Link 16 things you want in the next update
-
<p>A refined 3d Pit.</p>
-
This post is deleted! -
<p>an F-15E cockpit that is as clickable as the F-16, with a realistic FM .</p>
-
<p>would it be worthy to have moving cars & personel at the airbases?</p>
-
<blockquote>“Give him an inch and he’ll take a mile”<br />in chinese idioms means “reach out for a yard after taking an inch” HAHAHAHA</blockquote><p>GOOD metaphor! <img src=“/plugins/nodebb-plugin-emoji/emoji/android/1f601.png?v=kcklbnj8rj8” alt=“” class=“not-responsive emoji emoji-android emoji–grin” /><br />in Hungary, we say: you give them your pinky and they want your whole arm.</p>
-
<p>Updated Internal(specially during landing) and external F-16 sounds like videos provided <br /><br /><a href=“
” target=“_blank”> </a><br /><br /><a href=“ ” target=“_blank”> </a><br /><br /></p> -
<p>Has someone never talk about aural sound of Threat Warning Panel? </p>
-
<p>VR and new 3d clouds that all sims seems to implement (so there has to be open access to everyone)</p>
-
<p>I really wish at some point we get a one click multiplayer mode.</p>
-
<p>With the release of 4.36, I would like to have a new “Link 16 things you want in the next update” thread.</p>
-
<blockquote>With the release of 4.36, I would like to have a new “Link 16 things you want in the next update” thread.</blockquote><p>You mean the 1517 replies are not getting anywhere now? <img src=“/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=1g16vn91q2r” alt=“” class=“not-responsive emoji emoji-android emoji–smile” /> </p>
-
<p>@MaxWaldorf Please just give me a minute or two. I only read the last three. I’ll quickly catch up on the other 1514.</p>
-
<p>@Gancio <br />I have never talked about the aural sound of the Threat Warning Panel.<br /><br />What might someone say about it? Is there anything incorrect about it?<br /><br /><br /></p>
-
<p>@mypc<br />during the last Olympics I spoke to a sound engineer who showed me what exactly aural sound is and said that in the last few fighter planes this system has been implemented. Through the latest systems developed such as the latest generation helmet, the TWP system spatially returns in audio what the RWR visually shows. There would be a lot of work to do at the programming level and in any case it would have to go through an audio management program, perhaps through external hardware to download the amount of work already important for our computers …<br />P.S.: don’t know if this is considered classified, if some of the moderators know please feel free to delelete….</p>
-
<p>@Gancio <br />Thanks Gancio, I would not have known any of that if you hadn’t explained it. <br /><br />Perhaps the Devs will consider it and their future plans.</p>
-
<p>@Gancio Audio directional cueing for RWR tones isn’t classified. I believe the RDAF have been using Terma’s 3D-Audio/ANR System in their Vipers for quite some time now.<br /></p>
-
<p>@SOBO-8 Very much so. They have been using this since 2012 along with the active noise reduction… <br /><a href=“https://terma.com/markets/air/audio/3d-audio” target=“_blank”>https://www.terma.com/markets/air/audio/3d-audio/</a><br /><br /></p>
-
<p>Hi, <br />I hesitate to ask for something, since I know 4.36 is imminent, and everything you guys do is awesome and we all appreciate it very much.<br /> <br />But if it could be put in the pipeline for later - for people using head tracking, could the HMCS display have an option so the graphics drift a bit toward the edge of the screen, based on the rotation angle transmitted from the head tracker? It would help the pointing cross follow the focal point a bit better as one looks left / right / up.<br /><br />Say Im looking up 90 degrees + to follow a bandit, normally I move my head just enough to keep him under the top edge of the screen, but I have to move my head to ‘look past’ where i normally would if I want to get the cross on him, while my eyes slew back to centre screen. Or, I check 6 rotating my POV 165 degrees over my shoulder, physically looking at the tail fin at left edge of screen but the HMCS with my speed and altitude stays in centre screen instead of going left where my eyes are looking. <br /><br />Not sure if I’ve explained it well… I just feel a small amount of movement would help a bit with the immersion instead of twisting the eyes opposite the head direction to maintain sight / view of the pointing cross. It might be more an issue for me than others since I run a 42" TV 2’ from my face… (Which I recommend btw)<br /><br />Obviously for future VR you want the cross right in the middle at all times, so suggesting this as an option for headtracking only.<br /><br />Thanks for all your efforts to date. Looking forward to 4.36.<br />Cheers</p>
-
<blockquote>Hi, <br />I hesitate to ask for something, since I know 4.36 is imminent, and everything you guys do is awesome and we all appreciate it very much.<br /> <br />But if it could be put in the pipeline for later - for people using head tracking, could the HMCS display have an option so the graphics drift a bit toward the edge of the screen, based on the rotation angle transmitted from the head tracker? It would help the pointing cross follow the focal point a bit better as one looks left / right / up.<br /><br />Say Im looking up 90 degrees + to follow a bandit, normally I move my head just enough to keep him under the top edge of the screen, but I have to move my head to ‘look past’ where i normally would if I want to get the cross on him, while my eyes slew back to centre screen. Or, I check 6 rotating my POV 165 degrees over my shoulder, physically looking at the tail fin at left edge of screen but the HMCS with my speed and altitude stays in centre screen instead of going left where my eyes are looking. <br /><br />Not sure if I’ve explained it well… I just feel a small amount of movement would help a bit with the immersion instead of twisting the eyes opposite the head direction to maintain sight / view of the pointing cross. It might be more an issue for me than others since I run a 42" TV 2’ from my face… (Which I recommend btw)<br /><br />Obviously for future VR you want the cross right in the middle at all times, so suggesting this as an option for headtracking only.<br /><br />Thanks for all your efforts to date. Looking forward to 4.36.<br />Cheers</blockquote><p>If I understand well, I think you would benefit from changing your setting to turn your head less for the same effect.</p>
-
<p>@LorikEolmin <br />Yeah but then I lose the resolution & accuracy in the head tracking… its more realistic to me to turn my head as much as possible given the constraints of the screen width.<br />Too little physical rotation makes the tracking jumpy / drifty. <br />Also I can more instinctively judge bandit position relative to my nose, by how far my head is turned to keep looking at him; the closer you can keep that ratio (physical to in-game head movement) to 1:1, the better, I think.<br /></p>