Think of it like projecting the pointer onto a sphere centered on the viewport (pilot's head) and having it's angles fixed relative to the cockpit. You can move the mouse on the sphere surface and whatever is underneath will be clicked. No 3D problems. Of course this means translation of the viewport would still cause pointer movement relative to the cockpit, but those effects should be much less than the head rotation. Also, if a switch is behind a part of the cockpit, you could click it by moving your head slightly, without switching the cursor back to the screen. @Urze: Although a nice innovative idea, eye tracking is IMO not a very practical solution (understatement) for a number of reasons: This wouldn't solve the problem of movement noise with respect to the instrument panel. That's the problem for which I came up with the idea of switching the reference frame. You will often need to point to a switch or knob for several seconds in the case of a multi-position switch or turning knob. I don't see how you would achieve that when you get movement noise from both the trackir and the eye tracker. The effects would add up to make things only worse. Even if you would temporarily switch off the trackir, the lack of accuracy from the eye tracker in your youtube link would still be far too large to flip small switches efficiently. And then finally your solution adds even more hardware to the setup, meaning extra costs and computing time. But if you can make it work, there is no problem in using it in conjunction with the mouse pointer reference frame switching. You could simply assign the mouse axes to the eye tracker and then use it like that. There would be the advantage of not having to lift your hands of the HOTAS. Then again, a real pilot would also have to use his hands to flip the switches, so that shouldn't be too much of a problem for flight control.
  3. Thanks for the explanation, that seems to be the way it works. :thumbup: Each aircraft only spawns after the last one took off, so why would a whole airfield have only one slot available for spawning aircraft? That seems a bit conservative...:huh: Maybe the fact that each flight consists of only one plane is the problem: The sim takes four slots per flight into account, regardless if there are less actual aircraft in that flight. Oh well, I suppose Black Shark will feature a more flexible mission editor. I just hope my computer will run it...
  4. Thanks GTengineer, but I did just that. Sorry, I wasn't very specific. I changed all clients to skill level high and the player remaining player. They just don't appear in the mission. About grouping: maybe it works, but that would change the mission more than I'd like to. I'll give it try anyway. Maybe someone could try converting this mission to see whether the same thing happens?
  5. Hey guys, I have a question/problem, about which I couldn't find an exiting discussion. (Sorry if there is...) When you fly a multiplayer mission alone, to practice for example, you'll only have the player aircraft, all client aircraft will not load. This may make it rather hard to carry out a mission. So, take for example the coop_joint_strike mission. I opened it up in the editor to convert all client aircraft to AI and leave the player as is. But the result is that when I start the mission, there is still only the AI from the original mp mission (2 migs) and one frogfoot, which is AI as well! No flyable aircraft anymore :(. What am I forgetting? (All original client aircraft start in the parking area of the same airfield.) As a variant, if you want to fly the mission with two players, how to convert the other clients to AI? Working the same as above, the AI don't load either. As a note: there seems to be a bug when you select runway start in multiplayer, the mission still starts in the parking area. Thanks for looking into this.
  6. This was posted originally in the producer's notes discussion, but I got some positive reactions and further suggestions, so it might deserve a seperate thread. Please share your views on this, it would be great to have it in the sim. ------------------------------------------------------------------------
  7. Great video indeed, I'm looking forward to see the hires version. Wags, are you using a TrackIR 4 pro? My experience with the 3 pro is that I have trouble keeping my head perfectly still especially when looking down. Maybe the TrackIR 4 is better for that, but anyway I posted an idea to make flipping switches easier: http://forums.eagle.ru/showpost.php?p=497739&postcount=422 Do you think it's still possible at this stage of development to put that option in the code? It shouldn't take much more than a reference frame rotation...:smartass: Can't wait to take this Sim for a spin :pilotfly:
  8. About the clickable cockpit, after watching the start-up developers note video, I got the idea that the mouse cursor position is determined in the screen coordinate axes, i.e. it moves with your head relative to the cockpit. My request is to have an option available to make the mouse cursor direction move relative to the cockpit axes. The effect should be that the mouse stays fixed on a cockpit location while you move your head. For example, press the right mouse button to temporarily switch the coordinate system. This will make it much easier to flip a switch as you can control your cursor with only the mouse instead of both the mouse and the trackIR. Otherwise moving your head will make it much harder to keep the mouse on a certain location in the cockpit. Of course, when the next switch, lever or knob is outside your view, you would release the right mouse button, look at the desired object (while the cursor moves with your view) and then press the right mouse button again to steer your cursor to the exact location. I hope this explanation is clear. I think it would greatly improve the interface as you depend quite heavily on the mouse cursor with so many switches, levers and knobs to be controlled.
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