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Rosebud47

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Everything posted by Rosebud47

  1. The intention for this suggestion is, to gather some feedback for Magnitude, if a chargable upgrade ( all the missing phases in the update process ) for the MiG would be accepted by the community. The MiG21 plays a significant role in many DCS scenarios and is in constant use. Regarding its age and state-of-art, the need for an upgrade to be on par with all the upcoming new modules for which the MiG21 is a historical fit, is obvious. Now circumstances, like the development of the F4U Corsair and other projects of Magnitude, made the planned phase 2 and further on updates for the MiG21 postponed. I wouldn´t hesitate to pay a fee for an overhaul update for the MiG, in a price range ED of A-10 II Tank Killer and Black Shark II ( III ). Upgrading the technical outdated modules need to be a business case for the developer to keep the business alive. The expectations for an update may vary, but what the MiG would need is an overhaul of the Cockpit textures, VR pilot body, maybe advanced damage model, new Cockpit meshes ( also with VR in mind ), overhauled keybindings and whatever comes to ones mind to make the MiG21 to a brand new module upgrade with MiG21bis II. Maybe it´s unnecessary to come up with such suggestion as Magnitude is planning the updates anyway, but in my opinion, making it chargable is absolutely justified, when a developer puts more development time into renewing the module after all the years.
  2. @BIGNEWY thank you for taking care and reach out for SoW Admins! Let´s hope Phil will take this opportunity to get in contact with ED and you could find a solution together to bring SoW back to life.
  3. Now I feel the need to confess before posting again, that I am civilian, have nothing of military clothes or gears at home and few pounds overweight after the christmas days on top of regular overweight. Damn,... I even had rejected military service in my youth in my country to do social work for the red cross instead ( it was better paid ). Anyways ... As a regular DCS user, @Victory205 I´ve read your experiences of real life with growing interest, but let me get back for a moment with feed on the ground on where the discussion came from. It could be observed, that the growing demand for the pilot body is directly connected to the growing popularity of VR. I don´t think this demand is a demand for novelty and might wear off after a while. Speaking only for myself it´s quite the other way around: I´m only flying in VR and usually for the startup process of any module, I deactivate the pilot body to use switches with the mouse only needed for the startup ( and mostly difficult to reach in any VR cockpit ). After everything is set and I´m in the air, I turn on the VR pilot body if available, just because the longer and the more I fly, the more I miss the body in the cockpit. It´s a strange feeling VR creates at this point, which does not arise, when flying on the flatscreen. I´m no scientist, but VR tricks the brain a lot to have this intensity and sensation; it might trick the brain as much as after a while you are instinctively looking for an indication of physical selfawareness in the cockpit, maybe... who knows. Maybe that´s why VR Players, including myself, are demanding a VR pilot body, while I wouldn´t, when playing on the flatscreen - it just satisfies in VR and don´t cause weirdness and the feeling of a missing body after a while. About animations and how movements could be translated into VR is another question. So far nothing worked adequate for me, except I would stick sensors on every finger and limb, which accurately track every movement and a software inside DCS which translate it to the virtual body limbs. The reality is, that there is no full body tracking and if, I wouldn´t use it might be more uncomfortable than a real pilots gear. I don´t know, what Heatblur got in the oven about animated pilot body, but I´m sure it will not be, that the movements of the real body will be animated for the VR body. Maybe little animations, like switching the landing gear or rudimentary movements of the VR pilot body. Most important is, that there is a body, the more detailed and physically correct the better, I would say. One thing which is very cool, is that the head movement is fully translated - this could be done easily more accurately. Currently if you´re looking to the left or right to your wingman, the wingman actually sees your head looking at him, that´s very cool and would be even cooler in an A-6 Intruder Cockpit, in which the Head of the VR pilot would be fully animated and translates the movements exactly. Finally, the regular DCS VR Player does have a lot of equipment, like button boxes, HOTAS, Thrustmaster MFDs, etc. to control the cockpit functions and knows how to use them blindly, so a VR pilot body won´t hinder to control the functions in the cockpit.
  4. Please believe me saying, that I didn´t want to offend someone on a personal level. Meanhwile the topic of a pilot body araised very often, not only in the F-14 Tomcat threads, and there are always people against it, so I made some thoughts how come, as you could bind a key to disable the pilot body, if it makes the view uncomfortable. There are also keybinds to disable the stick or even the seat in the Mi-24 if it makes the view uncomfortable. Developing a pilot body for the early access release doesn´t steal time for developing the module, as in my opinion, it should be of the same priority in the development as other features. My point in it is not about time or pressure, but to have a pilot body, especially for VR, standardized in early access. That´s all. I do accept your opinion that it should not be a top priority in the development, but the argumentation doesn´t convince to change mine. Also you would smile, how much I am of your opinion regarding the postings in the forum of people ( others than in this particular thread ), which demand everything right now by arguing they are paying customers.
