Pilot model fo F-16
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Could you explane why my FPS drops from 60 FPS(maxed out with Vsync) when looking straight at the HUD to 30+ when looking down at the CP or left, right panels?
/me looking at the dofs and switches…
What I mean is : if you’ve got 25k (if IIRC) polys displayed at a rate of 60FPS when looking straight forward, then it’s safe to add 1500~2000K for a new feature. In case of a new HUD, you can also gain polys by removing the old one).
Please note I don’t want you to stop modding the pit, I just want to make sure it’s consistent in terms of polycount.
DJ : Salut mec, t’as vu, chuis toujours remonté à bloc !!! Ahaha !
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Hi Nanard, nice to meet you. I’m a cockpit nerd/fan and so I’m happy you finally showed up at this forum to answer questions.
I also assist FanOfBMS432 in testing his very ambitioned HUD mod for your pit (only the HUD visible glass area at this time) and I hope that mod will appeal to you since the WIP is totally interisting and exciting.
Thank you for your sophisticated kickass cockpit and the time invested!Cheers,
Tom
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Thank you Tom, I have no doubt you guys will achieve what I couldn’t do !
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Hello to everybody,
First, my usual account has been deleted due to the stupid zero post rule. Who had this great idea expelling former contributors ? What the point in expelling anyone from a forum ? Lack of power in real life ?
Second, the deal was rather simple : no 3d model tweak unless authorized. I can’t see any reason why the 3D pit should make an exception.
As for the authorization itself… Well… You did a great job but it’s a no unless you add more (and I mean a lot more) polygons to it.
Same applies to the block40 HUD which is not smooth enough compare to the rest of the pit.
This pit is the proof that poly count has no direct impact on FPS (I don’t mean no impact at all).
For some reason that is beyond me, 3D modelers keep on believing that ultra-low poly modeling is the way. Bullshit.Please remove the D/L links in the first post until you smooth it.
Keep up the good work,
Nanard
I noticed the same thing regarding the low poly of the HUD, I also noticed the ICP buttons were low poly too.
I hope they can bring out a new version that’s up to snuff.
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Thank you Tom, I have no doubt you guys will achieve what I couldn’t do !
I think TBH it’s rather something that no one in any sim ever made 100%, also since there are so many HUD versions that you cannot exactly say this or that colour sheme is correct.
I flew many pits and yours is the best Viperpit I saw so far. I also like RP’s 2D pits in FreeFalcon very much, yet a 3D pit with shadows animated is a totally different area of immersion.Cheers
Tom
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how many real pits have you flown, or worked with real HUD’s
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Now, now, play nice here.
I suspect he was refering to Falcon pits he has flown with. And I think its a valid comparison if he would say this is the best pit he has flown with, regardless of his experience with any real viperpit or not. It’s a comparison with other virtual pits and therefore a personal view, nothing bad IMO.As for the model; thanks for sharing this excellent mod. It does obstruct the view a bit too much for my taste, but nonetheless thank you for your modding contribution!
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just a question. nothing to flame. hud is great
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None RL, pits ingame-many over the past 10 years. Research as FF teammember over RL videos- shots and one pilot contact more than anyone I personally know.
Carry onCheers
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- found my answer
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Hello to everybody,
First, my usual account has been deleted due to the stupid zero post rule. Who had this great idea expelling former contributors ? What the point in expelling anyone from a forum ? Lack of power in real life ?Second, the deal was rather simple : no 3d model tweak unless authorized. I can’t see any reason why the 3D pit should make an exception.
As for the authorization itself… Well… You did a great job but it’s a no unless you add more (and I mean a lot more) polygons to it.
Same applies to the block40 HUD which is not smooth enough compare to the rest of the pit.
This pit is the proof that poly count has no direct impact on FPS (I don’t mean no impact at all).
For some reason that is beyond me, 3D modelers keep on believing that ultra-low poly modeling is the way. Bullshit.Please remove the D/L links in the first post until you smooth it.
Keep up the good work,
Nanard
do you still work on the current Pit cause there are some things that are missing/incorrect
- oxygen switch not moving
- extra marking on the HSI (approx 220dgr)
- when setting ejection seat on/off a switch is moving on right panel (light panel)
- airco knob on right panel is missing
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Hello to everybody,
First, my usual account has been deleted due to the stupid zero post rule. Who had this great idea expelling former contributors ? What the point in expelling anyone from a forum ? Lack of power in real life ?
Second, the deal was rather simple : no 3d model tweak unless authorized. I can’t see any reason why the 3D pit should make an exception.
As for the authorization itself… Well… You did a great job but it’s a no unless you add more (and I mean a lot more) polygons to it.
Same applies to the block40 HUD which is not smooth enough compare to the rest of the pit.
This pit is the proof that poly count has no direct impact on FPS (I don’t mean no impact at all).
For some reason that is beyond me, 3D modelers keep on believing that ultra-low poly modeling is the way. Bullshit.Please remove the D/L links in the first post until you smooth it.
Keep up the good work,
Nanard
Finally.
I made the exception only because I couldn’t reach you. And pilot model is not a tweak espesially when it’s gonna have it’s own parent in DB.
Anyways. Glad you showed up. I can of course increase polycount and will contact you in PM before any new links will show up.Cheers.
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do you still work on the current Pit cause there are some things that are missing/incorrect
- oxygen switch not moving
- extra marking on the HSI (approx 220dgr)
- when setting ejection seat on/off a switch is moving on right panel (light panel)
- airco knob on right panel is missing
I haven’t work on the pit since 2009 and don’t plan to do so in the next 25 years.
I didn’t fly BMS nor anything else since, so I can’t tell about the issues listed above. -
Hello Nanard, its nice to see you again.
Cheers
Sting
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What updates ?
when there will be links for download ?
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Subscribed!
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Hi Harpoon
I ran the BMS 4.32 update 1 and the pilot disappeared. I tried to reinstall it following your previous advices but it does’nt work any more.
Is your pilot add-on compatible with this update? -
You should’ve installed it on a fresh, unmodded install of BMS. As the instructions are clear about.
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Hi Harpoon and Kneejo,
I’ve totally uninstalled BMS 4.32 then dl BMS and the new update in order to get a fresh unmodded install. Then I tried to re-install the Harpoon pilot following the Harpoon advices and it does’nt run any more on Korean theater but curiously runs well in Balkans and Aegean theaters so I re ask the question "is it compatible with the update? Any idea about ?
RegardsOK I’ve found. Just use the parent number 2 in the LOD then follow Harpoon procedure and all run well
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This is why I think (and I believe it has been suggested before) that all mods need to go through the BMS group for acceptance and integration. Can be tested to make sure there are not side affects when new updates are released, like with this one.
Just my 2 cents.