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Individual Mod Downloads for IL-2 1946 => Other Mods => Stereo3D => Topic started by: benitomuso on January 28, 2013, 03:53:25 AM

Title: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7 [4.11]
Post by: benitomuso on January 28, 2013, 03:53:25 AM
Updated 2013/08/17 (only for v4.121 and v4.111):

Visual MOD (Stereo 3D + Extra Features) v7 Pack (TrackIR 6DOF, EcranWide & ScreenShots) + New RealFollow Mode 6DOF

Since 2013/08/17 new improved versions are for v4.121 and v4.111 only. v4.101 was not updated

Ok People,
                          for a long while I haven't formally updated the Visual MOD (the original Stereo 3D plus all the other features). I only posted in some places some different updates but never really released nothing new from v5.

  The new main feature of this version is something that really was lacking in the Il-2 Sturmovik game and that allows specially for filmmakers, etc., a much lively rendering for many situations. Real Follow:

(http://www10.mediafire.com/convkey/9cc8/i22fc59wxj7ig78fg.jpg)

  The game only had the traditional external view (F2) which moved you to the exterior and that followed the position of the plane but pointing always in a fixed direction. The alternative was the follow (F8) view that in a very strange way (always vertically aligned and without tilt) followed your plane. So now I have implemented a Real Follow mode (it replaces the F2 and F8):

(http://www10.mediafire.com/convkey/9afd/o9j1w2z4i9ylf6afg.jpg)

  I developed a quite inertial behaviour for it which makes it quite real how the camera follows the plane.

  For those who haven't been following the development thread and don't know much about the MOD, etc., please consider that 95% of the answers you need are in a disordered sequence here:

http://www.sas1946.com/main/index.php?msg=209695;topic=19449.0

  The ReadMe.pdf included in the .rar is old but quite exhaustive and explains in a detailed and ordered way all what you may need to operate and configure the MOD. I took the time to write it, so please: read it if you don't know what to do.

  I will not discuss the features or the basic configuration here, because it was quite analyzed in the quoted thread and everything is in the ReadMe. The main changes for this v7 are:

  BugFixes and Additions on 2013/03/23:
  -New HeadShake for Gunner Positions!!! This was something that due to a contradiction on Stock Game never worked. It was necessary to made a change in the FM to allow this to work. Inside the .rar you will see a folder called 00_PAL-VisualMODFixFM-v4111. IT IS BASED ON SAS AI Engine MOD 2.6RC. You need that MOD and load my fix over it. Without that combination, please don't try to activate it because the consequences could be a non-loading game. Without this you will have all the other functions but not so real Gunner Positions, nothing else.
  -New Sluggish response for Gunners (Turrets or manually handed Weapons). Much more real represents the non-instantaneous response on aiming. Aparently this collaborates to make AI Snippers less exact. Still to be confirmed!.
  -New 4 Levels of Stereocity (External, Cockpits, Gunners and Aims / Tubes) => Independent Settings for better Stereo Comfor in any condition of the game.
  -New Stereo Settings for all 4 Levels (External, Cockpits, Gunners and Aims / Tubes) are remembered by the Game. So Next Time you load Il-2 everything is as the last time used (no need to edit Conf.ini for Separation and Convergence).
  -New MOD Remembers Stereo Mode (or Stereo Disabled) => No need to set this either through Conf.ini.
  -Now if plane is On Ground and in External View your sight is not aligned with the plane axis. So you see it as if being a person on-ground. When it gets out of land, the MOD starts to make the camera aligned with it. It shows to be much more reasonable this way.
  -Now if you press "P" for Pause, and the view (this was particularly observable in External View) of the camera was inertially going to some position, it really frozens. Then you can reorient or whatever, but it stops repositioning when you pause the game.
  Previous Change Log:
  -New Real Follow Mode.
  -New 6DOF for External Views.
  -New Fixed Padlock Mode which didn't have Stereo 3D.
  -New Includes Cockpit Change Wind Issue.
  Original Features of the Stereo (Visual) MOD:
  -Fully integrates TrackIR 6DOF MOD (you wont need an indepenent TrackIR 6DOF anymore). There were some isolated problems reported by users that didn't seem to be specifically related to this MOD.
  -Fully integrates EcranWide (you wont need an independent EcranWide anymore). But in this case consider that some extra stuff that you were accustomed to (small fonts, small icons, etc.) would be needed by you. I have added the module Extras For EcranWide.rar that includes all that stuff.
  -ScreenShots are possible in .jpg and .tga format in any Mode.
  -Video captures are possible in most of the current Modes.
  -ModeD has been made perfectly operative and will not conflict basically with any modern card.
  -ModeC includes since v5 Final the chance of directly managing 3D Feature of nVIDIA cards (Quadro series). I still don't have such a card so I cannot effectively test it but it should work. For ATI or nVIDIA non-3D this mode will be a basic mode with auxiliary buffers and a slow one (not recommended).

Download new Visual MOD Pack for v4.121
(Stereo 3D, Real Follow, EcranWide & ScreenShots) (http://www.mediafire.com/download/5bm5nymnk0snf3l/00_PAL-VisualMOD-v4121.rar)
(Updated 2013/08/17)

Download new Visual MOD Pack for v4.111
(Stereo 3D, Real Follow, EcranWide & ScreenShots, based in new v4.121 code, new features ported to v4.111) (http://www.mediafire.com/download/q7agkh20sa8qs47/00_PAL-VisualMOD-v4111.rar)
(Updated 2013/08/17)

Download Stereo 3D v7 Pack (Real Follow, TrackIR 6DOF, EcranWide & ScreenShots) for v4.101, not Updated! (http://www.mediafire.com/?9lkafaearz7akzq)


Documentation coming soon... (http://)


For new features now formally added to this released version, please read the post below in this same page, here:

http://www.sas1946.com/main/index.php/topic,32024.msg340713.html#msg340713 (http://www.sas1946.com/main/index.php/topic,32024.msg340713.html#msg340713)


Credits:
This Stereo 3D MOD by requirement of many users was adapted to support TrackIR 6DOF and EcranWide. Nonetheless I have implemented these two functions in a slightly different way, I would credit for the inspiration these MODders:
-sHr for the mouse 6DOF (I use my previous reworked MOD of Mouse Headshaking 6DOF).
-Josse and CirX for the settings for Wide Monitor support.
-Kegetys for TrackIR 6DOF (and different changes made by others as far as I know).

Aknowledgments:
-X-Raptor
-Herra Tohtori
-cgagan
-gianlucabagatti
-phbrajon
-pditrich


Regards,
                      Pablo
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 28, 2013, 07:28:40 AM
Hello Pablo!

Thank you for the wonderful work, I already tried it and I was rather impressed altogether.

Do you want discussion about this release to be on this thread, or continue the development thread? I'll post this here for now, I can move it later if appropriate.

I have a few things I noticed; first is that the "View Set!" message seems to be triggered continuously by the use of head tracking; any time you turn your head the tiniest amount, the text appears on the HUD. This disrupts the normal function of the text messages because the "View Set!" text is practically coming up all the time, which pushes all other messages away - such as "Enemy Aircraft Destroyed" or "Fuel Tank: Leak", engine power settings or other such things. It's quite distracting, as the "View Set!" text doesn't exactly contain any critical information. Removing the message or changing it to only show when you actually change view options would be better.

Another thing I noticed is that using head tracking doesn't seem to be compatible with the F8 Follow Camera. If the head tracker is updated, the camera position is forced to stay on the vertical axis behind the aircraft, and there is some sort of horizontal flickering involved when the head tracker tries to turn the camera direction sideways. As it stands, the Follow camera is almost impossible to use when head tracking is active. The easiest solution might be to disable the head tracking altogether while player is in F8 mode, but I'm not sure if that's possible. The other possibility would be to properly integrate the head tracking movement into the Follow camera movement around the plane.

When the head tracking is disabled, the Follow Camera works much better and looks quite good. However, in quick rolls and certain other manoeuvres, there's two effects I noted: The camera sometimes can't follow the aircraft and loses sight on it, and secondly the view seems to flicker when you are performing maneuvers. The amount of flickering seems to depend on the rate of pitch/roll/yaw, and I get the impression that the camera is - for some reason - quickly switching back and forth between two positions and the end result is you see two images superimposed. This happens both in 3D mode and normal 2D mode. In screenshots this doesn't appear to be visible.

I have a suspicion that there may be some floating point rounding errors or something that cause the camera not quite know what direction it's supposed to be pointing at, causing a a bit of jitter. I'm not sure how this could best be fixed.

Finally, I noted that when Head Tracking program is not running (FreeTrack), then a 45 degree clock-wise roll is applied to the camera angle in cockpit view. I am unsure what relation, if any, this would have with this mod, but I suspect it is caused by the game reading null head tracking inputs and for some reason translating them incorrectly. The game works normally when FreeTrack.exe is running and tracking is disabled (again, I suspect this is because now there's actual input on the TrackIR interface, even if it's transmitting continuous zeroes for the view vector).



Then I have a general question about the TrackIR implementation. You mentioned the mod contains a "6DOF MOD". Does this mod replace the Team Daidalos 6DOF implementation altogether, or does it do some alterations to it? Are there any changes between TD 6DOF and this? Or does it only apply for the Mouse 6DOF?

Are there any additions to the configurations that can be added to the [Mods] section in conf.ini? My current configuration is this:

Code: [Select]
PAL3D6DOF=0
PAL3DMouse6DOF=0
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0
PAL3DSeparation=6.5
PAL3DSeparationExt=6.5
PAL3DConvLeft=-2
PAL3DConvRight=-2
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=tga


Again, thanks for the work. If any of this feedback is helpful in any way, I'll be a happy camper. ;D
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 28, 2013, 10:17:19 AM
Herra,
               thank you for the feedback and the very detailed analysis.

I think there is no problem on discussing it here. if it becomes to bulky we can move it later.

1- My Fault: yes, the "View Set!" message was a debug one and I haven't removed it. I will do that tonight.
The fact is that without a TrackIR you don't know anything about the issue you describe. With the mouse none of those messages are seen.
2- Again with the TrackIR effect I cannot realize it because I don't see it. That horizontal (in fact of Azimut) limitation, can be freed. I didn't take it into account. I think that I will find the place where it is recalled everytime.
3- I don't know exactly what you see as that flickering. The MOD makes a lineal position transitioning that assures some "delayed" follow of the plane plus an interpolation of the view direction (that perhaps is not working properly). I consider that it is possible that this last interpolation is responsible of what you say.
4- Regarding what you say with FreeTrack deactivated: the fact is that without the program for TrackIR and with it disabled it works OK (many users including myself can confirm that). Your description is with TrackIR feature enabled and without a TrackIR program. Which in fact is a contradiction.
5- The MOD has the original TD implementation of TrackIR 6DOF (because I have MODded some classes related to it). So regarding the use of the TrackIR, it should behave as the stock one. But what I made in this one is injecting the mouse 6DOF references exactly the same way as the TrackIR 6DOF, so in some way simulating a real TrackIR with the mouse.

Regards,
                          Pablo
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: BT~walker on January 28, 2013, 12:17:16 PM
Well, man... this is just awesome !...
Barell rolls couldn't look any better!... With the follow cam "sensing" the Centrifugal force, you can almost feel the forces to the pilot's head... It can
certainly give some excellent dogfight video footage in 4.11.1.
Also the problem I encountered when pressing Shift + F1 (crashing the game), has now gone.
At the following video, you may see what Herra talks about... TrackIr 3 (no 6DOF) was used & video captured at 15 fps & then rendered to 30 fps, so the flickering (more like trembling effect) is not to much present in this video...

Let's pull some G's !... (http://youtu.be/Q1I2xBpCMXA)

Btw, this mod is not compatible with PAT_LITE_CAMONLY...
Thank's for this !
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 28, 2013, 12:31:51 PM
1- My Fault: yes, the "View Set!" message was a debug one and I haven't removed it. I will do that tonight.
The fact is that without a TrackIR you don't know anything about the issue you describe. With the mouse none of those messages are seen.

Excellent!

Quote
2- Again with the TrackIR effect I cannot realize it because I don't see it. That horizontal (in fact of Azimut) limitation, can be freed. I didn't take it into account. I think that I will find the place where it is recalled everytime.

I can make a short video of this. It's easiest to show it happening rather than try and explain.

Quote
3- I don't know exactly what you see as that flickering. The MOD makes a lineal position transitioning that assures some "delayed" follow of the plane plus an interpolation of the view direction (that perhaps is not working properly). I consider that it is possible that this last interpolation is responsible of what you say.

The steps to reproduce this behaviour is to go into the Follow camera mode, and start a constant rate turn, and that makes me at least see the camera flicker slightly. I wondered if it would be related to convergence settings, but adjusting convergence to zero had no effect on the issue.

Again, I'll make a video showing what is happening, although I noted that the effect is different when video capture software is enabled. It is possible that frame rate heavily influences the emergence of this issue, but I hope the video will show what I mean.

Quote
4- Regarding what you say with FreeTrack deactivated: the fact is that without the program for TrackIR and with it disabled it works OK (many users including myself can confirm that). Your description is with TrackIR feature enabled and without a TrackIR program. Which in fact is a contradiction.

Yes; the "issue" here is that when TrackIR feature is enabled, but no data is coming from TrackIR program through the interface, the game for some reason reverts to a strange view vector rather than [0,0,0] vector for pitch, roll and yaw respectively (although in cartesian coordinates it would be [1,0,0] vector for x,y and z where x is the forward direction; I don't know what kind of notation these systems use).

It's not really so much of a contradiction than it is a situation that can occur and an observation on how the game behaves in this situation. Rectifying it is more of an inconvenience than anything serious, but I just find it curious that in the absence of TrackIR interface data, for some reason the game's view vector doesn't stay put at forward, non-angled direction.

It probably has nothing to do with this mod and is more of a stock game behaviour. However since the mod does manipulate TrackIR implementation, it would seem possible to add in an innocent little safety check: If no TrackIR interface data is available (no TrackIR program running), the default view angle should be directly forwards with no strange tilt on it.