  5. Just to add some other thoughts to the pilot body topic, I would say, that the jets we got simulated without a human inside the cockpit is pretty unrealistic. The same counts for airfields and even the cities and bases within DCS World. Once the deckcrew was introduced for the Supercarrier, it added so much to the Supercarrier. So much realism, functionality and vividness to the module. This is something still missing in most parts of the simulation. There are people saying: "we don´t need or want that!", without offending or pointing the finger, I believe those ones are stuck in kind of 90´s flight-sim bubble, in which it was technically not as possible to implement, like it is nowadays. Today it is possible to add with astonishing accuracy the vividness and realism by the presence of humans in a military flight-sim and I´m trustfull that Heatblur will push the boundaries a little more by their creation of a pilot body with detail and animation. ED stated, that with the EA release of the Apache, the pilot body ( VR and non-VR ) will become a standard in the development of modules. It´s surely the decision of each developer, what to develop first, like first weapons deployment, then navigation, then EFM or in different order, but hopefully the pilot body won´t fall off of such development order for future releases and be included into EA-releases - it does add more than meets the eye.
  6. Take a look into the DCS Audio options and select from the pull-down-menu at ´headphones´ the same audio driver as for ´main Audio´. ( On my board the audio driver is named ´Realtec USB 2.0´. )
  7. @NineLine after taking a testflight with the Spit in the same scenario ( The Channel ) and same settings, the issue seems to have gone. I assume it got fixed with the recent Hotfix. But by surprise all keybindings in the Spitfire were set to default and the axis bind all over the place. Well, after rebinding, everything worked again as intended, so no big thing about that.
  8. Just stumbled over this Video of CES, in which this headset showed up. Doesn´t look like a bigger FOV than the regular, as it would need extended lenses to the outer left of left lense and outer right of right lense. But doesn´t look bad at all. I´ll wait for the new Valve VR headset (Deckard), before thinking of upgrading my G2.
  9. Just wanted to take a flight with the new sounds, but found myself on the runway and playing with the throttle all the time Thank you very much for this Nin! Of the modules I fly, it is hard to compete with the MiG now, soundwise - there´s no other engine, which sounds so much differentiated. Edit: Fingers crossed, that Magnitude 3 LLC include Nin´s sounds officialy into the Phase 3 Update for our beloved MiG21!
  10. Vielleicht ist eine Kickstarter-Kampagne ein interessanter Ansatz für eine Vorfinanzierung. Stückzahl x Preis = Finanzierungsziel ... und das Projekt, wenn es denn wirklich ernst gemeint ist, im englischsprachigem Forum vorstellen.
  11. Bei der Kalkulation im Vergleich darf man natürlich nicht vergessen, dass größere Firmen die Einzelteile in größeren Stückzahlen produzieren lassen, hierzu einen Lieferanten irgendwo in der Welt gefunden haben, der entsprechende Stückzahlen zum gewünschte Preis in der gewünschten Qualität produzieren kann - das ist dann inkl. Logistik kalkulatorisch jenseits von dem, was ihr besprecht. Ein Qualitätsvergleich wäre erst möglich, wenn denn vergleichbare Muster vorlägen. @yogi149 selbst gehöre ich zwar nicht zur Zielgruppe in der Preisklasse, denke aber, die Leute besser zu erreichen, wenn ein Prototyp vorgestellt würde. Mehr möchte ich zur Diskussion nicht beitragen.
  12. ... still hope, ED has done for BS3 some corrections to the cockpit geometry for VR, respectively depth perception in VR.
  13. Yes, looks like a bug has come up with last patch. Disabling the mirror should avoid this bug?
  14. Well, the little hint in the trailer is just a little more concrete than rumours.
  15. Has anyone seen the coordinates at the end of the trailer? They are pointing to Bagram Airbase close to Kabul ... Looks like the Afghanistan map will be the next one after Falklands.
