Best posts made by unkindled
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RE: 4.37 Screenshots
@Radium Pretty sure he’s giving a compliment to kouzi and saying that his afterburner should be the default in BMS as it is better than the one we currently have.
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RE: VR IN BMS
Really throwing a fit that a completely free (and as accurate as possible) sim developed by some people that are doing it just because they want and like it and expect nothing in return from it doesn’t have something that not even that many people have or can afford or their PCs can handle.
Boohoo, everybody will certainly miss you and your carefully crafted and 100% valid criticism.
The BMS team has done amazing things in their free time, for free, available for everyone and you cry for the lack of VR on a mod turned game that is based on a game from 1998. You come here and cry about it and compare it to some mediocre paywall-filled game that has nothing other than amazing graphics at a shitty performance even if you have an RTX 3080/3090.
Just go and pay $80 to fly a buggy early access F-16 module, that will certainly show them (the BMS team).
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RE: Python
@Apolo27 Almost all heavier and high-performance games are mostly written in C++/C#. However, there are many games written in many languages.
Original Minecraft was written in Java, for example.
BMS (and most games that need to be as fast as possible) is written in C++.
Python is a great starting language but has many things that make it a bit too “easy” sometimes.
Java is another great language to pick up as your first one. I’d say it’s a bit more “difficult” than Python, but I’d consider it an easy one as long as one doesn’t venture too much in more in-depth aspects of it or enterprise/commercial Java.
C++ is trickier and certainly quite a bit more difficult than both, especially in the beginning. Being able to access the memory and mostly doing garbage collection by yourself (or not) can lead to many easy mistakes for beginners.
“Good” thing is that you will probably find other languages easier to pick up after learning some C++, but that’s all relative. After some point almost all languages can be picked up with relatively low effort by an individual who has decent knowledge of a couple or more languages.
Personally, I’d suggest to stick with Python as it is fairly easy to pick up for beginners and can teach you the basics quite fast. Otherwise Java is a bit more geared and “similar” to how some of the most commonly used languages behave and are written. In the end, it’s your choice and what you find more interesting.
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RE: 4.36 Screenshots
@kouzi @fede_tank Could you guys share your Reshade profiles? If you want, of course.
Your screenshots look like from a future version of BMS sometimes.
Sorry if you have shared them already and I’ve missed them.
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RE: [4.37.3] Small graphic issue + NVG question
@regev Remember to also switch the HUD brightness to “Night” in the right console.
It’s located with the other HUD switches near the stick. -
RE: 4.36 Screenshots
@DanWolo Post-processing program that can apply various effects to any game.
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RE: Track IR Alternative at less than half the price
@Atlas I can vouch for GrassMonkey. The Joseph II Puck is my first headtracker so take what I say with a grain of salt, but it’s really good so far. Really smooth and no problems with it.
However I don’t personally know how other headtrackers perform.
It definitely needs some tweaking on OpenTrack, It has some preset profiles for some games, like DCS, MSFS, X-Plane and other sims. But I don’t think that it will take more than an hour or two to set a basic profile since you have experience with TIR. After that you definitely will have to do some minor personal tweaks but it’s not much work. Certainly not plug and play though.
Personally, I searched here for OpenTrack profiles and took Fish’s profile, saw how I liked it and have made my personal mini-tweaks as time goes by.
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RE: Mask breathing sound too high
@Raiden-0 You can search for the sound in each theater’s “\Sounds\F4SndTbl.textproto” file and change the max_vol to something lower.
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RE: Falcon BMS 4.36 TRAILER 4K
Found some time to quickly install and check it out and I’m just amazed.
The difference in visuals compared to 4.35 with barely any performance hit on my aging GPU is amazing.
Great work! Can’t wait to actually fly some missions.
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RE: Track IR Alternative at less than half the price
@Atlas Nothing other than their shape as far as I know. Maybe Puck is also lighter, but the difference is probably insignificant.
As for the LED merging, I’m sure you’ve probably tried it but has sitting a bit further away from the sensor helped in any way? Grassmonkey claim 60° FOV for their sensor, so a bit more than the TIR5 iirc, but still maybe not enough.
