That’s a no from me. I’m much more interested in seeing where BMS goes with their own implementation of new scenery and VR. Hopefully with much better performance than you can get with MSFS

Best posts made by SOBO-87
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RE: Mod: Using MSFS as rendering engine for Falcon BMS - and enable VR
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RE: VR IN BMS
Now, I seriously doubt you VRers who claim you will come back to BMS after we add it will really do. You all get used to a very immersive DCS experience. Our graphics is very far from that, and when you come back, you will have a feeling like: well, that is not how I remember BMS to be. But this is something we will never know for sure.
I disagree, VR is not about graphics, it’s the difference from looking at a screen and being “IN” a world. The graphics don’t need to be photo realistic to make it feel very convincingly as if you’re there, it’s the shape and scale of objects, the 3D and the 1-1 head tracking that sells it to the brain.
This makes the fidelity of BMS graphics frankly irrelevant to the VR discussion. Its the same as saying “why do you bother flying BMS in the first place when DCS is so pretty?” Anybody who knows BMS knows the answer to that - it’s not about the graphics.
But flying on a screen after years of flying VR in other sims feels like watching a sport rather than playing it. You feel detached by another layer from the action. I hope one day VR comes to BMS, it is my dream but I guess it will be a long time yet
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RE: Another F16 entry coming "someday"?
Regarding the global scenery, I really don’t think you understand the enormity of the task you are suggesting. There is a huge difference between a global scenery for just pleasure flying or simple scripted missions and a global scenery for meaningful combat scenarios in a working dynamic campaign.
Notice how Meta mention nothing of a dynamic campaign because in a military training scenario the world only needs to exist for that one training session. It will either be pre-scripted or there will be somebody external running the sim, spawning in enemy units wherever they are needed, essentially playing as the enemy.
In this scenario the scenery is literally just there to look pretty (much like it does in MSFS), it doesn’t have to function as a working dynamic world as that’s being taken care of by a human. This makes the concept of using a global scenery much more feasible as each training session will be “authored” by a human, and the scope of each session will be relatively small, they won’t be modelling a whole war.
A working persistent campaign with thousands of units is a whole different proposition, and cannot simply be generated on the fly on any random bit of the earth you choose.
BMS already offers combat areas many times larger than any other current combat sim, and with a new terrain engine coming which will (hopefully) allow satellite elevation data and possibly even photoscenery then I’m sure more varied places to fly and fight will happen, all with the wonderful BMS campaign working alongside it.
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RE: F-16 stick angled/offset?
The F-16 stick is leant for ward slightly (hence the adapter from Realsimulator) but it is not rotated in any way, Its lined up with the longitudinal axis of the jet.
What IS rotated however are the load cells in the base. They are rotated 12degrees clockwise, so pitch up is back and slightly towards you. This is for ergonomic reasons, being that its easier to pull your hand directly towards your body than directly backwards if you need to really pull. All the rest of the cardinal directions (full forwards stick, full roll left and right) are similarly rotated. This does not need to be taken into account when mounting the FSSB, Just mount it pointing forward. The FSSB software has the ability to rotate the stick outputs by the 12 degrees required. It wants to be set to a rotation of -12 in the software.
Hope that helps. This is how I have my FSSB R3 set up and it feels gooooood.
Cheers
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RE: taxi late interrupt takoff sequence
<p>@Gear5 Try pause sim to go to the toilet and then taxi when you should?</p>
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RE: Santa's wishlist for BMS
I’d just really love to see native VR support. Even with current scenery engine that would be amazing.
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RE: weird clock
<blockquote>@SOBO-87 I think @Tiger-0 is saying that the actual time is 7:59 exactly what the clock is displaying. If the hour needle was at 8 then one might read it as 8:59.</blockquote><p><br />No, the clock is displaying 6:59. If you showed 100 people a photo of that clock they would all say it was 6:59. Just like if the hour needle was pointed at 8 they would also all say the time displayed was 7:59. <br /><br />If the minute hand is 1 minute before the hour, you then look at the hour hand and it tells you what hour it’s before. For an analog clock to work any other way is totally unintuitive and confusing.<br /><br />To say it’s “technically correct” is to also ignore that it would be the only analog clock in the world to work this way.<br /><br />Not that I think it’s a big issue in the sim, I never use it.<br /></p>
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RE: Santa's wishlist for BMS
@vfp said in On what grounds would you wish 4.37 to be developped?:
one more thing how do you push buttons in vr? how do you control the plane besides throttle and stick ,and how much time
you can stay with vr without loosing your eyes and head? can you stay for 5 hours for example?Push buttons = PointCTRL finger tracker, mouse emulation. That currently works with DCS, X-plane, P3D and MSFS. As simple as pointing at a button with your finger and clicking a button on the side of your finger.
