You are awesome guys of BMS and we should not get tired of thanking you for all your incredible and combined efforts to provide our community with this insane beast called Falcon BMS.
WOW!
YOU ROCK!
You are awesome guys of BMS and we should not get tired of thanking you for all your incredible and combined efforts to provide our community with this insane beast called Falcon BMS.
WOW!
YOU ROCK!
You are absolutely right regarding VR - but not regarding MR/XR. The first consumer headseat for that will be available some time next year, that will change the experience you can have in BMS forever.
I was very very lucky to have a try at a friends house (BMS Dev) with the Pimax 8k in a dev build of 4.37, I did a curcuit around Gunsan, AAR and Dogfight. No words…
I for myself have a 3 projector 220° FOV setup for my 1:1 F-16 cockpit and also tried 4.36 in vorpx and a Pimax 8k there. Even that was awesome already, just to have the 1:1 headtracking. Now that I have seen trueVR in BMS, I know there is no way back to my 3 projector setup after 4.37 goes live and I only fly online in a highly tactical environment. Even though there are temporarily a lot of sacrifices to make (Kneeboards, my gauges and screens are useless in my 80k cockpit, etc.), there are workarounds for that, until MR is released to the consumer market with headsets like the Pimax 12k QLED.
The MR will solve every problem, you currently experience with VR.
P.S. I had no issues with spotting enemy a/c in a dogfight even against the ground in the early dev build I was able to try.!
just for refference, to what I compare the VR experience.
BMS DASH -34 Page 200
3.1.2 AIM-120 MODES OF OPERATION
The AIM-120 can be operated in 2 modes: SLAV and BORE. Switching between the two modes can be done either on the SMS
page, or with the CURSOR/ENABLE button. CURSOR/ENABLE can switch between SLAV and BORE either momentarily for as long
as it is pressed, or as a toggle, depending on the particular aircraft avionics.
SLAV mode: SLAV[E] is the standard mode of operation for the AIM-120. In SLAV mode, the missile is slaved to the FCR. When a
track is bugged on the FCR (SAM, TTS/DTT or STT), the missile will be fired at the bugged track. As long as the target remains
bugged on the FCR, the missile will receive updates on target position in-flight via the AIM-120’s datalink up to the point when it
is close enough to activate its own seeker. With a bugged target in SLAV, the missile can be fired with a long press of the Pickle
button.
SLAV mode without a bugged target: A missile can also be fired in SLAV without a bugged target, by a long simultaneous press of
UNCAGE and Pickle. The missile is then fired without a target and will not activate its seeker. This mode is essentially a missile
jettison.
BORE mode: BORE allows you to fire a missile relying solely on the missile seeker to find a target. In BORE launch, the missile
seeker goes active directly after launch and targets the first aircraft it ‘sees’. This mode should only be used for self-defence with
extreme caution, as the missile seeker will not discriminate friend or foe (the brevity for such a launch is MADDOG for good
reason). In BORE mode, missile fire is done by a simultaneous long press of UNCAGE and Pickle. In BORE mode, the missile will
ignore any bugged target on the FCR.
NOTE: This mode is well suited in dogfights when a Sidewinder (or other AA IR missile) is not an option.
Guys, the 8K is flyable in 4.37!
No PP issues, a HUD collimated to infinity, no double textboxes or orbit views, just an awesome experience!
I was able to solve everything of these on my own system and on that of a friend, so its not just a one off solution - I’m pretty sure it can work for a lot of us.
It’s a bit complicated to write it up, the setup process is somewhat extensive, so bare with me. At the moment I have no access to my cockpit, 8K and the connected PC, but I will try to explain it today and then maybe even further next week.
Stay tuned!
Exactly those issues are all solvable!