I wouldn't consider it a "request" or anything serious to mend. I just dislike seeing sloppy programming in games and software in general. ;)

Quote
5- The MOD has the original TD implementation of TrackIR 6DOF (because I have MODded some classes related to it). So regarding the use of the TrackIR, it should behave as the stock one. But what I made in this one is injecting the mouse 6DOF references exactly the same way as the TrackIR 6DOF, so in some way simulating a real TrackIR with the mouse.

Thanks for the explanation!


BT~walker: "This video contains content from EMI, who has blocked it in your country on copyright grounds."

They're getting faster every day...

EDIT: http://www.youtube.com/watch?v=pN-je3jyxOI

Here's a short video showing the follow-cam vibration issue. I recorded this at 60 FPS and slowed it down to 30 FPS because youtube video codec only supports up to that speed. This way I could record all the frames that were shown during play.
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 28, 2013, 02:30:07 PM
Walker,
                   do you use TrackIR too?

  Herra, if you have the chance, check the same without the TrackIR. I think that the problem is there. Permanent small changes in angular reference coming from the TrackIR (the mouse orientation is much more stable) could lead to thos stutters.

  You have to be my eyes on this. I feel like Homer saying the same.

  Regards,
                        Pablo
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 28, 2013, 03:17:48 PM
Setting FreeTrack to "Stopped" mode had no change, the alternating camera angle is still there.

Setting conf.ini [rts] trackIRUse=0 had no change either.

From GPU control panel options, I tried with both VSync on and off, since that can sometimes lead to strange problems if it allows very high FPS. No change either way.

Setting convergence to zero and eye distance to zero had no change either, which isn't a surprise since the issue seems to be independent (happens in both 2D and 3D modes of operation).


The alternation happens in the primary angle of movement. For example if you look at the plane from behind and the aircraft is rolling, you can see two sets of wings form a shallow "x" shape. If you pitch up, the landscape and the plane get a vertical stretching that looks almost like motion blur. Interestingly, the formation of two superimposed images suggests that the image is "jumping" between two reasonably stable distances, however that distance is influenced by the angular movement rate of the aircraft.

Similarly if you look at the aircraft from above and apply a slow roll, you can see two airplanes flying right next to each other, clipping each other partially.

For reproducing the issue locally, here would be my suggestions:

The issue can be magnified by increasing the camera distance with mouse and setting narrower FOV with Del or End keys.

Also try to achive a flat 60 FPS frame rate; the issue seems to be much diminished when FPS is lower due to rendering stress. The easiest way to achieve a flat maximum frame rate is to look at the sky, of course. I hope you can discover the effect yourself based on my description because then you would probably have much better success and efficiency in discovering the cause and rectifying it. However, I'll be happy to test any possible solutions you want me to.
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: shardana on January 28, 2013, 04:16:44 PM
I guess that this only effect can't be implemented in 4.09m... just asking out of curiosity... great job indeed...
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 28, 2013, 04:19:47 PM
Herra, Walker and All,

                   check this version. I think that it should have solved most of the issues and it works much smoother.

  Shardana, there are too many things to check, confirm, etc. I neither have an operative 4.09. To be sincere I don't know if I will really take the time to create a v4.10 either.

  Regards,
                             Pablo
Title: Re: New RealFollow Mode for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 28, 2013, 09:12:06 PM
More improvements!!! Several.

For those who don't understand in first term what the two pictures below mean: they mean that the angle is not converging to the plane. Now this is a full 6DOF inertial outside MOD. What is in this version:

F2 External View: Now this one is not the stock one, it is the previous accessible with F8. It is an inertial camera pointing to the plane (your own with F2, your friends with Shift + F2 or your enemies with Ctrl + F2 as usual).

F8 External Follow View: Now this one is a spherical subjective position as it used to be in F2, but the camera is always pointing forward, aligned (parallel) to your plane. It starts in real follow position (exactly behind the plane) but you can move it around and you always be as a "companion" of the plane, "flying" parallel.

Any of this two modes has the new revolutionary feature:

If you press the Mouse Right Button, the camera (previously pointing to the plane or parallel to it) becomes completely free. So you are able to set the relative point of view (where in relation to the aircraft) and later set the direction of view. This gives HUGE freedom to see things in the game, experiment by yourself.

Now the Inertial Coefficient can be set like this:

Code: [Select]
[Mods]
PAL3DFollowInertia=0.01

That is the default value. Lower values (until 0.0001) makes the view more slugish and higher makes it more rigid (with 1 meaning no inertia at all).

Regards,
                                Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on January 28, 2013, 10:02:57 PM
Pablo, are the camera/follow features only available for the stereo 3d version, or is it possible to incorporate with standard 2d view?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BT~walker on January 29, 2013, 12:32:11 AM
 :o :o Good Job ! This way you can still have a working "PAT_LITE_CAMONLY" mod !...(I mean you don't need it any more....).
I use modact 4 - 4.11.1 to make my videos, cause of the immersive pilot head movement & this mod of yours makes great videos !
(It's just a shame we didn't have all these great stuff 5 years earlier...when people actually played IL2...It would 've been a golder Era !...)

Anyways, I've reuploaded my video (made with firstverion of this mod) : Let's pull some G's !... (http://youtu.be/Q1I2xBpCMXA)

@SAS~Malone : Works perfrect in 2D. Here's my conf.ini :

[Mods]
PAL3DFollowInertia=0.01
PAL3DStart=0
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 29, 2013, 01:39:33 AM
Hello,

Tried with the latest update version. The fast twitchy flickering between two different image directions is now eliminated.

However, there is still a slight - how should I say? - discontinuity in the movements of the camera. This is, again, most apparent when you're rolling the aircraft and the camera lags slightly behind before it attains the same roll rate as the aircraft. At some points, it appears that the movement of the camera speeds up considerably and then slows down again, making it appear almost as if the aircraft's wings "roll" into different directions at different times relative to camera. So it appears almost like the aircraft is wiggling its wings at times. I can, again, make a short video depicting what I mean by this, as I suspect it is not easy to get my meaning from my writing here.

Another thing: When the target plane explodes, the camera stays at the roll angle it was when the explosion happened. Is this a feature?


EDIT: The feature to move the camera in F2 mode with right mouse button is interrupted by active TrackIR. When there are active TrackIR data updates, the right mouse button does nothing in F2 mode, but if I cover the lens of the camera so that it only sees blackness (or otherwise stop FreeTrack/TrackIR program), then I can move the camera as intended. There might be something similar going on as the Azimuth lock in the first version (when the movement was restricted to vertical axis only when TrackIR was active).
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 29, 2013, 03:22:45 AM
Pablo, are the camera/follow features only available for the stereo 3d version, or is it possible to incorporate with standard 2d view?

Malone,
                    it works with the MOD, being or not the Stereo feature activated. With a configuration as the one referred by Walker, you have everything without Stereo 3D:

Code: [Select]
[Mods]
PAL3DFollowInertia=0.01
PAL3DStart=0
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0

Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 29, 2013, 03:47:49 AM

At some points, it appears that the movement of the camera speeds up considerably and then slows down again, making it appear almost as if the aircraft's wings "roll" into different directions at different times relative to camera. So it appears almost like the aircraft is wiggling its wings at times. I can, again, make a short video depicting what I mean by this, as I suspect it is not easy to get my meaning from my writing here.

Another thing: When the target plane explodes, the camera stays at the roll angle it was when the explosion happened. Is this a feature?


EDIT: The feature to move the camera in F2 mode with right mouse button is interrupted by active TrackIR. When there are active TrackIR data updates, the right mouse button does nothing in F2 mode, but if I cover the lens of the camera so that it only sees blackness (or otherwise stop FreeTrack/TrackIR program), then I can move the camera as intended. There might be something similar going on as the Azimuth lock in the first version (when the movement was restricted to vertical axis only when TrackIR was active).

Herra,
                   yes, please make the video, because now I don't see any effect like the one you mention. In my PC, without TrackIR and a fast computer it works wonderfully fluent.

  It is true what you mention. If the plane explodes, you keep with the Kren angle you had before dying. I make a check on that but I don't know why the actor doesn't become dead, because the behaviour doesn't change (the code is there).

  Regarding your EDIT: I will check, but it is complicated to verify all the TrackIR features.

  Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: arquillos on January 29, 2013, 08:29:37 AM
With a configuration as the one referred by Walker, you have everything without Stereo 3D:

Code: [Select]
[Mods]
PAL3DFollowInertia=0.01
PAL3DStart=0
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0
PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg
PAL3D6DOF=1
PAL3D6DOFAutoReset=0
PAL3DEcranWide=0

Regards,
                        Pablo

The "PAL3DAdjustConv" config line is not needed any more?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on January 29, 2013, 08:42:09 AM
You did it again, Pablo! :o :D
You are a Jedi Master!
Do you need a Padawan? ;D

Thank you very much for this upgrade. :)



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 29, 2013, 09:58:27 AM
Have yall tried this Vid. Mod in a chopper yet?  lol
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 29, 2013, 10:08:00 AM
With a configuration as the one referred by Walker, you have everything without Stereo 3D:

Regards,
                        Pablo

The "PAL3DAdjustConv" config line is not needed any more?

Arquillos and All,

                 all the previous settings continue to be active. The full list (with their default values) is this one:

Code: [Select]
//By PAL, Inertial Factor for Follow Mode
PAL3DFollowInertia=0.01
//By PAL, Mouse 6DOF
PAL3DMouse6DOF=1
//By PAL, Reset 6DOD when Re-Entering
PAL3D6DOFAutoReset=1
//By PAL, Ecran Wide Mode
PAL3DEcranWide=0
//By PAL, SE = Stereo Enabled Mode A Default (0 = Disabled)
PAL3DStart=1
//By PAL, Start or not Adjusting Convergence
PAL3DAdjustConv=0
//By PAL, Internal Stereo 3D Separation
PAL3DSeparation=1.5
//By PAL, External Stereo 3D Separation
PAL3DSeparationExt=25.0
//By PAL, Left Convergence Angle (Default parallel)
PAL3DConvLeft=0.0
//By PAL, Right Convergence Angle (Default parallel)
PAL3DConvRight=0.0
//By PAL, Anaglyph Left Color Filter
PAL3DFilterLeft=R___
//By PAL, Anaglyph Right Color Filter
PAL3DFilterRight=_GB_
//By PAL, use Date for ScreenShot File Names
PAL3DScrShtDateName=1
//By PAL, File Format Extension for ScreenShots (jpg or tga are valid)
PAL3DScrShtExt=jpg
//By PAL, jpg Quality (between 0.0 and 1.0)
PAL3DScrShtJpgQuality=0.85
//By PAL, Path for ScreenShots
PAL3DScrShtDir=MyScreenShots/

Regards,
                          Pablo

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: squiffy on January 29, 2013, 10:10:30 AM
Pablo, you're a super hero!  Awesome work!   :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 29, 2013, 10:52:43 AM
Confirmed, it's because of active TrackIR that the camera doesn't appear smooth (and it looks gorgeous).

Covering TrackIR camera lens makes the Follow camera operate smoothly.

I get the feeling there is some sort of conflict between the TrackIR camera angle/position and Follow camera angle/position directives, and I think what is happening is the TrackIR tries to apply camera position/angle movement, but almost immediately after this the Follow Camera directives kick in and revert the camera to where it's supposed to be, causing the discontinuity I mentioned.

In a way it looks slightly similar to the Azimuth limit issue in the first version. I will make a video and upload it ASAP.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 29, 2013, 11:58:35 AM
Confirmed, it's because of active TrackIR that the camera doesn't appear smooth (and it looks gorgeous).

Covering TrackIR camera lens makes the Follow camera operate smoothly.

I get the feeling there is some sort of conflict between the TrackIR camera angle/position and Follow camera angle/position directives, and I think what is happening is the TrackIR tries to apply camera position/angle movement, but almost immediately after this the Follow Camera directives kick in and revert the camera to where it's supposed to be, causing the discontinuity I mentioned.

In a way it looks slightly similar to the Azimuth limit issue in the first version. I will make a video and upload it ASAP.

Herra,
            yes, it is not difficult to deduct that the system used for tracking (with camera or with IR transmitter) would produce fluctuant (not exact and constant) values. So that fluttery will be feeded to the MOD.

  Obvioulsy some trick can be applied to minimize it, for example an average stabilizer that will supress the "noise". But a lot of experimentation should be done to make it work.

  Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: X-Raptor on January 29, 2013, 01:19:08 PM
Great Work Pablo! Congrats!..It work like a charm!. 8)

About flikering and bad behaviors with freetrack active: I think that this new camera wievs are mostly used WITHOUT trackIr as it is for film makers or for fun rewiev of your .NTRK tracks: all situations where you clearly don't use TrackIR or Freetrack.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 29, 2013, 05:01:55 PM
Very awesome Mod Pablo, Thank You Man! :) Now I have to get some 3d glasses.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on January 29, 2013, 09:24:09 PM
Well, IMHO, I think the tracking system should work only in cockpit views and should be ignored in other views.
I don't know why the IL-2 keeps tracking in other views like F2, it is useless.
If we could change the angle of outside views only by mouse even if the tracking is on, this could be a dream coming true.
Maybe a new setting for people that like outside views with head tracking.




Another thing:
Is it too difficult to make a interlaced image?
I'm asking this because I discovered that passive 3D TVs and monitors are automaticaly compatible with interlaced images, even in the middle of 2D images.
This is an example:
(http://www.sas1946.com/images/imageshit/img267/1500/il21946zekecockpit3d.jpg)

Thank you for your great work, sir. :)


santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on January 30, 2013, 02:11:01 AM
Interlacing would require selecting odd lines for left eye view, even lines for right eye view, and then overlaying them (assuming odd/even = left/right convention applies for these monitors/tv's that can read interlaced images like that).

It would, however, mean loss of half the vertical resolution and, with game like IL-2 that could be disastrous, considering planes are often small enough to appear as a single pixel which would then be visible by one eye only. That would be very distracting. For just flying around, it would probably work but I wouldn't expect very good results for gaming purposes.

