<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>
Best posts made by go.roto13b
-
RE: Link 16 things you want in the next update
Latest posts made by go.roto13b
-
RE: 4.36 Combined pedals nws / brake function
@Slothrop
Hey,
so stumbled across this partial solution…you can delink the toe brakes from the NWS axis by applying the following in your Falcon BMS User.cfg -set g_bUseDeprRetAsBrake 1
- then setting your centre brake pedal as ‘reticle depression’ axis in the avionics window of the advanced controls page.
Its not perfect, as you cant then use the keyboard ‘k’ function for combined brakes - leaving you with 2 feet to work 3 pedals simultaneously, so its awkward and doesnt feel realistic. But you wont have to speed up to turn or use full AB to get around the corner leaving the hangar.
Would still prefer to just inhibit the individual toe brakes when using the pedal for rudder input, and use pedals to steer and k to slow down like it was before…
-
RE: 4.36 Combined pedals nws / brake function
@Tiger-0
Yes, BMS does combine two pedal inputs from a racing pedal set into a single rudder axis, if you tick the “enable virtual rudder” option under the hardware folder of the configurator, set your two pedals as brake and right brake in the UI, and set the rudder axis as “combined pedals”.Problem is it used to then inhibit the two pedals from activating the toe brakes. Now it doesnt, and the toe brakes stick on when you steer.
In summary, it used to work a particular way, now it doesnt.
Just wondering if it was an intentional change, and if not, can it be put back please? Because it was pretty good how it was.
-
RE: 4.36 Combined pedals nws / brake function
@Frederf
Maybe you misunderstand. Its not fundamentally impossible… Its what it used to be in 4.35.Previously I had NWS/pedals combined as an axis. And brakes (combined) set to K on the keyboard. Worked perfectly. Thats 3 independent inputs (with 2 merged in software), giving 1 analog and 1 digital input, to control 1 analog and 1 digital in-game function.
Now, I have both toe brakes and NWS being activated on the same physical pedal, and its not by choice, I cant separate them.
Not sure why I should have to now write a convoluted vjoy function for something that already worked previously.
-
4.36 Combined pedals nws / brake function
Hi,
Just updated to 4.36 and noticed some differences with the combined pedals functionality vs 4.35. Assume this is not intended behaviour as it makes for hilarious taxiing…- Setting yaw axis to ‘combined pedals’ doesnt inhibit L/R brake axes anymore. Its hard to taxi smoothly - you have to build speed before you can turn, pressing the pedal for nws activates brake as well. In 4.35 I think the brake was inhibited, so pedal did nws only and keyboard could be used for brake.
- Axes seem to be reversed - axis set up as left brake now causes right brake & rudder, and vice versa.
- Not able to reverse the pedal axes in UI - this makes the brakes ‘normally on’ and pedal has to be pushed to release the brake.
- Setting ‘reverse axis’ on combined pedals has no effect on the direction of steering.
Had to leave it set it as per picture, with clutch= right pedal, accel = left pedal, and trying not to headbutt the UFC when steering slams the brakes on lolz.
Be great if you could fix it as it was a great feature. Thanks : )
Build - 4.36.0 (x64) build 26181
Detailed Description …see above
Picture … attached
Example files … NA
Crash logs … NA
Reproducibility Procedure - same every time I start the game. Only tried in KTO
Expected Behavior … see above -
RE: Link 16 things you want in the next update
<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>
-
RE: Link 16 things you want in the next update
<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>
-
RE: Link 16 things you want in the next update
<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>
-
RE: Link 16 things you want in the next update
<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>
-
RE: 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>
-
RE: [BMS Tool] Afterburner Detent Sounds
@mrkline
Hi, just installed & tried it out, its pretty great!Im using a TWCS with magnetic detent on the slider, its got a deadband of ‘magnet force’ about 5mm each side of centre of magnet. Used to often pull the throttle back by feel and find 5 minutes later Im still ‘just’ in AB so the sound helps a lot.
If I could make one suggestion for future versions - could the visual overlay be undocked from the corners?
Id probably set it up real small about 1/4 way in, or as a tiny dot kind of in the corner of the HMCS display, if the option was available, to keep it unobtrusive but still visible.My thoughts, the sound and a tiny indicator is OK for immersion, compared with accidentally burning 1/2 my fuel and forcing RTB, so Im pretty happy with it.