Link 16 things you want in the next update
-
<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>
-
<p>@LorikEolmin <br />Thanks. Appreciate your condolences… Ive been using the same setup for about 6 years now, so I guess I can deal with the different ratio OK.<br /><br />The drift is fairly minor unless im trying to click a switch in the cockpit, in which case i sometimes need to concentrate to keep my head still. But I dont believe thats specific to just me.<br /><br />My ratio (multiplier) for real head rotation to in-game is about 5:1… Again I dont think thats uncommon, would be interested to see what others use… I cant imagine increasing that rate makes it easier to pan around smoothly. <br /><br />I just dont find I tend to stare at one point in the centre of the screen while flying (otherwise why have big screens at all?) so it makes sense for something that is supposed to be in the pilots eyeline, to stay with the eyeline while it moves around.<br /><br />And maybe you would end up chasing the cross around like Danaos said… but thats ok… if it doesnt work for you, turn the effect off… Im not suggesting either that its easy to implement, or that it be done over & above any other things on the dev list of things to do. Im just happy to have BMS, and thats one thing I think would make it better for me. Maybe others too.</p>
-
<p>@go-roto13b sorry for the feet - inches confusion you are correct 2 feet is a reasonable distance. <br />Take a look at that video <a href=“
” target=“_blank”> </a> you can see that when his head is at extreme angles his eyes are looking at the opposite direction to keep eye contact with his screen. That is how most of us with smaller than 42’’ TV- monitors would look like if it wasn’t for proportional curves. Personally I max my head turn at 15º-20º that translate 90º up - down and 165º left - right in the sim. Once you get use to it out feels very natural. What you suggest would be nice but only as an option as you sugges at your OP.<br /></p> -
<p>Sometimes after my mission I sit in my pit and everybody disappears…pooofff<br /><br />I would love to see more planes and car and equipment, even if it is just static</p>
-
<p>@danaos75 <br />Checked the video. I see what you mean.<br /><br />My limits at the moment are 26 for 175 deg in yaw, and 22 for 150 deg in pitch. So not that different. And, until about 6 months ago I had a 27 inch screen, but the bigger screen didnt really change the way I use it. I always had my head follow my eyeline pretty directly, so when I look left in-game Im looking left on-screen as well.<br /><br />Im not saying it cant or doesn’t work now… just theres potential to possibly improve it a bit. <br /><br />Imagine using a 180 deg curved projector screen, and turning your head 45 degrees to look around. It would be epic… Next best thing to VR, and you can still use your physical pit with ease. But, for realism, you want the HMCS to go where you physically look, like it does in real life. <br /><br />As an option… : )</p>
-
<p>Good morning, Gentlemen.<br /><br />Guess what? Sometimes I wonder how nice it would be having a JTAC facility when making ground attacks… but this would drive implementing that for ground troops, of course.<br /><br />With best regards.<br /></p>
-
<blockquote>Sometimes after my mission I sit in my pit and everybody disappears…pooofff<br /><br /></blockquote><p><br /><br />Dude…!! I saw something just like that at a David Copperfield show…!!</p>
-
<p>I’ve noticed that AI are always able to get a burn through much further away compared to ownship when being jammed. Simple 1 v 1 with equal jets head on, even when spotlight scanning all the way, the AI seems to get a hard lock way before you can obtain one yourself. Hopefully this can be equalized a little in a future release.</p>
-
<p>@kyros is that F-16 vs F-16?</p>
-
<blockquote>@kyros is that F-16 vs F-16?</blockquote><p>Afirm</p>
-
<p>@kyros use long range scan, 1 bar, narrow azimuth and you will BT far away.<br />You need to have a rough idea where the enemy contact is to set your scan properly.</p>
-
-
<p>@LorikEolmin spotlight in RWS does not give an increased detection probability as long range mode AFAIK. I think the factor is 1.2(?) better than any other mode.</p>
-
<blockquote>@kyros use long range scan, 1 bar, narrow azimuth and you will BT far away.<br />You need to have a rough idea where the enemy contact is to set your scan properly.<br />He already uses spotlight.<br /><br />@kyros Use VSR.</blockquote><p><br />Spotlight uses still 4 Bar scan, doesn`t it?</p>