Let me tell you, how I did it:
First we need to make clear which tools we need:
-PiTool
-Steam
-SteamVr
-Falcon BMS 4.37.0
Steam:
Set up Steam to recognize Falcon BMS. Add BMS to your games library and enable it to incorperate it into
SteamVR (see other posts about worldscale in SteamVR how to perform that step)
PiTool:
Go to Settings/Games tab and choose Falcon BMS in the dropdown menu (PiTool also recognizes SteamVR Titles, so you maybe have to run Falcon and SteamVR once, to have that option available). Now scroll down to the end and select “Restore Settings”, apply and save.
Go back to “Common” in the dropdown list at the top of the Settings/Games tab. Here I set up my PiTool as follows:
FOV: Large (that solved my HUD collimation issue)
Render Quality: 1.0
Enable Parallel Projection: False
Turn on Smart Smoothing: True
Hidden Area Mask: False (Solved my Mouse cursor offset)
apply and save
SteamVR:
I setup the resolution not to a 100% but to match the Pimax native resolution of 3840 in the global settings and left the per application setting for the resolution at 100% as this refferences the global setting, which is already set up correctly. Set the world scale for BMS to your liking.
Now I show you how I start BMS:
After a fresh boot I only start the PiTool and the new BMS Launcher. If the “Enable VR” option in the launcher is ticked SteamVR will launch automatically. After SteamVR is running and the Pimax recognized I start BMS with a klick on Launch.
I start a TE and have fun with a perfectly working VR experience!
Next week I will have access to my setup again and give more detailed information on specifics etc.
Have fun!
Here is a little kneeboard card I made for all the current voice commands for the startup.
@tank2 the difference is impossible to describe in words. You have to experience it and I hope you can
@Snake122 said in [VR] “My legs are small and my cockpit is tiny” fix:
The Pimax will have to wait until we sort out the parallel projections long term option.
I solved that!!!
@Nanachi try everything above the latest update for 4.36, they allw have been outstandingly stable and therefore also should provide a good platform to you tweaking the settings for your current setup.
@Rypley Looks very promising!
Maybe you could correct the top of the toggleswitches to better match the real one. Also I’d add more details to the DZUS studs. Here are some refference pictures for you. If I can help out with more detailed pictures or overall measurements just tell me.
@qawa Awesome thank you all for the great work you are doing for us!
Thanks for that nice work! Looks awesome and now it will be even more fun to defeat it in BFM
Where you also able to check the proportions of the new 3D cockpit? It seems to be a bit off, for example the rudderfloor does feel like its way too high, don’t you think?
@Ricky That sounds great! Unfortunately I do not have any information on that, but I think to ask BogeyDope would be the better way to go anyway.
What also came to mind yesterday, it would be cool to have a interaction with VCC when you need to recharge the JFS with a feedback call when its charged again
Here is a little kneeboard card I made for all the current voice commands for the startup.
@Ricky Copy that no problem
What would be a nice addition are some lines from the VCC for recovery ( I know there is not much, but there is a little ) welcoming back the jet and for putting in chocks and the EPU pin.
Hi Guys,
thank you again for your amazing work to bring this to BMS for us!
Are you planning on a version 1.2 currently, to add some more recordings of BogeyDope maybe?
AFAIK there have been talks about it at least, so I just wanted to check in, if there are any new updates planned for this
@Zeus The renderings provided in the Cockpit Interaction Guide are made and therefore also copyrighted by Pegasus (the guy behind xflight.de).
Interesting fact to add here: The IRIS-T LOAL was never tested with a real missile, as it is to dangerous to test. It has the capability and its tested from a software point of view, but there was no life fire test yet - if there ever would be one, it might be in anger.
Crazy to think about…
@Korbi The lightplates are screwed to the backplates and the edges of the lightplates are not directly matching the backplate edges, the lightplates have a slightly smaller footprint on the outline than the backplate.
@Rypley Looks very promising!
Maybe you could correct the top of the toggleswitches to better match the real one. Also I’d add more details to the DZUS studs. Here are some refference pictures for you. If I can help out with more detailed pictures or overall measurements just tell me.