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RE: Align BMS Center of Screen with Cockpit and Screen
@Sneakpeek Why do you need the in-game HUD frame to be visible when you have a real cockpit?
There is a specific view for those who have a real life full cockpit, called “Empty Cockpit Shell” and can be toggled with “Shift 2”.
It is mentioned on page 105 of the User Manual.Wouldn’t that work for you? Or am I not fully understanding the problem?
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RE: Stealth in BMS
@LorikEolmin You are completely right. Don’t know how I missed that.
Thank you, Lorik! -
RE: Awacs issue
@Forester1 Maybe it got shot down already? Have you tried adding an AWACS package yourself?
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RE: Using Joystick and gamepad at the same time ?
@airtex2019 You can use VJoy and Joystick Gremlin to map the gamepad’s axis to a VJoy device axis and change it from absolute to relative. In this way the thing you want to slew will not change back to 50% when the thumbstick goes back to center.
For example I use it for TGP zoom (and antenna elevation). Pushing the thumbstick upwards increments and sticks there, e.g. if I zoomed up to 3.5x I will need to push the thumbstick down to decrease zoom.
Funnily enough, you were the one who nudged me to the correct direction to search it.
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RE: Stealth in BMS
@tiag said in Stealth in BMS:
Sorry, I understood well what you wrote but I thought that @drtbkj and @unkindled got it wrong, by reading their messages. My message was more to them.
“Did you check if current DB more or less match Scaled RCS with (1/4) power factor ?”
Hi @tiag, thanks for the correction. I was mostly talking in hypotheticals and making assumptions not necessarily about what the actual BMS value should be for an aircraft, but what RL value to base the calculations for BMS.
As various sources from different moments in time mention different values for the same aircraft in general (e.g. not specifying which F-16 block that value corresponds to), or for the same revision of an aircraft (e.g. saying that the Block 40 has an RCS value of X, without specifying if that Block 40 has been through any “upgrading” programs that could differentiate its RCS value).
Hence the really naive assumption that BMS uses a linear function to make my point clearer with a more practical example.
Unfortunately I haven’t had the time to properly read through your linked excel file.
Also, as I am unaware, could you fill me in on what CMO is? Is it the war-sim game Command: Modern Operations?If so, how can we trust that the values its DB has are accurate? Again, I know it only by name so I don’t know how trustworthy/reputable/realistic it is. But I think it further proves what I’m trying to say and what Joe said in his latest reply.
With so many sources concerning what is the “real” RCS value of an aircraft, which do we choose and why?
I think we can even further complicate it by going on to say which RCS value do we choose depending on the era each theater tries to simulate. Would/should one choose the same value for Balkans, which “takes place” in late 90s and mid to late 00s, as they would for stock KTO or 80s ITO or even ODS in MidEast in their effort to strive for realism?
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RE: VKB Gladiator NXT SEM EVO AND Gladiator NXT EVO Omni Throttle
@JollyRogers I have the Gladiator NXT SCE Premium stick. I have it configured as close to the real F-16 according to the manuals.
Top left ministick is TMS functions, right hat is Trim, bottom centre hat is DMS functions, thumb hat is CMS functions. Pinky is pinky, B1 button (the one on the outer right) is NWS/MSL step. Rapid fire trigger pull is AP off and rapid fire trigger push is paddle. First stage of the dual action trigger is first trigger detent and second stage is second trigger detent. I also have SW1 switch for communication on UHF/VHF when flying MP. I haven’t found any uses yet for the base buttons F1, F2, F3 or the rotary encoder.
On all the hats and the ministick there is also the center inwards push which I haven’t yet bound to something.
These are my suggestions and preferences to make it as close to the real stick. You can of course experiment since it has so many buttons.
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RE: Israel Theater of Operations for BMS 4.37
@depapier Haven’t downloaded ITO for 4.37 yet, but isn’t a README included in the docs? A txt file of sorts that mentions how the LIST page works in Israeli a/c.
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RE: Multiplayer Campaign Pilots statistics
@gundam Some create new pilots/profiles for each TvT or for the online events they will participate in each version.