Flight time = 5hrs. Yes no problem, I regularly (2 times a week) fly 3-5 hours in VR, and have done as much as 10hrs in a day, I have been doing this for the last 7 years - in that time I’ve had 6 eye tests and have had no negative effects on my eyesight or anything else from VR. I also fly high performance RC aircraft and have noticed no eyesight issues from VR impacting my RC flying. There are absolutely some people who are sensitive to VR, however I get on with it extremely well. This is largely due to tuning my setup to maintain smooth FPS etc.
Honestly, I’m so tired of the general anti-VR sentiment and the feeling that VR can only be for short, non serious experiences. And that you cannot fly seriously in VR for any length of time, this is frankly bulls!%t. I and many other ppl fly seriously in VR, I use an IRL Kneeboard and modified VR headset so I can easily read it in VR. The hardware is out there to allow direct manipulation of cockpit in an extremely intuitive and quick way. Modern headsets are comfortable, light weight, high resolution and offer image quality comparable with monitors. The problems have been solved, it’s not 2014 any more.
I don’t understand the pushback against VR. Would I like a full F-16 simpit, with 270 deg screen and triple projectors etc? Yes absolutely - but I cannot afford it, and I don’t have space for it. VR + PointCTRL gives me 90% of the immersion of a sim pit for 5% of the price and 99% less space footprint. Plus it’s not fixed to one aircraft. I totally understand why some people don’t get on with it. But it does work for a great many people. Quit yucking my yum!
Yes us VR supporters are a tiny niche of the BMS community, but that’s because BMS doesn’t support it “if you build it, they will come” as they say.
I have no problem with BMS devs saying they have no interest in VR. I think it’s unfortunate and they are missing out but it’s their free time they are spending to bring us this sim, so they will work on what they want. It does make me sad that the dev who was working on VR is MIA though. Hope they are ok.
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RE: ERROR 404: CAN'T DOWNLOAD FALCON MANUALS
@alu332 You do realise that all required manuals are installed with the sim in the main BMS directory?
Also you might need a new keyboard, your caps lock key seems to have failed…
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RE: VR IN BMS
Lol instantly getting my posts downvoted because I’d like to see VR in BMS… love this community sometimes.
Latest posts made by SOBO-87
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RE: Steerpoints cycling on DEST with autopilot enabled
@Fox_15 now that’s a bug report!
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RE: THROTTLE WONT BACK OFF
@Sgt_Fresh-0 said in THROTTLE WONT BACK OFF:
Not worth it I un plugged the usb and tossed the Virpil in the garbage can. I never could get the buttons to work anyway only the throttle and the slider.
I would have definitely tried the alternate launcher before doing that.
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RE: F-16 stick angled/offset?
@SemlerPDX I do believe you’re correct that the F-16 was the first production jet with a pressure stick. I know that the early jets had no movement in the stick at all and very little breakout force, but most of the pilots found it very twitchy and difficult to fly smoothly. They added a small amount of stick movement, to add some more breakout force and make it a bit less twitchy around centre. I believe the clockwise rotation of the sensors was also added at some point in the early life as well as it would found there was a natural tendency to roll left when pulling.
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RE: F-16 stick angled/offset?
@Korbi IMHO even so Its still leant forward compared to the natural vertical position of the Warthog stick on the FSSB base. It certainly feels much more like IRL to me with the adapter as opposed to without it., specially when mounted in a realistic location. I’d imagine it would be less appropriate for desk mounting.
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RE: F-16 stick angled/offset?
@Atlas Correct, it alters the firmware on the stick. So you open it while you have the stick connected, make an changes you want etc, and then it uploads that in real time to the stick. Once that’s done then the stick remembers all the settings and the software doesn’t need to be opened.
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RE: F-16 stick angled/offset?
@Atlas I have mine set at 12 degrees (-12 in the Realsim Software) and it feel just perfect. My personal preference is to turn BFA for Roll and Pitch off in the realsim software as well and just use a very small deadzone in whatever sim I’m flying.
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RE: F-16 stick angled/offset?
The F-16 stick is leant for ward slightly (hence the adapter from Realsimulator) but it is not rotated in any way, Its lined up with the longitudinal axis of the jet.
What IS rotated however are the load cells in the base. They are rotated 12degrees clockwise, so pitch up is back and slightly towards you. This is for ergonomic reasons, being that its easier to pull your hand directly towards your body than directly backwards if you need to really pull. All the rest of the cardinal directions (full forwards stick, full roll left and right) are similarly rotated. This does not need to be taken into account when mounting the FSSB, Just mount it pointing forward. The FSSB software has the ability to rotate the stick outputs by the 12 degrees required. It wants to be set to a rotation of -12 in the software.
Hope that helps. This is how I have my FSSB R3 set up and it feels gooooood.
Cheers
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RE: Wing Loong / WD-1
@Radium great stuff! Just to clarify if I don’t download these fixed now, will it be fixed when I install U1?