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!
@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!!!
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!
@Snake122 Very good call!!
What I mean with small in that case is the opposite you have described.
Seatingposition and headposition feels correct and good, but the cockpit is pretty tiny. So every component is to small/to far away.
The refference I use to compare the BMS cockpit in VR to is a very acurately built 1:1 homecockpit with a lot of real components, I’m sitting in dozens of hours per month.
@Ferde at the moment you could not have tried that, as BMS doesn’t allow the IPD to be changed by the user. We are not talking IPD of the HMD itself.
Lol instantly getting my posts downvoted because I’d like to see VR in BMS… love this community sometimes.
solved
<p>@vfp you’re going to wait for 4.37 anyway :)<br />So I think it’s great to have a release during this waiting time ;)</p>
Version
4.37.any
Build
any officially released 4.37 build
Detailed Description
The 8(5) Control Buttons of the USAF ECM Pod Control Panel are not supplied with ON/OFF callbacks, TOGGLE callbacks are the only available option in 4.37 to control the Control Buttons at the moment. This implementation is not correlating to the realworld counterpart’s function. The Control Buttons on the ECM Pod Control Panel are mechanically latched in the ON position and have to be depressed to be returned to the unlatched OFF position. This is also clearly visible and correctly implemented in the virtual 3D cockpit of Falcon BMS 4.37. ON/OFF callbacks are required for the 5 currently implemented Control Buttons to make proper interfacing and operation possible.
With TOGGLE callbacks only it is unpossible to follow the procedures published in the T.O. F-16CMAM-34-1-1 BMS and the corresponding checklists, which clearly state it must be ensured that the Control Buttons are selected to OFF prior certain operations like engine start/shutdown.
Pictures
not neccessary
Example files
not neccessary
Crash logs
did not occur
Reproducibility Procedure
not neccessary
Expected Behavior
Additional ON/OFF callbacks for the currently implemented 5 Control Buttons of the USAF ECM Pod Control Panel.
@Stevie said in Ovearhead break landings during wartime?:
max landing weight limitation, and I couldn’t find one
The F16 has no maximum landing weight
@Snake122 cannot give you that answer untill tommorow evening
I found one issue though
The HMCS cannot be aligned to match up. If I align it (it’s rendered in the left eye on my setup), it is about 20° set off to the left.
@Snake122 Steam is 156 global
and now believe it or don’t
I CAN USE THE FULLL FOV OF THIS FREAKING PIMAX IN BMS 4.37.1
@Snake122 wait for it
Guys, I really don’t know why, but update 1 solved it for me.
HUD is where it’s supposed to be WITHOUT PARALLEL PROJECTIONS!
The only irregular behaviour I have left is double vision in orbit view, but thats not used anytime by me and a double rendered frame counter, which I also do not use in normal operations.
AWESOME!
@Snake122 I see Snake!
It seems that option won’t help? Did you also try extreme values, like 10 instead of 1?
@Snake122 said in Pimax 8K rocks in 4.37 - Or how to solve the issues with it!:
set g_fVRCropOffset -100.0; // adjust VR view offset: default = -100.0(auto mode), recommended manual adjusting ranges: -1.0(opposite of cross eye) to 1.0(cross eye
I absolutely have no clue, what crop offset and cross eye means in regards of VR HMDs
@haukka81 said in Pimax 8K rocks in 4.37 - Or how to solve the issues with it!:
Pimax lenses/panels are canted about 10 degrees , will devs know this ? DCS required Paraller projections first but they fixed it so maybe same thing,.
@chihirobelmo Do you know if that has to do with the current “issue” on the pimax headsets? Anyway thank you very much for you intensive reseach and additional work you put into VR for U1.