However, if it were possible to make an interface that can output left eye framebuffer and right eye framebuffer, it could perhaps be possible to make a true 3D interface. Instead of applying a colour filter to the images and then combining them to single frame, it would just pass the images to 3D display, in whatever format the 3D device can handle - whether it's two separate video streams, or if it's one stream containing two images per frame, I don't know. It would be worth looking into, regardless, especially considering that 3D capable monitors and televisions are becoming more and more popular.

Anaglyph stereo is great, but it would be a quantum leap forwards to have support for real colour 3D, regardless of what technique is used on the device.

However, I'm completely unsure whether it would be even possible to do this. I'm not sure if programs such as DeviceLink can do this kind of stuff.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 30, 2013, 05:45:38 AM
People,
                   I have formally released un updated version that includes 6DOF in the external views, it fixed most of the bugs you made me notice and works quite well and efficiently, including a v4.101 version. Remember that in v4.101 you need the TD.dll copied to the root of your Il-2 Sturmovik folder. In

  Now when actor dies, it properly sets the view referred to the horizontal plane (Herra, it was what you told me).

  In first page there are the two downloads:

http://www.sas1946.com/main/index.php/topic,32024.msg340413.html#msg340413

  Regards,
                         Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 30, 2013, 06:23:12 AM
Thanks for the update Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on January 30, 2013, 08:36:32 PM
@Herra Tohtori
I have this kind of TV and I'm flying RoF quite well with it in 3D mode, I don't know why it works, but it works very well. :)
The main problem is that ATI cards use HD3D SDK that is only compatible with dx9, 10 and 11, no chance to OpenGL games. :-X
But, if you have a passive 3D TV, everything is possible, the TV will not know that the image is in 3D, with a interlaced image, the polarized glasses will make the trick. ;)



santo.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: cgagan on January 31, 2013, 01:47:20 AM
Pablo, inside the 4101 Mod folder there is the 411Mod version of your mod. Is that a typo?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 31, 2013, 07:16:31 AM
Costas, you were right. The contents were correct but the name of the internal folder was mispelled.

Now I reuploaded with the appropriate names, but as I told you, the versionn was the correct one.

Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 31, 2013, 07:27:06 AM
@Herra Tohtori
I have this kind of TV and I'm flying RoF quite well with it in 3D mode, I don't know why it works, but it works very well. :)
The main problem is that ATI cards use HD3D SDK that is only compatible with dx9, 10 and 11, no chance to OpenGL games. :-X
But, if you have a passive 3D TV, everything is possible, the TV will not know that the image is in 3D, with a interlaced image, the polarized glasses will make the trick. ;)



santo.

Santo,
                you are right, but the things that Herra pointed out are important.

  Both for ATI and nVIDIA there are systems to control alternating LCD glasses that don't reduce the resolution at all. In fact my MOD is already compatible with nVIDIA Quadro cards, which have full paired dual-buffers (but what makes them very expensive).
  There is specific information on how to trigger the eye changing methods of these systems using OpenGL. So theorically it would be completely possible in OpenGL to implement full stereo, full coloured without the problems of anaglyph and with just a monitor / TV Set with a decent reaction time. This would be possible in any typical card (not only the Quadros) but with the extra googles hardware.
  I don't have any of those systems so never made a real test, but I know that it is possible.
  As Herra pointed out before, implementing an "interlaced half images" system is quite tough. Not impossible, but complicated. And it has some important cons.
  Regards,
                                Pablo
 
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on January 31, 2013, 07:50:49 AM
Well, if it is difficult, dont worry about it, I don't want to bother you, it isn't my intention. :)
It's just an idea and a simply solution for those that have a passive 3D TV.
Passive 3D TVs don't have alternating LCD glasses, the two images are showed at the same time and our brain will merge both images in one 3D image.
It's the same technology of 3D cinemas, no expensive LCD glasses, no battery, just glasses with two polarized filters, one for each eye.
One line is polarized for one filter, the next line for the other filter and so on.

Sorry if I bother you, mate. :)
But, if there is a chance in the far future, I will wait anxiously for a full color experience. ;)

Thank you so much, Pablo, your work is a landmark in the 1946's History. 8)



santo.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: X-Raptor on January 31, 2013, 07:52:08 AM
Quote
Santo,
                you are right, but the things that Herra pointed out are important.

  Both for ATI and nVIDIA there are systems to control alternating LCD glasses that don't reduce the resolution at all. In fact my MOD is already compatible with nVIDIA Quadro cards, which have full paired dual-buffers (but what makes them very expensive).
  There is specific information on how to trigger the eye changing methods of these systems using OpenGL. So theorically it would be completely possible in OpenGL to implement full stereo, full coloured without the problems of anaglyph and with just a monitor / TV Set with a decent reaction time. This would be possible in any typical card (not only the Quadros) but with the extra googles hardware.
  I don't have any of those systems so never made a real test, but I know that it is possible.
  As Herra pointed out before, implementing an "interlaced half images" system is quite tough. Not impossible, but complicated. And it has some important cons.
  Regards,
                                Pablo
 

I think that administrators of this great forum could open a "DONATE" tread in your favor Pablo to give you all instruments you need to continue and go deep in this great 3D mod you are still working on today. I also would like to open a tread about to donate you a TrackIr system as you can work better on 3D mod.
If you like I could make to you a Freetrack Hat (with 3 infrared LED) and I can send you, but don't know if would be ok for you Freetrack instead of TrackIr. Also Freetrack needs to have a old Cam as to remove the infrared lens. All about I'm speaking I think you know on the site  http://forum.free-track.net/ (http://forum.free-track.net/).

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 31, 2013, 08:19:24 AM
Sorry for a wee bit off topic, but CloD used to have a selection in Conf.ini for   Stereo 3D= ?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: cgagan on January 31, 2013, 09:04:30 AM
Pablo, the mod (version 4.101)  instantly crashes my DBW1916 (4.101) game; I have no other mods installed, just the package as provided by vpmedia. The game does not even load.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 31, 2013, 09:10:24 AM
Costas, do your DBW1916 installation has a specifically copied DT.dll in the root folder? It could be a typical reason for what you describe.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: cgagan on January 31, 2013, 10:00:21 AM
Pablo, there are no .dll files in DBW1916, the root game (Il21956) which hosts both #DBW and #DBW1916 has recently changed .dll files for Storebror's/Carmaster's HD Mod; but these cannot be the cause, as I also have the HD mod installed in my SAS ModAct4, where your Mod (version 4111) works fine...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 31, 2013, 11:05:42 AM
Costas, I just had to reinstall the Super Pack from 4.07 to DBW and it fixed my DBW 1916, not saying your prob is same as mine. Mine was SFS Reader error, CTD @60%.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 31, 2013, 11:27:37 AM
Pablo, there are no .dll files in DBW1916, the root game (Il21956) which hosts both #DBW and #DBW1916 has recently changed .dll files for Storebror's/Carmaster's HD Mod; but these cannot be the cause, as I also have the HD mod installed in my SAS ModAct4, where your Mod (version 4111) works fine...

I don't understand completely the situation of your installs.

  It was explained in other thread: the v4.101 of the Stereo MOD, to standardize, uses the structure (a little more advanced) of visual of the v4.111. But the v4.111 to work, requires the file TD.dll that didn't exist before. So to use the Visual MOD v7 ni v4.101, you have to copy this originally only v4.111 to your root folder, so the classes in the v4.101 of the MOD can use it.

  You will see that the two .rar versions of the MOD differ in the presence of the TD.dll, because in v4.111 it is not necesary, due to the fact that it is already there.

  I hope now it is more clear.

  Regards,
                           Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 31, 2013, 11:39:06 AM
Quote
Santo,
                you are right, but the things that Herra pointed out are important.

  Both for ATI and nVIDIA there are systems to control alternating LCD glasses that don't reduce the resolution at all. In fact my MOD is already compatible with nVIDIA Quadro cards, which have full paired dual-buffers (but what makes them very expensive).
  There is specific information on how to trigger the eye changing methods of these systems using OpenGL. So theorically it would be completely possible in OpenGL to implement full stereo, full coloured without the problems of anaglyph and with just a monitor / TV Set with a decent reaction time. This would be possible in any typical card (not only the Quadros) but with the extra googles hardware.
  I don't have any of those systems so never made a real test, but I know that it is possible.
  As Herra pointed out before, implementing an "interlaced half images" system is quite tough. Not impossible, but complicated. And it has some important cons.
  Regards,
                                Pablo
 

I think that administrators of this great forum could open a "DONATE" tread in your favor Pablo to give you all instruments you need to continue and go deep in this great 3D mod you are still working on today. I also would like to open a tread about to donate you a TrackIr system as you can work better on 3D mod.
If you like I could make to you a Freetrack Hat (with 3 infrared LED) and I can send you, but don't know if would be ok for you Freetrack instead of TrackIr. Also Freetrack needs to have a old Cam as to remove the infrared lens. All about I'm speaking I think you know on the site  http://forum.free-track.net/ (http://forum.free-track.net/).



Raptor,
                  it is correct that if I have the corresponding devices I can check several things people refer to me and that I don't have any way of seeing. I don't have any problem on receiving donations, and even it is better to receive the items sent by mail than money.

  I have general knowledge about what TrackIR and FreeTrack are. I know how they work. I don't have any webcam in my desktop computer, but if you provide me with the corresponding head device I suppose I can get one to be able to test the system and analyze its interaction with the MOD.

  Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 31, 2013, 11:59:34 AM
Its working well in DBW 1916 & DBW

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: cgagan on January 31, 2013, 02:55:38 PM
Gerhard, I tend to agree with you; just tried the old 3D mod, installed in my SAS ModAct 3.6 and it worked with both DBW and DBW1916...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on January 31, 2013, 04:18:26 PM
Cool Costas, way to go Man!, Awesome screens, I wished I had some of those glasses.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Draken on February 03, 2013, 11:08:39 AM
How does the RealFollow work , please ? The Readme tells nothing about it...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on February 03, 2013, 11:47:01 AM
Just click F2 and use your mouse
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on February 03, 2013, 11:51:15 AM
Draken,
                     it is not explained ni the ReadMe, but the first post says "it is not explained in the ReadMe" and everything else required. Please read it, I would not do anything different than repeating what is said there.

  Regards,
                              Pablo


PD for All: I have improved these to several extra features for cockpits. Soon I will post the new one.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on February 03, 2013, 04:24:49 PM
Dear All,
                I have added to the external visual improvements (RealFollow and blablabla) several new internal features:

-Slower inertial (more human) changes of angle of sight both for Pilots and Gunners. This response is configurable.
-Shaking for TubeSight (aims like the SBD-3 one) and Bombardier Reticles. Both of these were completely immune to the flak activity or other shaking factors. In reality bombardiers had a tough work with flak. All the plane was shaking.
-Slower inertial (like really moving heavy weapons or pressing the control buttons of a turret) response for all the turrets in game. Now they don't react instantaneously and you have to control the impulses to properly aim. I found this much more real that the completely artificial perfect response of the game.
-Shaking for gunner positions. The code in game has a bug (that aparently was never noticed) and the method that should shake the gunner cockpit never does anything. The problem is that the original problem is with one of the FM classes. You will see in this upload an extra folder called 00_PAL-VisualMODFixFM-v4111. It contains a fixed RealFlightModel, that enables shaking for gunners, but IT IS ONLY COMPATIBLE WITH LATEST AI Mod v2.6:

http://www.sas1946.com/main/index.php/topic,23327.0.html (http://www.sas1946.com/main/index.php/topic,23327.0.html)

You have to be positive that this patch loads before the AIMod, if not there would not be any shaking.

Regards,
                            Pablo


EDITED PD, This are the new Parameters with its defaults:

//By PAL, Softness Factor for Cockpit Head Movements (specially useful with Hat Switch, etc.) from 0.0001-1   
PAL3DCockpitSoftView=0.075
//By PAL, Inertial Factor for Weapons and Turrets movement in Gunner position, from 0.0001-1
PAL3DCockpitTurretInertia=0.001
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on February 03, 2013, 05:35:03 PM
Pablo, If the !SAS_Engine_Mod_4111m_v26  doesnt load first it will CTD at Mission Launch.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on February 03, 2013, 05:53:00 PM
BFT,
          you mean if the 00_PAL-VisualMODFixFM-v4111 is loaded before the !SAS_Engine_Mod_4111m_v26?

  If you load it later is the same as not loading the Fix, so everything except shaking of Gunner Positions will work (this is the problem in the stock game that you are not solving).

  If the class in 00_PAL-VisualMODFixFM-v4111 leads to a CTD in mission start, it should be a versioning problem. Do you have the latest EngineMod26?

  Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on February 04, 2013, 01:16:09 AM
Yes I have the latest, I am going to try it again, I might have a Mod that is conflicting.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on February 04, 2013, 01:29:46 AM
Ok it works now, thanks Pablo.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on February 04, 2013, 02:54:04 AM
Hello!

I had a brilliant new feature request idea that I simply must bother you with.

EDIT: As requested, I opened a new thread for feature discussion:

http://www.sas1946.com/main/index.php/topic,32290
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: zionid on February 04, 2013, 05:23:40 AM
First off I would like to say that this mod is absolutely brilliant. I cannot believe how these features were not included from the games launch, but this certainly addresses the problem. The new external and chase views makes flying a real joy!

But, I have been reading this thread up and down, but your technical language sometimes baffles me. I have a little question I could not find the answer to; This mod runs seemingly perfect on my DBW install, but I do experience a stutter/lag as the camera adjust to the plane. I am sorry if this is already discussed- I simply could not find it.

Is there any way to remedy this minor issue:)

Thanks again
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on February 04, 2013, 10:31:57 AM
First off I would like to say that this mod is absolutely brilliant. I cannot believe how these features were not included from the games launch, but this certainly addresses the problem. The new external and chase views makes flying a real joy!

But, I have been reading this thread up and down, but your technical language sometimes baffles me. I have a little question I could not find the answer to; This mod runs seemingly perfect on my DBW install, but I do experience a stutter/lag as the camera adjust to the plane. I am sorry if this is already discussed- I simply could not find it.