  16. Don´t stress yourself while waiting for the patch! Relax and listen to music ...
  17. "Windows out of Focus" lässt sich leicht vermeiden, wenn man das DCS Fenster mit Alt + Return auf den ganzen Bildschirm legt. Wenn man zwischen DCS und SRS oder Discord Fenster mit Alt + Tab hin- und her wechselt, darf man dann halt nicht vergessen, das DCS Fenster wieder mit Alt + Return wieder auf den ganzen Bildschirm zu legen oder eben wieder mit Alt + Tab ins DCS Fenster springen, wenn es mal ´out of focus´ ist. Bei der anderen Sache mit dem VR Hochhaus gibt es irgendwo eine Haken in den Optionen, um den Start in der VR-Umgebung ( weiß nicht mehr wie sich das da nennt...Cliffhouse? WMR-Umgebung? ) zu deaktivieren. DCS starte ich genauso, aber dann kommt nur das WMR Fenster. SteamVR sehe ich gar nicht als Fenster, das läuft nur noch im Hintergrund... Edit: Wenn Du wieder nach einiger Zeit auf der Terrasse von dem Hochhaus bist, könnte es daran liegen, dass in den Optionen eingestellt ist, dass die VR Anwendung (DCS) wieder geschlossen wird, wenn da einige Zeit nichts passiert und Du wieder zurück in die WMR Umgebung kommst - auch das lässt sich in den Optionen deaktivieren. Ist jetzt nur ein Tipp, weiß ja nicht, was und wie bei dir alles eingestellt ist.
  18. You´re right @Whirley: It does not make sense apart from an entertaining factor, if Petrovich speaks english with a russian accent. In movies, I like the russian accent, when it is spoken, as it is a pretty cool accent, but the point is, that it is spoken, when the character is of russian origin, but in an english speaking country/ environment. That is not the case, when flying the Hind as a russian crew. Yeah, Petrovich should be without accent - that would be the better and more authentic presentation. But he should have an individual character anyway, like young or old, routinized or first time in action and so on to perceive him as person/ Co-pilot. In the options I have set the ATCs speaking in english, as I don´t understand any word in russian language.
  19. I got your point, but as long as Petrovich is speaking english, there will be an accent anyways. Surely, and this I guess is your point, it shouldn´t be overpronounced in a way, that Petrovich´s character would be reduced to his accent. Jester is recognized as an US citizen, by this, he doesn´t have an accent, when speaking american english. Petrovich for sure will be presented by speaking english, but he should be recognized of russian origin. In my opinion, best way would be to have a well english speaking russian voice actor or a very good voice actor, who could act like being of russian origin. If it just would be ignored and spoken by the same guy, who gave Jester his voice, the whole character thing would be lost and the voice reduced to AI algorythms. Same as Jester, Petrovich´s voice is quite important for the experience of flying the Hind as it will always accompany the pilot in solo flights. I like very much what Heatblur did with Jester, he often feels like a real person, when hearing his voice.
  20. The second one looks like the lost member of The Village People. Seriously, I would prefer a fresh voice actor for Petrovich rather than another cynical, routinized Jester clone.
  21. A character and accent like Chekov from Star Trek would be very fun to fly with. It would really add something special to the Hind and differentiate very much from Jester´s character.
  22. Finde das auch verwirrend, dass in SteamVR die volle Auflösung der Reverb irgendwo bei 50% liegt. Eigentlich wird doch die absolute Auflösung der Brille doch mit OpenVR ausgelesen. Und die Pixel-Werte unter der Skala stimmen doch auch. Vielleicht ist das wirklich beabsichtigte Suggestion von Valve... etwa wie der Verstärker von Spinal Tap nur umgekehrt :
  23. Für die meisten Menschen ist Multiplikation und Prozentrechnung Unterstufenniveau, für andere ist es eine Grenzerfahrung. Mein Punkt war nur, dass der Prozentwert in SteamVR mit der Reverb G2 einen falschen Eindruck suggeriert. Mahlzeit.
  24. Ich hab´s jetzt nicht in SteamVR überprüft, aber wenn man davon ausgeht, dass 100% = total 230400 pixel ( 1600 x 1440 der Valve Index ) sind, dann läge die prozentuale Abnahme zur nativen Auflösung der Reverb G2 mit total 4665600 pixel ( 2160 x 2160 ) ungefähr bei 50%. Das könnte hinkommen... Muss mal schauen bei der nächsten Session, ob die native Auflösung der G2 ( 2160 x 2160 ) bei ungefähr 50% in SteamVR Renderauflösung liegt. Ungefähr deshalb, weil in der Horizontalen immer ein paar Pixel mehr gerendert werden, um den Dehnungseffekt an den äußeren Linsenrändern zu kompensieren. Jaha, mit deiner RTX 3090 kannst Du natürlich nochmal eine Schippe mehr drauflegen zur 3080Ti . Habe meine settings jetzt aber nicht bis zum Letzten ausgereizt und optimiert, nur bis ich zufrieden ruckel- und ghostingfrei spielen kann.
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