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  #61  
Old 03-11-2012, 03:42 PM
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Aviar Aviar is offline
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Quote:
Originally Posted by Ace1staller View Post
Also please fix the landing gear on the F4F-3 Wildcat. It refuses to open when I was pressing the button that lowers the gears.
Who wants to tell him? I don't have the heart.

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  #62  
Old 03-11-2012, 03:50 PM
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CWMV CWMV is offline
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Lol! I suppose I will!

Ace1staller, the -3 has manual landing gear like the I16. You need to assign a key to manually extend and retract landing gear.
Then when said keys are assigned, you have to key it repeatedly to gt the gear to drop/retract.
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  #63  
Old 03-11-2012, 07:57 PM
Luno13 Luno13 is offline
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You can also use manual extension/retraction in all other aircraft if the hydraulics are damaged and the gear won't come down.
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  #64  
Old 03-22-2012, 06:28 AM
MOH_Hirth MOH_Hirth is offline
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Lets 5DOF like a optional choise, and let friendly for 6DOF MOD, is a old revised mod working perfect. i like linear "oneone" profile, and with 4.11 the 5dof dont respect trackir4 settings...
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  #65  
Old 06-22-2012, 10:29 PM
Herra Tohtori Herra Tohtori is offline
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I'm not really sure whether you guys count this as a "bug" but I'll report it nevertheless.

In the Me-262 cockpit, it is now impossible to look through the Revi gunsight by moving your head in normal cockpit view. Instead you have to select the "Gunsight view".

This seems to be caused by the limits of X/Y/Z translation movement being set too low; the gunsight is simply too far low, and you hit a "limiter" before the viewpoint is aligned with the gunsight.

Whether or not this is intentional or not, I could not say; however in my opinion, the Gunsight view is distracting, limiting, and immersion-breaking. The fluid transition to gunsight view is much better than the snap-change before, but it's still an action that requires a button press, while you could smply LOOK through the gunsight instead by intuitive head movements; it is much better if you have the ability to freely move your viewpoint in the game to align with the gunsight.

Moreover, obviously pilots would have been able to do this in reality... otherwise they would not have been able to aim at all.


It is also my opinion that the translation limits in general are too low in the game, especially on vertical axis. Moving the head slightly upwards so that the centre of gunsight reticle is visible at the top of the reflector glass offers slightly better visibility, as the gunsight itself is not blocking the view at the bottom. Not being able to do so feels slightly restrictive and unnatural.

Also, it would seem like a logical assumption that in reality, pilots would have been seated high enough that when they lean forward toward the gunsight, their eye level would drop on the level of the gunsight itself; if you consider the biomechanics of leaning forward from the hip or neck, in both cases the view point descends.

With the old 6DOF mod, it was pretty much trivial to move your head the required distance to look through the sight - as it should be. In this aspect, the new native 6DOF implementation is actually inferior to the old mod.

Finally: I can understand if these restrictions are in place due to technical limitations such as being unable to fix the cockpit models beyond these viewpoint restrictions. However, in many cases this does not seem to be the case, and if the movement restrictions are there for gameplay reasons, then I think they are slightly too small in general.

The Me-262 highlights a case where the range of motion is simply set too small, yet the pilot can still move their head down enough to look through gunsight - by pressing a button, instead of using the 6DOF directly. Logically, this does not compute... if the pilot is able to look through the gunsight, it should work with 6DOF only as well, yes?


I would be thankful for a reply on this matter at some point.
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  #66  
Old 06-22-2012, 11:38 PM
stovak stovak is offline
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Quote:
Originally Posted by Herra Tohtori View Post
In the Me-262 cockpit, it is now impossible to look through the Revi gunsight by moving your head in normal cockpit view.
Could this be a problem with your TIR set-up, assuming you use it? I'm using a hat-switch for head movement and have no trouble using the sight, so it doesn't seem to be a limitation on the range of movement.
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  #67  
Old 06-23-2012, 01:03 PM
[URU]BlackFox [URU]BlackFox is offline
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The multiplier factor for head movement is adjustable. The readme has some details about it.
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  #68  
Old 06-23-2012, 04:44 PM
Herra Tohtori Herra Tohtori is offline
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Quote:
Originally Posted by stovak View Post
Could this be a problem with your TIR set-up, assuming you use it? I'm using a hat-switch for head movement and have no trouble using the sight, so it doesn't seem to be a limitation on the range of movement.

I use FreeTrack with spectrum modified Microsoft VX-1000 webcam. It's not a field of view issue, as I retain full control over rotation (which means all the reflective dots are visible) - the movement range just stops in the game, not letting the camera move further up, down, left, right, front or back. There are no translation limits in place in the software itself, beyond the camera's field of view, so it doesn't seem like I'm hitting any fence there.

I interpreted the issue as the camera "bounding box" kicking in, preventing the movement of the camera to areas that are deemed "inaccessible", either for gameplay purposes, or for preventing the camera from going into places where the cockpit mesh has transparent or otherwise glitchy spots.


Quote:
Originally Posted by [URU]BlackFox View Post
The multiplier factor for head movement is adjustable. The readme has some details about it.

If I'm not mistaken, multipliers usually affect the speed at which the movement of your head is translated to the viewpoint's movement in the game; I would expect increasing them would simply mean that you reach the hard limits of the movement range with lesser movement of your head... but I could be completely wrong about this.

I will experiment with them as soon as I find them, but I am unsure whether it is easily possible to extend the range of translation on X/Y/Z axis, especially on plane-specific level.

Last edited by Herra Tohtori; 06-23-2012 at 04:47 PM.
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  #69  
Old 06-23-2012, 05:07 PM
stovak stovak is offline
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Quote:
Originally Posted by Herra Tohtori View Post
If I'm not mistaken, ...
No, you are correct as far as I know. The relevant settings in the conf.ini are:

[HookView Config]

Speed=2
LeanF=0.1
LeanS=0.05
Raise=0.05
RubberBand=0.5

They affect the speed and smoothness of movement, but not range.

I can't help with FreeTrack though, sorry.
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  #70  
Old 06-23-2012, 05:43 PM
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Treetop64 Treetop64 is offline
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Exclamation AI Flies Into The Ground Frequently During Combat

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Last edited by Treetop64; 06-23-2012 at 05:47 PM. Reason: Posted in Wrong Thread
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