Is there any way to remedy this minor issue:)

Thanks again

zionid,
              could you give some details on what situation is what you ask?

  If you use TrackIR, there are several things (discussed above) that could lead to a fight between the TrackIR intention for positioning and the inertial movements of the MODs. In external views, the idea is that any movement (those of the planes and those of the point of view) gets "shock absorved". So if you make a fast violent adjustment (like the ones you can produce with the hatch switch of the mouse), the camera slowly goes to its new position.

  If this is not what you mention (this is on propouse), please detail the conditions and the full effect you note.

  Regards,
                            Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: X-Raptor on February 04, 2013, 04:12:30 PM
Pablo, this is simply GREAT!!! You have finally discovered (and patched) the native bug of A.I. GUNNERS SNIPERS !!
I think you have touched a very important point about this, and I wish this will be addressed also for TD future patches of "vanilla" 1946 


 :P I wish will be compatible also for HFSX users

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Kirk09 on March 19, 2013, 11:13:04 PM
I have a little question I could not find the answer to; This mod runs seemingly perfect on my DBW install, but I do experience a stutter/lag as the camera adjust to the plane. I am sorry if this is already discussed- I simply could not find it.
Is there any way to remedy this minor issue:)

Had same issue but tried moving fast around the plane while game was on pause and it was smoooth. Also tried in real time with greenscreen setting where it obliterate all the background except objects and it was smooth too. I have an i5 2010 laptop with a VERY standard ATI video card which makes me think that the lagging-stutter of the gliding movement could be due to a medium performance graphic card? ???
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 02:19:11 AM
fantastic work, Pablo - simply fantastic! :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 07:49:50 AM
aha - i do have a little question, though - perhaps i am missing something -
this is from an earlier post of yours in this thread, conerning the F2 and F8 functions:
Quote
Any of this two modes has the new revolutionary feature:

If you press the Mouse Right Button, the camera (previously pointing to the plane or parallel to it) becomes completely free. So you are able to set the relative point of view (where in relation to the aircraft) and later set the direction of view. This gives HUGE freedom to see things in the game, experiment by yourself.

for me, this simply has no effect - pressing the right mouse button does not free the camera in any way.
i (camera) am always looking at/parallel my plane.
any ideas what i might be missing?
perhaps an entry in the conf [Mods] section?
this is what i have:

PAL3DStart=0
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0
PAL3DCockpitSoftView=0.075     
PAL3DCockpitTurretInertia=0.001

i do not have the following entries,  which i see mentioned earlier in the thread - effect unknown to me.
are they needed for this feature to work effectively?

PAL3D6DOF=0
PAL3DMouse6DOF=0
PAL3D6DOFAutoReset=0

i see no reference to these conf entries in any of the readme material.
any guidance, as always, much appreciated.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 20, 2013, 08:06:51 AM
Malone,
                 I have just returned from Holidays and I don't remember clearly the status of this.

  I'm attaching here the one I think is the last last version. Everything should work with that one. Herra Tohtori was helping me on developing an updated version of the documentation. There are several new settings and behaviours (it remembers now separation and convergence for every level, etc).

  Let me know if it works, I will in the next days recheck everything and post it formally.

  Regards,
                           Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 08:12:20 AM
Dear All,
                I have added to the external visual improvements (RealFollow and blablabla) several new internal features:

-Slower inertial (more human) changes of angle of sight both for Pilots and Gunners. This response is configurable.
-Shaking for TubeSight (aims like the SBD-3 one) and Bombardier Reticles. Both of these were completely immune to the flak activity or other shaking factors. In reality bombardiers had a tough work with flak. All the plane was shaking.
-Slower inertial (like really moving heavy weapons or pressing the control buttons of a turret) response for all the turrets in game. Now they don't react instantaneously and you have to control the impulses to properly aim. I found this much more real that the completely artificial perfect response of the game.
-Shaking for gunner positions. The code in game has a bug (that aparently was never noticed) and the method that should shake the gunner cockpit never does anything. The problem is that the original problem is with one of the FM classes. You will see in this upload an extra folder called 00_PAL-VisualMODFixFM-v4111. It contains a fixed RealFlightModel, that enables shaking for gunners, but IT IS ONLY COMPATIBLE WITH LATEST AI Mod v2.6:

http://www.sas1946.com/main/index.php/topic,23327.0.html (http://www.sas1946.com/main/index.php/topic,23327.0.html)

You have to be positive that this patch loads before the AIMod, if not there would not be any shaking.

Regards,
                            Pablo


EDITED PD, This are the new Parameters with its defaults:

//By PAL, Softness Factor for Cockpit Head Movements (specially useful with Hat Switch, etc.) from 0.0001-1   
PAL3DCockpitSoftView=0.075
//By PAL, Inertial Factor for Weapons and Turrets movement in Gunner position, from 0.0001-1
PAL3DCockpitTurretInertia=0.001


Pablo, this is simply GREAT!!! You have finally discovered (and patched) the native bug of A.I. GUNNERS SNIPERS !!
I think you have touched a very important point about this, and I wish this will be addressed also for TD future patches of "vanilla" 1946 


 :P I wish will be compatible also for HFSX users



Sorry but I don't understand correctly!

I should have some effects on enemy AI when I attack bombers or is only a first person visual effect?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 08:26:28 AM
Pablo, thanks, i'll try that one. :D

@ walter, i assume it to affect all gunners, player and AI - although, we all know assumptions can be dangerous, lol ;)
i just tried it flying Ki-84's against Lancaster bombers, a QMB mission which i played prior to adding this fix, and there does seem to be a marked difference with the AI gunners accuracy.
i need to test a bit more to be sure, but on first attempt i am sure i see a difference.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 08:38:34 AM
Pablo, that last version has solved the problem.
now it works as advertised. thanks for the quick response, always appreciated  ;)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 08:49:06 AM
i am amazed - i don't know if this is an intended bypart of this mod, but with this latest one, for the first time, my pilot/cockpit view movement is much smoother, and feels much more natural.
absolutely awesome - this mod is now my new favorite....preciousssss! :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 20, 2013, 09:38:37 AM
Yes Malone,

1-All the gunners movements (of turrets because those are produced manually or by motors and of weapons, because those are heavy weapons with inertia) were delayed and more dull.
2-All the sights change (in cockpits, in gunner positions and external) now are softer too. Heads don't move instantaneously in reality.

  As you said, it produces a much more natural sempsation, it was the final idea.

  Regards,
                      Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 09:53:59 AM
Can I reply before the question?

The reply is: NO
The question is , is possible to have the AI gunner update available also for 410 and 409?

True?

Thanks for your amazing work mate!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 10:08:16 AM
walter, my guess is the answer is yes.
however, your question asks; is it possible.....answer, yes, it is possible.
if you ask, will Pablo do it, the answer will likely be no, as he has mentioned this before.
he does not even use 409, so it is unreasonable to expect that from him, at least.
perhaps some other intrepid modder could look into it... :D
one of the 409 rebel commanders?... :D
come in, rebel base....do you copy, roger roger?  8)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 20, 2013, 10:22:02 AM
Malone what did you enter in your Conf.ini for this Final?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 10:31:36 AM
walter, my guess is the answer is yes.
however, your question asks; is it possible.....answer, yes, it is possible.
if you ask, will Pablo do it, the answer will likely be no, as he has mentioned this before.
he does not even use 409, so it is unreasonable to expect that from him, at least.
perhaps some other intrepid modder could look into it... :D
one of the 409 rebel commanders?... :D
come in, rebel base....do you copy, roger roger?  8)

Well....the correct mean of my question could be:

Dear Pablo , you have left 409 and 410 behind you so I don't ask you if you can release a version compatible but I ask if you think this possible and allow asking a modder to work on it....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 10:49:16 AM
Malone what did you enter in your Conf.ini for this Final?
i added nothing new, but this one seems to have added several new entries by itself, lol.
this is what it looked like before:

Code: [Select]
PAL3DStart=0
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0
PAL3DCockpitSoftView=0.075     
PAL3DCockpitTurretInertia=0.001

this is after:

Code: [Select]
PAL3DStart=0
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0
PAL3DCockpitSoftView=0.075     
PAL3DCockpitTurretInertia=0.001     
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

so, this last version added 12 new lines into the conf [Mods] section, from PAL3DSepAim=0.7 onwards...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 20, 2013, 10:55:31 AM
Ok thanks Man.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 20, 2013, 11:01:51 AM
Malone, that's true.

  I hope soon we will have all these properly documented. The previous (original) MOD, only allowed basic settings for separation (in cockpit and external). So there used to exist these settings:

Code: [Select]
//By PAL, Start or not Adjusting Convergence
PAL3DAdjustConv=0
//By PAL, Internal Stereo 3D Separation
PAL3DSeparation=1.5
//By PAL, External Stereo 3D Separation
PAL3DSeparationExt=25.0
//By PAL, Left Convergence Angle (Default parallel)
PAL3DConvLeft=0.0
//By PAL, Right Convergence Angle (Default parallel)
PAL3DConvRight=0.0

  Now they are not required anymore (you can remove those lines because don't have any effect).

  As you have noticed, there are new pairs of settings:
 
Code: [Select]
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

  These are autosaved by the MOD now. It stores your last settings. And there are 4 levels of Stereo (with independent convergence and separation) which are Aim (scopes and aims), Gunners, Cockpits and Externals. You can set all of them (with the mouse combinations) and those are remembered automatically.

  The other thing that it stores is the Stereo Mode (including the non-stereo one) so you don't have to configure manually anything.

Code: [Select]
//By PAL, SE = Stereo Enabled Mode A Default (0 = Disabled, 1, 2, 3, 4, 5)
PAL3DStart=1

  And here is the list of the things which are not automatically stored and only can be configured manually:

Code: [Select]
//By PAL, Softness Factor for Cockpit Head Movements, useful with Hat Switch, etc. (between 0.0001 and 1)   
PAL3DCockpitSoftView=0.075
//By PAL, Inertial Factor for Weapons and Turrets movement in Gunner position (between 0.0001 and 1)
PAL3DCockpitTurretInertia=0.001
//By PAL, Inertial Factor for Follow Mode (between 0.001 and 1)
PAL3DFollowInertia=0.01
//By PAL, Mouse 6DOF
PAL3DMouse6DOF=1
//By PAL, Reset 6DOF when Re-Entering
PAL3D6DOFAutoReset=1
//By PAL, Ecran Wide Mode
PAL3DEcranWide=0
//By PAL, Start or not Adjusting Convergence
PAL3DAdjustConv=0
//By PAL, Anaglyph Left Color Filter
PAL3DFilterLeft=R___
//By PAL, Anaglyph Right Color Filter
PAL3DFilterRight=_GB_
//By PAL, use Date for ScreenShot File Names
PAL3DScrShtDateName=1
//By PAL, File Format Extension for ScreenShots (jpg or tga are valid)
PAL3DScrShtExt=jpg
//By PAL, jpg Quality (between 0.0 and 1.0)
PAL3DScrShtJpgQuality=0.85
//By PAL, Path for ScreenShots
PAL3DScrShtDir=MyScreenShots/

Regards,
                   Pablo
 
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 20, 2013, 11:11:40 AM
thanks, Pablo. epic stuff, mate - thanks very much for this! :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 20, 2013, 11:16:43 AM
Roger that, Thanks so much Pablo!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 01:02:41 PM
I have installed this new version in my 4111 but I lost the wide screen....should I have some specifi sttings or mod to have it working correctly?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 20, 2013, 01:07:48 PM
Walter put this under that list [MODS]  PAL3DEcranWide=1
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 02:07:32 PM
That's my MODS section in conf.ini

Code: [Select]
;BENITOMUSO 3D

PAL3DEcranWide=1
PAL3D6DOF=1
PAL3D6DOFAutoReset=0

PAL3DStart=0

PAL3DSeparation=1.5
PAL3DSeparationExt=25.0

PAL3DConvLeft=0.0
PAL3DConvRight=0.0
PAL3DAdjustConv=0

PAL3DScrShtDir=MyScreenShots/
PAL3DScrShtExt=jpg

PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

//By PAL, Softness Factor for Cockpit Head Movements, useful with Hat Switch, etc. (between 0.0001 and 1)   
PAL3DCockpitSoftView=0.075
//By PAL, Inertial Factor for Weapons and Turrets movement in Gunner position (between 0.0001 and 1)
PAL3DCockpitTurretInertia=0.001
//By PAL, Inertial Factor for Follow Mode (between 0.001 and 1)
PAL3DFollowInertia=0.01
//By PAL, Mouse 6DOF
PAL3DMouse6DOF=1
//By PAL, Reset 6DOF when Re-Entering
PAL3D6DOFAutoReset=1
//By PAL, Ecran Wide Mode
PAL3DEcranWide=0
//By PAL, Start or not Adjusting Convergence
PAL3DAdjustConv=0
//By PAL, Anaglyph Left Color Filter
PAL3DFilterLeft=R___
//By PAL, Anaglyph Right Color Filter
PAL3DFilterRight=_GB_
//By PAL, use Date for ScreenShot File Names
PAL3DScrShtDateName=1
//By PAL, File Format Extension for ScreenShots (jpg or tga are valid)
PAL3DScrShtExt=jpg
//By PAL, jpg Quality (between 0.0 and 1.0)
PAL3DScrShtJpgQuality=0.85
//By PAL, Path for ScreenShots
PAL3DScrShtDir=MyScreenShots/

and that's my WINDOWS section:

Code: [Select]
[window]
width=1920
height=1200
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 20, 2013, 02:18:29 PM
Change the Zero to One here:

//By PAL, Ecran Wide Mode
PAL3DEcranWide=0<----  1
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 02:43:09 PM
Ooops!

I don't noticed the doubled entry!

Now it's working!

Thanks!

BTW

In the meantime , since 410 have also the G limits , I have tried to put the 00_PAL-VisualMODFixFM-v4111 classfile into my 410 installation and at first look I got AI gunners apparently less lethal....if someone can test also....remember to make it load before any other mods folder that have inside a similar numbered classfile to make it work correctly!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 20, 2013, 03:26:08 PM
Walter, Raptor has already mentioned that. I didn't have time to experiment it in depth, but it could be possible that the "extra difficult" to move turrets and weapons made the AI less exact on its aiming too.

