Link 16 things you want in the next update
-
<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>
-
<blockquote>@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 /><br /></blockquote><p>Ah. Then I’m sorry your device becomes jumpy and drifty unlike most of people, and that can’t deal with that different ratio like most of us do.</p>
-
<p>@go-roto13b I am new to BMS but since I am fresh at reading the manuals, my question is why would you need the hmcs cross at those extreme angles? There isn’t an on board sensor that can lock a bandit at 90 degrees up or at 165 degrees left or right. If i understand correctly your suggestion is that the hmcs display would move off center position according to the movement of your head. So when the pilot moves his head 20 degrees left then the hmcs display would move an additional X degrees left off the center. I am not sure that would work, you might end up chasing the cross around to lock on the bandit. It feels more natural to just follow your head’s movement. I would also definitely advise against having a 42’’ TV just 2 inches from your face. Your eyes will suffer eventually.<br />Edit: my bad, I just read your post again and you are referring to the pointing cross not the lock cross of the ACM. I believe your whole problem might be the extremely close distance between your tv and your eyes. At that distance when you turn your head naturally to say 60 degrees left then the hmcs display at the center of your tv would be very difficult to read by turning your eyes almost all the way right. What you suggest might help in your setup but will be weird to say the least for the majority of BMS pilots.</p>
-
<p>@danaos75 <br />Its 2 feet ('), not 2 inches (")… gives about 60 degree field of view, physically from edge to edge of the screen.<br /><br />Agreed, it feels more natural to follow your heads movement. Hence my suggestion, when you move your head left or right, the HMCs goes with it by the same or similar amount (in the ‘real world’ - not with the multiplier applied for physical to in game movement).<br /><br />And, the point is not always to lock up a bandit, sometimes you just want to be able to read speed / altitude while looking around at them, so as not to bleed too much speed in turning, or avoid hitting the deck while in a low 2 circle, for example.<br /><br />I dont turn my head to move my POV in-game and keep my eyes looking at the physical center of the screen… Do other people do that? <br /><br />That seems like it would be wierd to me. I can say I dont do that in real life at all, I just turn my head to follow my focal point, and do the same when using head tracking in game. Works fine for me.</p>
-
<blockquote>I dont turn my head to move my POV in-game and keep my eyes looking at the physical center of the screen… Do other people do that? </blockquote><p><br />Yes, I do that, and no, it doesn’t destroy my natural ability to move my head to follow my focus when I use VR or simply drive my car.<br /></p>