It should be analyzed in depth.

Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on March 20, 2013, 03:31:43 PM
Yes it should , but above I wrote about my 410 use of that classfile , I have put it on my mods and seem working , I was curious if someone like to make another test....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 22, 2013, 11:22:19 PM
Hi Pablo
sorry to be back with bad news, but i have little option.
it seems , while the new version has finally given me all the correct mouse/camera features working, the 3d stereo option is no longer working properly, and besides that, i have a new problem developed which is affecting my sound - the problem only becomes apparent after several minutes of flying, which i had previously not done.
anyway, the problem is new, and this mod is the only new one i have added, so it's safe to assume the problem is related.
firstly, if i use the 3d mode (both mouse buttons and middle button) the 3d appears, but it is constantly 'shaking', for want o f a better description, so much so that i cannot use it.
in the previous versions, i had never encountered this.
so, i switch back to 2d mode, and then i start experiencing (after several minutes) a horrible digital stutter of all sounds, which get progressively worse until i can no longer play properly.
as i said, this is a brand new problem which first occurred around the time i tried this new version.
it's also the only new mod added, so relatively safe to assume they are related.
here is the last part of my error log, from around the point where the troubles start:

Code: [Select]
Time overflow (119): speed 0.28957528
[21:03:20] PAL Stereo 3D MOD by PAL (benitomuso)
[21:03:20]   The Stereo feature is in Mode A! Default Mode, released in V4, internally syncrhonized frames.
[21:03:20] Vendor: NVIDIA Corporation
[21:03:20] OpenGL provider: Opengl32.dll
[21:03:20] Card 3D Stereo Feature: No!
[21:03:20] Card configured Accumulator: 64bits
[21:03:20] Card configured AUX Buffers: No!
[21:03:51] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[21:04:21] warning: no files : music/inflight
[21:05:07] PAL Stereo 3D MOD by PAL (benitomuso)
[21:05:07]   The Stereo feature has been disabled! Your game works as normal.
[21:05:07] Vendor: NVIDIA Corporation
[21:05:07] OpenGL provider: Opengl32.dll
[21:05:07] Card 3D Stereo Feature: No!
[21:05:07] Card configured Accumulator: 64bits
[21:05:07] Card configured AUX Buffers: No!
[21:05:07] PAL Stereo 3D MOD by PAL (benitomuso)
[21:05:07]   The Stereo feature has been disabled! Your game works as normal.
[21:05:07] Vendor: NVIDIA Corporation
[21:05:07] OpenGL provider: Opengl32.dll
[21:05:07] Card 3D Stereo Feature: No!
[21:05:07] Card configured Accumulator: 64bits
[21:05:07] Card configured AUX Buffers: No!
[21:05:07] PAL Stereo 3D MOD by PAL (benitomuso)
[21:05:07]   The Stereo feature has been disabled! Your game works as normal.
[21:05:07] Vendor: NVIDIA Corporation
[21:05:07] OpenGL provider: Opengl32.dll
[21:05:07] Card 3D Stereo Feature: No!
[21:05:07] Card configured Accumulator: 64bits
[21:05:07] Card configured AUX Buffers: No!
[21:05:34] Time overflow (6100): speed 0.31965902
[21:05:58] Time overflow (6818): speed 0.29013538
[21:06:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:07:47] Speaker config restored.
[21:07:47] Audio finished.
[21:07:47] Initializing DirectSound playback device...
[21:07:47] Primary buffer created.
[21:07:47] Playback format is : sampling rate = 22050, num channels = 2.
[21:07:47] Not enought hardware buffers (0), hardware disabled
[21:07:47] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[21:07:47] Default speaker config is : 1310724.
[21:07:47] Direct sound audio device initialized successfully :
[21:07:47] DX Version : 7
[21:07:47] Hardware    - disabled [buffers : 0]
[21:07:47] Extensions  - enabled :
[21:07:47]   EAX ver. 1 [ ]  - disabled
[21:07:47]   EAX ver. 2 [ ]  - disabled
[21:07:47]   EAX ver. 3 [ ]  - disabled
[21:07:47]   I3D ver. 2 [ ]  - disabled
[21:07:47]   ZoomFX     [ ]  - disabled
[21:07:47]   MacroFX    [ ]  - disabled
[21:07:47] SIMD render [X]
[21:07:47] num channels 16
[21:07:47]
[21:08:06] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:06] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:06] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:06] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:07] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:07] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:08] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:08] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
[21:08:08] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:08] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:09] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:09] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:10] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:10] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:10] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:10] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.1 -> 0.1 (delta = 0) to Range 0.1..16384
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:11] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:19] Time overflow (9944): speed 0.80213904
[21:08:19] Time overflow (9964): speed 0.9259259
[21:08:23] Time overflow (10080): speed 0.65717417
[21:08:27] Time overflow (10179): speed 0.4491018
[21:08:45] Time overflow (10471): speed 0.7067138
[21:08:57] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:57] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:57] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:57] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:59] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:08:59] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[21:09:00] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D0'
[21:09:00] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[21:09:00] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D1'
[21:09:00] INTERNAL ERROR: HierMesh: Can't find chunk 'Head6_D0'
[21:09:00] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:00] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:02] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:02] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:02] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:02] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:12] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[21:09:12] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 63 was clamped to (1 .. 16)
[22.03.2013 21:10:06] -------------- END log session -------------

the 'digital sound stutter' problem seems directly related to this TSmokeTrail errors...
it only starts after several minutes, but becomes progressively worse, to the point of unplayable.

so, to recap, my previous versions - 3d stereo features worked well, but right-mouse/camera features never worked.
the latest version - 3d stereo features not working correctly (constant shaking) , but right- mouse/ camera features work well.
obviously, to find some middle point where both features work would be ideal.
the sound issue, however, what do you make of that?
boy oh boy, i have had my fair share of strange issues over recent times... :P
any assistance, as always, much appreciated!

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 23, 2013, 02:08:03 AM
addendum: i won't be surprised if the sound issue is in no way related - it could well just be a whole new independent issue which has arisen out of thin air.
i only ask here first, as this is the only new mod i have added recently.
wouldn't be the first time, it seems there's a bunch of gremlins in my game that some mysterious person feeds water to after midnight, while i am sound asleep. :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Draken on March 23, 2013, 06:06:16 AM
What happens if I use this mod online and the other players do not have it ?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on March 23, 2013, 08:00:48 AM
Absolutely nothing. It's strictly client-side modification. Camera positions and view vectors are not translated over network so there is no chance of a conflict.

So what will happen is the mod will work for you and other people will have their normal game.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Spinnetti on March 23, 2013, 08:10:00 AM
Fantastic mod.. Your stuff is standard in every install I've ever had......

As I was playing with it, had one thought (you may have already covered)... When a plane you are following is shot down and spinning out of the control, the external view can't "keep up" very well, and kinda jerks the view. Have you considered maybe "shutting off" the custom follow mode when a plane is shot down? That's the only view where it probably makes more sense to keep it vanilla?

Anyway, great stuff, thanks!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 23, 2013, 01:56:53 PM
i've made yet another brand new install for ModAct 4, specifically for this mod, as my previous game just crapped out with inexplicable sound issues.
now, when i load a mission with this brand new install, the game freezes at mission start.
if i remove this mod, the game then loads and plays normally.
other than having installed a few objects, one plane, this is a really bare-bones install -
there is no relevant errors in the log, it just cuts off.
what on earth is going on?
here's what my SAS folder looks like:
(http://i196.photobucket.com/albums/aa226/bigbossmalone/capture_001_23032013_2146_zpsefb518ca.jpg)

i just can't fucking win with this crap anymore, time to bail, i think  >:(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on March 23, 2013, 02:33:01 PM
There's two versions of this mod: The FixFM version which fixes the lack of shaking in gunner cockpit view, and the normal view. You have both of these in your #SAS directory, when in fact you're supposed to only pick one.

The FixFM version requires a functional installation of the SAS Engine mod version 2.6, if I recall correctly. It seems like you don't have that at least in your #SAS directory, so I would recommend removing the "!##00_PAL-VisualMODFixFM-v4111new" directory, then try and see if it runs.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 23, 2013, 02:56:13 PM
Malone,
                   it is strange. I really haven't seen anything of that and don't know about any part of the code that could be causing what you describe.

  Are you loading the MOD on top of other things, right?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 23, 2013, 04:27:52 PM
Malone and All, I have uploaded the last version I'm using (only for v4.111) and updated a little the information in the Start of the Thread to make easier people understand the current features.

Herra, we haven't talked again about the subject: had you the chance to review something of the Documentation?

Regards,
                           Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on March 23, 2013, 04:46:59 PM
I've been pretty busy with schoolwork and other things, but I have a sort of skeleton plan on what the documentation should contain. I need to write it up and make the graphics to illustrate it, but I can't make any promise on when that might happen...  :-X

EDIT: By the way I noticed something interesting:

(http://www.sas1946.com/images/imageshit/img51/2363/reflectionsn.jpg)

The reflection from water's surface is only rendered correctly for one eye's view point (right eye in this case). For the other eye, the reflection is drawn as if both eyes were at the same location, which means there is no 3D in the water reflections.

It's not a big deal, and I only noticed this because I've been looking at water reflections in a very thorough and analytical fashion recently, but it feels strange to me that when the scene is rendered for the left eye, the water reflections are still being rendered using the left eye's view point. I don't know if there's anything that can be done about it, though, and considering how rarely you see reflections in the first place it's not really hugely important, but if it's possible to fix it then by all means.  ;)

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 23, 2013, 11:52:51 PM
Thanks Pablo, I checking it out now.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on March 23, 2013, 11:54:26 PM
thanks for the replies, - i didn't realise the two were individual mods, as previously i had needed both installed.
so, if i add AI Engines 2.6, then i would need to once again add the 'second' mod, the FixFM one, before it, is that correct?
after having removed the FixFM version now, it works again, thanks.
the 3d shaking effect is also resolved now.  8)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on March 25, 2013, 05:23:58 AM
Thank you Pablo for a great work.
I´m testing with the inertia values for the follow camera and only miss one thing, the distance to the airplane seems to be the same all the times. Maybe would be more "realistic" if the camera speed up or slow down with a little retard respect to the plane. But I can live without it.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 25, 2013, 06:54:37 AM
Chewaca,
                 do you mean a kind of delay to react in position? As if the plane suddenly speeds up it would take a time to start the camera following it up? In fact it is implemented, but I agree that the effect is less evident than the "angular delay". I will take a look into it, could be nice to make it more evident.

  But you made me think about the external view and how you control the distance. Perhaps a distance dependent (more detailed and sensitive as close as you are to the plane) would be good, instead of making it linear as it is today (stock behavior).

  Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 25, 2013, 06:57:23 AM
I've been pretty busy with schoolwork and other things, but I have a sort of skeleton plan on what the documentation should contain. I need to write it up and make the graphics to illustrate it, but I can't make any promise on when that might happen...  :-X

EDIT: By the way I noticed something interesting:

(http://www.sas1946.com/images/imageshit/img51/2363/reflectionsn.jpg)

The reflection from water's surface is only rendered correctly for one eye's view point (right eye in this case). For the other eye, the reflection is drawn as if both eyes were at the same location, which means there is no 3D in the water reflections.

It's not a big deal, and I only noticed this because I've been looking at water reflections in a very thorough and analytical fashion recently, but it feels strange to me that when the scene is rendered for the left eye, the water reflections are still being rendered using the left eye's view point. I don't know if there's anything that can be done about it, though, and considering how rarely you see reflections in the first place it's not really hugely important, but if it's possible to fix it then by all means.  ;)



Herra,
                 it is quite strange. I don't know what could be the cause. When freezing an image like that, if you change the different stereo modes, with all is the same? I don't think so. I think that the modes that Swap Buffers should not produce that.

  Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on March 25, 2013, 09:22:16 AM
One good thing about the age is the time to see too much things and remember anothers. If my neuron isn´t wrong in the Aces over Pacific the chase camera worked in that way. Like if you have a plane stick yo your tail, making the same movements, stick and throttle, that yours but with a little delay. The plane running away from the camera in descents and nearing when the plane slow down. The efect in the movies was espectacular.

Pero Pablo sigo pudiendo vivir sin ello. No quiero que te rompas mucho la cabeza sino es algo que puedas arreglar facilmente. Seguro que tienes ideas mas brillantes esperando por salir. Un saludo

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on March 25, 2013, 10:40:09 AM
Herra,
                 it is quite strange. I don't know what could be the cause. When freezing an image like that, if you change the different stereo modes, with all is the same? I don't think so. I think that the modes that Swap Buffers should not produce that.

  Regards,
                       Pablo

Tested with all modes. On my card, modes A, B, D and B- work (B- produces intense flickering).

All modes produces the same effect.

However!

The eye in which the reflections are misplaced is not constant. Sometimes the right eye sees the reflections properly, sometimes the left eye sees them properly, but always the other eye's reflections are misplaced.

This makes me suspect that the render buffer for reflections gets stuck in the viewpoint where the camera was when you happened to enable the 3D mode, or switched between modes. That would explain why the problem switches between view points.

Perhaps the game needs a location update for the reflection rendering every time the viewpoint changes between eyes? I don't know, it seems quite weird indeed, but at least it seems consistent.


The effect is easiest to see at small field of view, looking at an object from long distance. The difference between the object and its reflection increases as the distance increases - at least on my settings with -2.5 convergence and 6.5 separation distance for both eyes.


EDIT: Additional probable bug report: Bailing out causes game to hang. Sometimes gameplay resumes after a long, long, long pause.

Code: [Select]
[2:47:03] java.lang.ClassCastException: com.maddox.il2.objects.air.Paratrooper
[2:47:03] at com.maddox.il2.engine.hotkey.HookView.computePos(HookView.java:282)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getAbs(ActorPosMove.java:406)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validateRender(ActorPosMove.java:154)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getRender(ActorPosMove.java:580)
[2:47:03] at com.maddox.il2.engine.Camera3D.activate(Camera3D.java:71)
[2:47:03] at com.maddox.il2.game.Main3D$Camera3DR.activate(Main3D.java:1716)
[2:47:03] at com.maddox.il2.engine.Camera.activate(Camera.java:33)
[2:47:03] at com.maddox.il2.engine.Renders.doPaint(Renders.java:533)
[2:47:03] at com.maddox.il2.engine.Renders.paint(Renders.java:449)
[2:47:03] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[2:47:03] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2:47:03] at com.maddox.rts.Message._send(Message.java:1217)
[2:47:03] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2:47:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:47:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:47:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:47:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:47:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2:47:03] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:47:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Earlier test version did not have this issue. Probably connected to the camera view mode changing between "air" and "ground"?

Also, just as a personal observation - the ground camera is a bit... cumbersome, especially with head tracking. You try to automatically "look down" to see your plane from above, but instead the camera rises up, which is really disorienting. Having a command line switch between old camera operation and new ground camera would be good to have.

Additionally, when the camera transitions from ground camera to air follow camera, the camera flickers around quite a bit, not knowing whether the plane is in the air or on the ground. This happens especially with planes that have a long take-off roll and slow response after you rotate.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 25, 2013, 08:49:15 PM
Well People,
                        here I have implemented the new stuff. Now approaching in external views is proportional. You will see how much more reasonable it is.

  The inertial position and angle have different progressions and I'm very happy on how both F2 and F8 modes work.

  Try it and tell me what do you think.

  Regards,
                         Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 25, 2013, 08:52:41 PM
Cool Pablo I report shortly!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on March 25, 2013, 09:14:52 PM
for me and my taste I prefer this one on this page, It works perfect for me.   http://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on March 25, 2013, 09:36:41 PM
Pablo,

Ground camera works much better now, the plane stays centered at all times but view is aligned to the horizon.

The inertial follow-camera works very well, except when head tracking is used (which causes the previously discussed stutter when the camera continuously gets position updates from the head tracking interface).

Water reflection issue is still there.

Bail-out freezes the game, but switching to F3 fly-by camera makes the game proceed and the pilot bails out normally after that. Seems like there is a problem with switching to the bailed pilot's camera view?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 26, 2013, 05:13:15 AM
OK,
          I've found what was causing the problem with the Bailout. It was a very basic detail.

  Herra, regarding the reflections, I tried with my GTX550Ti to get the same as you and I haven't. It's strange.

  The stutters as previously stated, I don't know if can be solved.

  Regards,
                            Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on March 26, 2013, 05:18:54 AM
Maybe turning off the head tracking when in outside view, so, there is no need to compensate the head tracking.



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 26, 2013, 06:36:24 AM
Maybe turning off the head tracking when in outside view, so, there is no need to compensate the head tracking.



santobr.

Santo,
                 you are right. There's no real need of TrackIR in external view. I think that I will take that approach.

  Regards,
                         Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on March 26, 2013, 07:30:33 AM
S***, i can´t test it, i have the 4101 version.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on March 29, 2013, 02:51:01 AM
Ok i instaled a vanilla 4.11 with sas mod activator 4.0 the only mod instaled the visual mod and when i load a mission i get the Loadin mission null error. What i did wrong?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on March 31, 2013, 04:03:55 PM
Mmm... without the MOD do you have the same behaviour?

What about the SAS MODAct 2.6 and ll that stuff?

Regards,
                         Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on March 31, 2013, 04:19:13 PM
No, without the mod the mission loads perfectly. I´ll try that  tomorrow after the work, i hope
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on April 01, 2013, 02:02:36 AM
Did you use the version with "FixFM" or without it?

Do you have SAS Engine mod installed?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on April 01, 2013, 02:41:02 AM
i struggled with this same problem for what seemed like an eternity - Chewaca, you know the thread i started: http://www.sas1946.com/main/index.php/topic,33602.0.html
it was a real nightmare to solve, and eventually it seems like it wasn't any one particular mod, but rather certain mods in a particular order.
i solved it eventually by removing the Engines Mod 2.6 and this visual mod (i also had the stand-alone turret fix mod installed, which caused me a problem, but probably you don't have that one)
after removing all the above-mentioned mods, i restarted the game and it worked.
don't forget to delete the 'last.quick' file in your Quicks folder!
anyway, removed them all, got the game running, and it's been perfectly stable ever since.
try in this order - if you use the FixFM part, it must load before the Engines mod, and the main Visual mod folder must load after the Engines mod.
this order is working fine for me.
if the Visual mod loads before Engine mod - null errors/30% loading crash
it seems there is some sort of inter-dependency between these mods, and they have to be loaded in a particular sequence to avoid these issues.
my current loading order is as follows:

!##00_PAL-VisualMODFixFM-v4111new
!SAS_Engine_Mod_4111m_v26
##00_PAL-VisualMOD-v4111new

for me, this solved all my problems. hope it helps.  :)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on April 01, 2013, 02:52:46 AM
Malone,

what happens when you remove the other VisualMod from the list? As far as I know, you shouldn't need to have both enabled at the same time (in fact I suspect this may be causing some problems).
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on April 01, 2013, 03:06:41 AM
which one are you referring to, when you say 'other', mate?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on April 01, 2013, 03:19:09 AM
Either, actually.

Both the Visual Mods should work as contained packages, so you should have a functional install as both

!##00_PAL-VisualMODFixFM-v4111new
!SAS_Engine_Mod_4111m_v26


or

!SAS_Engine_Mod_4111m_v26
##00_PAL-VisualMOD-v4111new


However, the FixFM version requires the SAS Engine Mod. As far as I know, that should be the only absolute pre-requisite of this mod; you should technically be able to run the non-FixFM version as the ONLY mod on your installation (as long as mods are activated, that is).
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on April 01, 2013, 03:29:29 AM
Herra, that's not the way i understand it to work, mate - i stand under correction, of course - but if i look inside the FixFM folder, it contains one solitary classfile, 684916A0E86D1CC8, and there's no way this entire mod can work from that one classfile alone, surely.
this one needs to load before the Engines mod, because it(Engine mod) also affects the turret gunner behaviour.

the main Visual mod folder contains 46 classfiles, and this is the one that should be loaded after the Engines mod - at least, so i understand it, and this way does indeed work for me, all features that Pablo has mentioned.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on April 01, 2013, 03:42:52 AM
Yep, I stand corrected. I remembered wrong, I'm at my parents' at the moment for Easter holiday, and don't have access to my IL-2 installation.

It seems the FixFM file modifies a class file that is also contained in the SAS Engine mod; thus it makes perfect sense that it should be loaded before it.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on April 01, 2013, 03:51:19 AM
also been meaning to mention, i actually prefer the previous version, the one prior to the latest one and the one with the bailout fix - this latest one leaves me struggling a bit with the camera, it seems to drift off away from the plane too easily, and ends up leaving me a bit disorientated most of the time.
i do prefer the motion, though, but i prefer the way the camera controlling worked on the previous version, much more manageable.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on April 01, 2013, 01:22:44 PM
Nothing with the sas mod activator the same results. Only the visual mod without the fix and loading mission null. Pablo forget it. I´ll contunue with th 4101 version in a full moded DBW 1.7. Thank you anyway
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Chewaca on April 04, 2013, 12:13:40 PM
Finally i have to unload this mod because it was causing me to much troubles, with the J1N1 and the Me 210-410 pack the most evidents.  I´ll wait until the next version, i hope in 4.12. Un abrazo Pablo


After a few test , i think that the file that give me problems is DA40F18C338F4036, regrettably this file seems to affect to the F8 camera and it lost their funcionality.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Hangman on May 10, 2013, 04:31:25 AM
I would like to have only mouse 6DOF I don't care the other features so what conf.ini values should I use or is it possible at all? This 6DOF with mouse is really needed feature for me so I would like to use it also with 4.11
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on May 10, 2013, 06:32:21 AM
4.11.1 has 6dof as a standard feature :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Hangman on May 10, 2013, 07:46:02 AM
Yes it has but it's quite shitty to use in my opinion it is way better to use with mouse
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on May 10, 2013, 09:51:14 AM
As Malone said, it was already implemented in 4.11m: ;)
Quote
Setting up mouse for 6DoF use
To set up the mouse assign the key to Activate Mouse Move Mode order in Controls -> HEAD
MOVEMENT section. When pressed this key will activate head motion with the mouse and when
released mouse motion will change head orientation. Raise with mouse is achieved with the
mouse wheel and Activate Mouse Move Mode button pressed.
Here is the 4.11m Guide (page 4):
http://simhq.net/downloads/air_combat/il-2/IL-2_1946_411_Guide_RC.pdf



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Hangman on May 10, 2013, 10:22:11 AM
Ok sorry for asking stupid question I just never got information like this. Anyway thank's for help :)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Bonez on May 14, 2013, 08:22:59 PM
First, let me say I LOVE this mod.

Second let me say, I HATE this mod. (not really hate, just annoyed by the issue a little)

With this mod enabled I cannot use FaceTrackNoIR (running faceAPI v 3.2.6 and freetrack protocol). It crashes the game IMMEDIATELY upon clicking START in FTNI.

That being said, it's not really a huge deal for me since I mostly use this mod for external views while watching ntrk recordings and when recording my ntrks with FRAPS.

This is in 4.10.1m DBW.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 14, 2013, 10:31:52 PM
I wonder if I can get shaded contact lenses.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Bonez on May 14, 2013, 10:37:27 PM
I wonder if I can get shaded contact lenses.
One Cyan one Red? I bet you can. I wish I could wear contacts. FTNI gets twitchy when light reflects off my eyeglasses.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 15, 2013, 06:43:04 AM
I can't wear them either. I have keratoconus. Some day cornia implants but not any time soon. I just had major brain surgery and my surgon said no surgery for me for about 2 years.

By the way, my surgons name is Dr. Yamamoto.

He looks nothing like him yet every bit as brilliant. He more resembles Hero in the TV series Heros.

Regarding what was mentioned earlier in this thread about passive 3D TV's, yes it can be done. If I were to hit the lottery, I would pay Benito to make something for both passive and active 3D. I would also make a huge donation to sas and a few others who make these amazing MOD's

Oh wait let me check,,,,,,,

Shit not this week.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on May 15, 2013, 09:30:15 AM
Do those cheap Movie 3d glasses really work with this Mod??
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Bonez on May 15, 2013, 09:47:31 AM
If the Red and Cyan are accurate, yes.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on May 15, 2013, 12:47:55 PM
I need to find a store here in my small town that has them for sale
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 15, 2013, 07:18:13 PM
I looked around here as well. I ended up getting them from EBay. Two pair for $4.25. Free shipping. They fit right over my glasses.

You just have to be careful getting them there. There are Red/Blue and Red/Green and ya don't want those.

Here is something I would like to get my hands on.

http://www.slashgear.com/q-london-3d-80-video-eyewear-review-1847362/

Talk about putting yourself in the cockpit
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: pon on May 17, 2013, 04:37:13 AM
Hi!

Great work Pablo!

I think that this mod isn't compatible with HSFX 6.0.17. Is this correct?
Else,  what i need? I have the stock 4.11.1 installed.

Thanks
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 17, 2013, 06:19:55 AM
It's working great for me in HSFX 6.0.17. Did you try it? If so can you give details?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: pon on May 17, 2013, 06:06:42 PM
It's working great for me in HSFX 6.0.17. Did you try it? If so can you give details?

Hello.

The truth is that I've tried on the HSFX 6.0.17 and have not been able to make it work.

If i put the folder "00_PAL-VisualMOD-v4111"  in the folder 'jsgmemods', to start the HSFX nothing happens, as if it were missed.

If placed in the folder 'IL-2 Sturmovik 1946/mods' that I have for other mods then HSFX recognizes but when loading a mission always gives me error loading the mission with null value.

Indeed, in both cases I tried to leave as the only mod in the 'jgsme' the HSFX history mod and remove any that had before.

Any suggestions or ideas on how to install?

thanks
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 17, 2013, 09:57:21 PM
Hi pon.

Often when you extract the .rar file, it makes a double folder. Like I have a second drive letter D that I store all my stuff. There I have a folder named ExtractedModsTemp. So like this, D:\ExtractedModsTemp\

When I extract a mod into there, it makes a folder structure like this

D:\ExtractedModsTemp\00_PAL-VisualMOD-v4111\00_PAL-VisualMOD-v4111\ "In here is all the class files and sub folders"

Thats not a typo so the second 00_PAL-VisualMOD-v4111 folder has all the files and folder for the mod. Thats the folder that must go into your MODS folder.

 What I do to make them work with jsgme.exe is the following

I go into my jsgmemods folder and make a folder called PAL Visual Mod v7
In that folder I make a folder called MODS then I copy the second 00_PAL-VisualMOD-v4111 folder that has all the class files and sub folders into that MODS folder.

So now it looks like the following

C:\'IL-2 Sturmovik 1946\jsgmemods\PAL Visual Mod v7\MODS\00_PAL-VisualMOD-v4111\  "All the class files and sub folders are in this folder".

Then Activate it

All the jsgmemods folder does is hold the mods as storage. When you activate them, it copies, not moves, them to the main MODS folder with what ever folder structure you make.

If you still have trouble, it's possible you ran the HSFX patches while HSFX History Mod or other mods was activated through JSGME.exe. Thats been known to cause problems. I'm not sure what kind of problems because I never did that.

The above is using Pablo's awsome 3D mod as an example.

Before you do this, make sure you remove the 00_PAL-VisualMOD-v4111 from your main MODS folder.

Hope this helps.

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: pon on May 19, 2013, 03:08:24 PM
Hi pon.

Often when you extract the .rar file, it makes a double folder. Like I have a second drive letter D that I store all my stuff. There I have a folder named ExtractedModsTemp. So like this, D:\ExtractedModsTemp\

When I extract a mod into there, it makes a folder structure like this

D:\ExtractedModsTemp\00_PAL-VisualMOD-v4111\00_PAL-VisualMOD-v4111\ "In here is all the class files and sub folders"

Thats not a typo so the second 00_PAL-VisualMOD-v4111 folder has all the files and folder for the mod. Thats the folder that must go into your MODS folder.

 What I do to make them work with jsgme.exe is the following

I go into my jsgmemods folder and make a folder called PAL Visual Mod v7
In that folder I make a folder called MODS then I copy the second 00_PAL-VisualMOD-v4111 folder that has all the class files and sub folders into that MODS folder.

So now it looks like the following

C:\'IL-2 Sturmovik 1946\jsgmemods\PAL Visual Mod v7\MODS\00_PAL-VisualMOD-v4111\  "All the class files and sub folders are in this folder".

Then Activate it

All the jsgmemods folder does is hold the mods as storage. When you activate them, it copies, not moves, them to the main MODS folder with what ever folder structure you make.

If you still have trouble, it's possible you ran the HSFX patches while HSFX History Mod or other mods was activated through JSGME.exe. Thats been known to cause problems. I'm not sure what kind of problems because I never did that.

The above is using Pablo's awsome 3D mod as an example.

Before you do this, make sure you remove the 00_PAL-VisualMOD-v4111 from your main MODS folder.

Hope this helps.

Bob

Hi

The folder structure was fine. No double folders.

I tried to install the mod as you said from the 'JSGME' and now it recognize the HSFX, but I still get the null value error when loading any mission.

I tried to reinstall HSFX 6.0 on a clean version of 4.11.1 and with any mod disabled I have applied the "patch 1" of HSFX and then I updated to 6.0.17 with the 'HSFX updater'. It still doesn't work.

As if that would do any good I have W7 64bit, TrackIR v5 and the graphics card is an Nvidia GTX560Ti OC. I do not know if I can escape something about the graphics card settings or something ...

thanks
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 20, 2013, 07:41:14 AM
Thats a nice card. I think many people are running that card or similar with no trouble.

Is IL-2 installed in like c:\IL-2 or in Program Files? Better if it's at C:\IL-2. Thats probably how you have it installed or IL-2 wouldn't even start.

Do you have a section in your conf.ini file that looks like this?

[Mods]
PAL3DStart=1
PAL3DSeparation=1.5
PAL3DSeparationExt=25.0

I'm not sure about that for Windows 7. I'm using XP and if I don't have that, PAL 3D works with the default settings.

It really sounds like a permission issue. You might right click your MODS folder and click security and see if you have full permissions on the folder and subfolders and files.

"error loading the mission with null value" is the exact error you have?

Is your settings OpenGL or DirectX? IL-2 likes OpenGL.

Can you find your eventlog.lst file in the IL-2 folder, open it with notepad, delete everythig in it, save it.

Make sure HSFX history mod and PAL 3D are the only two mods activated, start a mission, when you get the error, close IL-2, reopen the eventlog.lst file and post the eventlog.lst contents here?

Please do the same with WraperDX.log.

Maybe Benito can chime in on this one if we can't figure it out. It really is a nice mod.

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on May 20, 2013, 08:32:22 AM
pon and Claw,
                       as stated there is no problema with that sort of video cards, I currently use one of those myself.

  No problem either regarding Win 7 (many and me too are using it).

  I would suggest: confirm that the TrackIR interface you are using is not the one of the embedded il2fb.exe of the Selector or something like that. For this versión of my MOD you should rely on the DT.dll that was incorporated in the v4.111 of the game.

  I don't know what else can be limiting you. It is quite stable in general.

  Regards,
                          Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 21, 2013, 10:11:03 PM
I hope pon gets it all figured out. I just saw the bombsite for the first time with the mod activated. That is so darn cool.

I have a really good video card coming in a day or so. I'll be posting some really nice hi res screen shots.

I set the ext=40 when I play back videos.

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on May 22, 2013, 05:38:05 AM
Claw,
             last version of the MOD doesn't store settings in Separation and SeparationExt, it has 4 levels of "Stereocity". Somewhere it is explained. It remembers the separation for tubes, gunsights, cockpits and external, by itself.

  Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 22, 2013, 12:24:50 PM
Pablo

Thanks for filling me in.

I was able to confirm that the latest version does not work in HSFX 6.0.17. It is the one downloaded from the first page if this thread. It gets to Loading Humans then Memory refrence error. Click OK and CTD

I'm not sure which version I'm using that works but I do know that there are 44 files and all are last modified 2/3/2013.
It came from a rar file named 00_PAL-VisualMOD-v4111.

There is no readme so I'm not sure which conf.ini settings to use.

These two setting have an effect but I'm not sure what the limmits are

PAL3DConvLeft=-2
PAL3DConvRight=-2

I would like to be able to see the depth to in the screen and out of the screen but I can only make one or the other work

Thanks

Bob

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 22, 2013, 02:34:54 PM
Ok I got the settings that I like working but I'm using a version older than 3/23/2013

Here is my conf.ini

PAL3DFollowInertia=0.01
PAL3DMouse6DOF=1
PAL3D6DOFAutoReset=1
PAL3DEcranWide=0
PAL3DStart=1
PAL3DAdjustConv=0
PAL3DSeparation=1.5
PAL3DSeparationExt=30.0
PAL3DConvLeft=2.0
PAL3DConvRight=2.0
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_

If there is anything I can do to help find out why v7 dated 3/23/2013 doesn't work in HSFX 6.0.17, let me know.

It might be because I don't have ModAct on here yet. I plan to do that soon.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 25, 2013, 09:38:06 PM
I can confirm that the one that Bravo like on this page

http://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049

works for me in HSFX 6.0.17. It is a bit newer than the one I mentioned earlier. It's quite nice. I finally flew a mission with it activated and actually got kills. Almost puked too. Thats how I know it's a good MOD.

Hey Pablo. I just thought of a good slogan for your Visual MOD.

If your not puking, it's not working. ;)

Great MOD

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: pon on May 27, 2013, 02:43:10 AM
I can confirm that the one that Bravo like on this page

http://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049

works for me in HSFX 6.0.17. It is a bit newer than the one I mentioned earlier. It's quite nice. I finally flew a mission with it activated and actually got kills. Almost puked too. Thats how I know it's a good MOD.

Hey Pablo. I just thought of a good slogan for your Visual MOD.

If your not puking, it's not working. ;)

Great MOD

Bob

Hello.

After several days offline I see that Bob confirms that the version of the first post of the thread does not work with HSFX6.0.17.

Thanks Bob for your efforts to help me. Indeed I found that the last version of this fantastic mod that works with HSFX6.0.17 is what Bob stated in the previous post.

WOWWWWW ....!! .. It's amazing how you see the simulator ... I'm happy. 8) 8) 8)

Thanks to Bob for his help and Pablo for creating this great tool.

regards
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 27, 2013, 07:07:25 AM
Your welcome. I'm glad you got it working. I'm sure Pablo is too.

Open you conf.ini file and find the following settings under [Mods]

PAL3DSepExt=25.0
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

Change them to the following

PAL3DSepExt=30.0
PAL3DConvExtL=0.55
PAL3DConvExtR=0.55


Then play back one of your flight recordings and press F2 and use your mouse to pan around.

Enjoy

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on May 27, 2013, 07:25:36 PM
About convergence values:

When convergence values are zero (default) the optical infinity, or the background of the image, will be perceived to be at the same distance as the display device and all objects closer than optical infinity will appear to hover in the space between viewer and monitor device.

With positive convergence values, the perceived distance to everything in the game is decreased - in other words, positive convergence brings objects "closer" to viewer.

This results in a situation where the viewer has to be more cross-eyed, and the objects in the game - such as aircraft - will appear to "hover" in the space between the monitor surface and the viewer's eyes. And since we judge sizes by the perceived distance, this causes the aircraft in the game to look approximately sized like a 1:72 model aircraft that's flying in front of a background canvas held behind it, in front of the monitor as well.

Some may like this "pop-up" effect; I personally find it untenable.

On the other hand, negative convergence values have the opposite effect. Negative convergence pushes the perceived distance of background FURTHER than the distance from your eyes to the monitor.

In other words, negative convergence will enable you to look at the image with a more "wall-eyed" or relaxed convergence of your eyes. Considering the fact that when you ACTUALLY look at something distant such as mountain or cloud, your eyes are looking at almost parallel direction, negative convergence values result in a more natural perception of the distance.

Since the perceived background distance is now further than the display device, objects in the game can also appear further than that! This means that you can feel as though you were actually looking at an aircraft that is flying some distance away, and I for one find that this improves my depth perception and sense of scale immensely.


As an analogy: If convergence values greater or equal to zero result in scale models hovering in front of your display, negative convergence turns your monitor into a window through which you peer into the game world. It will be up to everyone to decide which way they prefer.

My view on the matter is that convergence values greater than zero should never be used, with the exception of playing the game in a full-sized film theatre silver screen. With a very large and reasonably distant projected image, it would probably be feasible to use zero convergence. But with table-top monitors sitting at 60 cm away from your nose, it will probably feel strange when you perceive the background clouds, mountains, sky and ground to be at 60 cm distance, and the objects closer than that (ie. everything in the game) will practically be right on your nose!


Myself, I use the following values:

Eye Separation: 6.5 (for cockpit and external camera), 0 for Aim (tube- and bombsight) option.
Convergence: -3.00 for internal cockpit, external camera, and gun positions; -1.5 for Aim.


These convergence/separation values may seem extreme for you, and I don't really think any one set of values is "The Correct One". Everyone should experiment with the values, to find the settings they are personally comfortable with.

However if I may say, when you set the eye distance to something closely resembling human eye distance (which 65 mm is quite close to), you will gain a wonderful appreciation of certain aircraft, since your right eye naturally falls nearly perfectly in line with the gunsight in planes such as Bf-109, FW-190, Ki-84, A6M, P-47 "Birdcage" Razorback variants, and many others.

In addition, if your eye separation value is bigger than cockpit struts are wide, you'll be able to see past them in 3D view. I cannot sufficiently emphasize the effect this has on the cockpit visibility from many, many planes. Even if you don't fully see around some of the struts, the blockage area will still dramatically decrease, and you will truly experience how the cockpit visibility would be if you actually sat in the cockpit. This video demonstrates the effect of improved visibility and perception of distance on attacks on bombers... (http://www.youtube.com/watch?v=se1ugIquJho) although I have to warn, the video compression does not accurately present the 3D quality, and I have no way to record the red and green/blue streams separately. But you should still see the general idea even with the ghost images...


Pablo: I'm sorry that I haven't been able to finish the documentation/read-me. School and currently work got the better of me, and I didn't have sufficient motivation to put aside enough free time to complete it. But I still hope I will be able to compile it at some point.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on May 27, 2013, 09:03:44 PM
Herra

Thank you for taking a position without bias although your preference is the default settings. I might add that the way you have the internal convergence setup is how I like it.

I do find that posative convergence does cause fatigue on a 22" screen. Posative convergence is certainly more suitable for larger screens.

Personaly, I don't fly missions using any external views. I only use external views when I play back my recordings. That being said, my preference is to have my plane and other closer objects between me and the screen while distant objects appear to be inside the screen as though looking through a window.

I also agree that convergence values will vary from person to person as you stated and they will also vary based on screen sizes.

I see that has been produced here

http://www.sas1946.com/main/index.php/topic,32024.0.html

 
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 02:05:03 AM
I can't get this mod to work at all.
I tried on a clean install with Modactivator 4 and with a clean HSFX 6.17 install. No Luck
It crashes every time before the game even starts to load and I get one of those hs_err_pid errorxxxx.log files, which tells me there's been an error in ntdll.dll.
Is there maybe a problem with Windows 8? All other stuff works, the engine mod works, I just don't know where to look for the problem.

The only mods I am trying to load, in this sequence:
PAL-VisualMODFixFM-v4111
SAS_Engine_Mod_4111m_v26
PAL-VisualMOD-v4111

I also tried to load the engine mod last, no luck. The engine mod alone works.

Any ideas?

Here's an example of the header of the error log

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x76f218d0
Function name=RtlAddAccessAllowedAce
Library=C:\Windows\SYSTEM32\ntdll.dll

Current Java thread:
   at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
   at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
   at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
   at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:459)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000    C:\IL2 - HSFX\il2fb.exe
0x76EC0000 - 0x77017000    C:\Windows\SYSTEM32\ntdll.dll

from here on just more dlls listed

One last thing:
I am trying to run this on a laptop with Intel HD4000 Graphics and a radeon HD7670 discrete graphics processor.
Could that have anything to do with it?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 04, 2013, 02:12:02 AM
How do you have the folders installed, i.e. #SAS Folder or what, can you post a screen shot of your Mods folder?

It is very simple to make this Mod work, you are doing something wrong!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 02:19:25 AM
One sec
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 02:26:42 AM
(http://www.molter-linnemann.de/nolinks/mods.jpg)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 02:37:59 AM
Also, it makes no difference which version of the mod I load (either the one on the first page or the other one preferred by some of the other contributors to this thread). All of them will crash the game.

And that also goes for the 4.10.1 versions.

As I stated before, I am stumped. I have been fiddling with mods since they first came out, and never had an issue that I could not solve: ????
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 04, 2013, 02:49:30 AM
Just to be sure, do you have this in your Conf.ini ?


[Mods]
PAL3DStart=0
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertia=0.001
PAL3DScrShtDir=MyScreenShots/
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DEcranWide=1

I am leaning toward WIN 8 is your problem, and we need to find if that is so!

Ill see this through, so that we can get you sorted!  I was real close to buying WIN 8 but I have read so many problems with Gaming and WIN 8.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 03:12:50 AM
yes, I have those entries.

Actually I am thinking the discrete graphics could be the problem. After all, the mod manipulates the graphics output.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 04, 2013, 03:20:56 AM
SDo you have a GPU? or using onboard Graphics?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 04, 2013, 03:36:54 AM
the graphics is onboard, by the sound of it.
i'd wait for hello to confirm, though.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 04, 2013, 03:42:30 AM
Yeah, and if it is, thats the Problem
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 04:01:17 AM
My notebook is a Samsung Samsung Notebook Serie 3 350E7C. It  has an Intel CPU i7-3630QM, 4 cores with an Intel HD4000 graphics processor. It also has an AMD Radeon HD7670M GPU. I can set it to use either the Intel or the Radeon GPU, depending on the demands (power vs battery life). When hooked up to the power brick I use the radeon GPU, which of course I do for IL2.

For other games and programs it works flawlessly. It also works perfectly for IL2 when not using this mod.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 04:49:35 AM
I guess I have to let this one go.  :( I was looking forward to the gunner fix.
Anyway thanks for the effort, Bravo, Malone
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 04, 2013, 06:12:23 AM
hello

If your trying to load the autoDiffFM that is included in the visual mod, it won't work in HSFX. That one is intended for ModAct. There is an AutoDiffFM for HSFX. If you remove the one included with the visual mod and raplce it with the one for HSFX, it will work.

Also, you must use the visual mod link that I posted a bit earlier in this thread. It is the latest one that works with HSFX.

Hope this helps
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 06:40:58 AM
Thanks, I'll give it a go
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 08:10:45 AM
Not working, same error. What they say again about not being a damn fool about it?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 04, 2013, 10:00:26 AM
How about without AutoDiffFM? Do you have any add on aircraft or moded ones?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 10:17:34 AM
No nothing. I thought that might be the case, so this is on a fresh install of 4.11.1 + HSFX updated to 6.17. Nothing else.

I also normally don't use autodifffm because there are no other aircraft added. If I put the autodifffm mod in the folder, the game starts. If I add the engine mod, the game starts. If I add any othr ecran wide mod the game starts.

With the visual mod added, the game will crash. No combination with the visual mod will work.

How can I debug the visual mod itself to find out which part of the mod is doing this?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 04, 2013, 01:25:35 PM
I don't know what else to say.

Forgive me for reposting this link but did you use this one?

http://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049

When you patched HSFX, you installed 6.0, then 6.0.1 then 6.0.17?

The reason I ask is because I skipped 6.0.1 and HSFX seemed to work ok with the exception of Mission Pro until I re-ran all the patches correctly.

Other than that, I'm running exactly what you are and works great.

What I'll do is repackage the Visual mod I'm using and put it on my web server tonight.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 04, 2013, 02:33:53 PM
Thanks in advance Claw, I'll try the HSFX thingie too
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 04, 2013, 08:41:18 PM
Hello, Claw and others,

            this sounds more like a general basic problem, not a Visual MOD trouble.

  The recommended structure to make work 95% of the MODs of this site is:


  -SAS AIEngine MOD (Last version available)
over
  -JetWar1.32
over
  -SAS MODAct4
over
  -HSFX6.017 (6 updated through the updater to the latest versión)

  The last FM Fix that solves problesm with shaking in gunner positions, etc, would not work if you don't have the SAS AI Engine MOD. It is stated somewhere.

  Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 05, 2013, 06:47:03 AM
Unfortunately for me the above does not work for the visual mod on my computer. All other mods I can find on this site work fine, in allf of the different versions of the game. This makes this mod part of that 5%.

Ah well...

 I strongly suspect the Visualmod dioes not work because of the discrete graphics GPU switching.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 05, 2013, 07:50:31 AM
Yes,
               I think that it should be the reason. The MOD is confirmed to work with nVIDIA and ATI cards.

  Regards,
                      Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 05, 2013, 07:54:57 AM
So you are on a mac or Ubuntu?  If it's a crossfire or multi GPU, you can dissable that. I don't believe IL-2 Supports Crossfire or SLI anyway.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 05, 2013, 08:06:12 AM
I am on windows 8. My notebook just has two GPUs onboard: one for longer battery life (Intel HD4000), one for power when needed (ATI Radeon HD 7670M).
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 05, 2013, 08:12:29 AM
Your ATI is good enough.
Are you using the atioglxx.dll from Catalyst 11.5 inside main folder of IL-2?



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 05, 2013, 08:40:23 AM
No, at the moment I use 13.6 Beta Mobility. This gives me very good frame rates with very nice antialiasing: about 80fps average @1920x1080 on my HDMI screen; a bit more on the screen of the notebook at 1600x900
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 05, 2013, 10:22:14 AM
When you have 1 Gb or more of video ram, High resolutions settings don't cut into frame rates so much.

I'm going to get ModAct on another machine in the fall. It's a much better board than this one. Right now it's summer weather so when I do get on the computer and do IL-2 stuff, It's flying and not fiddling.

Radio control flying season here is short so I get out and do that when I have free time. On top of that, I'm getting back into working on my private pilot license. I just got the clearance after recovering from brain surgery.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 05, 2013, 10:55:58 AM
Good for you! :) Real flying is quite a different perk compared to IL-2, and definitely very rewarding. Yeah, here in Germany the weather has been really crappy for the longest time. Now it seems to turn, so I'll also intend to be outdoors more.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 05, 2013, 11:18:09 AM
So, maybe you need atioglxx.dll from 11.5.
It's the way we play IL-2 with ATI cards, because ATI drivers don't follow the standard of OpenGL.
You can download it from here:
http://www.mediafire.com/download/73f7qxkkwmkvw0x/atioglxx.dll_11.5_W7.zip

Put the file inside the main folder of IL-2 and let's see what happens.



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 05, 2013, 11:49:59 PM
OK, thanks, I'll give it a go.

Edit: crashes the game. Is this the 64bit version?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 06, 2013, 11:03:49 AM
Yes.
Is your Win7 the 64bits version?


santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 06, 2013, 11:51:00 AM
Uhh, my Win8 is the 64bits version.

Anyway, frame rate and quality wise, until now nothing beats the latest beta. At least on my system...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 06, 2013, 01:39:51 PM
Are hardwareshaders and water=2 working for you?



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 06, 2013, 03:20:27 PM
Yes, no problem at all. Just FYI, I am a rather experienced IL-2er, online and ofline, I have no problem at all to mod and optimise the game. Just this one mod, the visual mod, is not working :(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 06, 2013, 03:23:51 PM
Hello, its a crying shame that you are the only person at SAS that cant get this Mod working. Too bad Dude!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 06, 2013, 03:28:17 PM
Ain't that the truth! :D

Uh...

:(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 06, 2013, 08:11:40 PM
Is there a way to choose the gpu before running il-2?
Something like enabling ATI and disabling Intel before running IL-2.



santo.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 07, 2013, 02:45:07 AM
No, I don't think so. The switching utility (a sort of plugin for CCC from Intel) seems to check every time what the preferred settings are for a particular program. You only have three options to choose from: high performance, low power usage or dependent on power supply. Nothing else. I tried setting the desktop and other standard processes to high performance in order to avoid switching: didn't work.

I tried disabling the HD4000 completely in the device manager but that left the system completely without graphics.

I didn't try setting everything to low power usage.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 11, 2013, 09:49:39 PM
Here are the two versions that work for me.

The most recent one that works for me in HSFX 6.0.17

http://simflyers.com/Files/PAL_Visual_MOD_411_(Last).zip

This one is one just a bit prior but also works for me.

http://simflyers.com/Files/PAL_3D.zip

If niether of these work for you, I'm at a loss. It's probably one small setting somewhere. The only other thing I can suggest is get sas ModAct setup in a seperate installation. Make sure all your IL-2 installations are in C:\

Hope this helps

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hello on June 12, 2013, 03:29:53 AM
Thanks, Claw! I more or less gave up, but will give the PAL_3d one a go too.

I let you know how it goes.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 19, 2013, 03:23:38 PM
Hi Pablo, any way to get your Mod to work in 4.12?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 19, 2013, 08:04:40 PM
Huh? what? 4.1What?

...........

...........


Downloading
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 19, 2013, 11:44:57 PM
hello, Earth to Claw....come out from under the rocks and you will see the sun is shining, mate :D

Guy, i'm pretty sure Pablo, as well as most of the modders, will be looking at 4.12 compatible versions of their mods.
let's just give them some time, please, everybody, it's only been two days....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 20, 2013, 05:08:25 AM
Now that I'm out from under this rock and in the sunlight, I'm itchy so I also got ModAct.

I'll have to wait till tonight to get it installed. Another long work day. I'm glad for that though. I need the money.

My GTX 560 will be here today too.

IL-2 4.12 + Modact 5.11 + ModAct New Flyable AI + GTX 460.

........

........

Ok off to work

Catch yas tonight after I get it all installed.

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 20, 2013, 02:24:57 PM
It shouldn't be too difficult to convert the visual MOD, but in the next days I don't think I'll be able to do it.

In fact I still haven't tested 4.12

Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 21, 2013, 12:50:25 PM
General Update:

  I have already implemented the 6DOF and RealFollow to the 4.12 versión of the game. It's working OK, but I will use this opportunity to polish some oddities in the code regarding stutter in external views, etc.
  I'm adding a new configurable setting that by default disables the TrackIR repositioning in External Views (it is more logical to control them by mouse) but for those who want to keep the stock behaviour they will be able to do that.
  Soon I'm going to publish it.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 21, 2013, 01:19:27 PM
that's great news, Pablo!
really looking forward to using this great mod for 412 :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 21, 2013, 01:36:03 PM
Thank you Jedi Master, Pablo. :)



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 21, 2013, 02:03:11 PM
Here we go!

Obviously in this version it is still needed the fix for the FM to allow shaking in GunnerCockpits.

I think that external views now are completely fluent, I don't detect any stutter. As explained before, Default mode is TrackIR Off for External Views. If you want to actívate that use this setting:

PAL3DExternalTrackIR=1

Obviously inside [Mods]

Regards,
                          Pablo

Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hguderian on June 21, 2013, 02:05:26 PM
Many thanks!!!

I hope to see all your mods into 412!!

Regards
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 21, 2013, 03:41:07 PM
Hi Pablo
the mod works great, however i am not all that happy with the way the mouse now moves while in regular F2 mouse look view.
it now takes a lot of work with the mouse to move around a plane - previously, the regular lookaround view was quite fast, and then the right-click function would allow for repositioning.
as it is now, it feels almost as if the mouse is wanting to use the right click function while in regular mode.
previously, there was a definite feel of different functions between mouse free look and right click adjust, now it feels to me very much the same, as if there's no real difference between free look and right click adjust.
i end up having to move the mouse back and forward repeatedly several times to get the same amount of movement as with only one or two mouse moves. almost to the point of being awkward.
hope what i am trying to explain makes sense.
other than that, it works really well, thanks. :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 23, 2013, 08:29:59 AM
I have to agree with sas~Malone.

I'm glad to be able to use the latest version of the MOD as It allows me to set the depth exactly how I like. It's awsome. Very nice mod. My 8 Y/o son and I love watching films with the MOD activated.

However, it is very difficult chasing the plane with the mouse to keep it in the field of view from any angle.

Thanks so much for a great MOD

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on June 27, 2013, 07:24:03 AM
Just tested!

I feel the new 3d great even in this new version of the game with player customizable screen resolutions settings!

I keep the [MODS] entry from the previous version.

I also agree with the two post above....moving visual in external is now too unnatural....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 27, 2013, 07:36:19 AM
I agree with Malone and Walter, if it can be tuned down some.

 It sure is nice to have in 4.12, though. Thank you Pablo!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 27, 2013, 05:35:10 PM
Well,
                 gentlemen, try this one. I think that here everything is ballanced.

  There is a problema that really is not easy to solve in code: if you are perfomring a tight maneuver in external view, and at the same time you move the mouse (or the trackIR), some kind of small stutter can be seen. This is unavoidable, because the flight of your plane is trying to go somewhere dragging the point of view with it and you are moving the point of view externally. So it is quite complicated. But it is almost unperceivable now.

  Regards,
                            Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 27, 2013, 05:48:22 PM
Cool thanks Pablo, I'll give it a go.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 27, 2013, 09:48:22 PM
Pablo, that is much more easier to use now. I dont have Tir just my Mouse.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BT~walker on June 27, 2013, 10:43:08 PM
Thank's for this. But I think that now camera is leading from the plane instead of following
plane's movement as with previous versions... I mean, when i move mouse, camera leads &
then slowly recenters to plane but opposite has to be the case
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 27, 2013, 11:46:40 PM
Hi Pablo
this version is better, but i agree with Walker - there is still too much camera movement away from the aircraft.
for example, i move the mouse to change my view of my aircraft, say left side to right side - this works okay. now, if i want to move my camera back to the left side, i have to turn the camera completely away from the plane to do so, and end up being stuck in a view that is looking away form the plane.
the slight 'stickiness' from 4.11 version did not bother me in the least.
i would be very happy if you would make a version that has exactly the same movement as that last version, it simply needs to work with 4.12.
although this new version is smoother, i don't like what the mouse/camera now needs to do in order to navigate around one aircraft - there is way too much movement needed that keeps you looking away, in other directions from the aircraft.
please mate, i would be satisfied with exactly the same version as the last 4.11 version - that was by far the best version to use - for me, anyway. :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 28, 2013, 02:28:19 AM
Yes it was for me too Eugene, Please Pablo if you can make it like 4.11's one you have nailed it!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 28, 2013, 06:42:17 AM
People,
                 I suggest you the next: disable with // the Inertia settings of the MODs so it can asume its default settings. With the defaults it works quite good.

  Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 28, 2013, 08:33:53 AM
Hi Pablo
apologies if i am being a pest with this, but for me the difference is too big too ignore.
i do not quite follow your advice to disable settings, please bear with me while i try to explain.
the settings for my Modact 4, 4.11.1 version of this mod, which i am 100% happy with, is as follows:
Code: [Select]
PAL3DCockpitSoftView=0.075     //Cockpit Head Movements (useful 4 Hat Switch, etc.) from 0.0001-1
PAL3DCockpitTurretInertia=0.001      //Inertia Factor Weapons and Turrets movement  from 0.0001-1
PAL3DSepAim=0.7
PAL3DSepGun=1.1700001
PAL3DSepPit=1.53
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

my settings for the 4.12 version as follows:

Code: [Select]
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.42
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DExternalTrackIR=1

i then changed the 4.12 settings to look like this:

Code: [Select]
PAL3DStart=0
PAL3DSepAim=0.7
//PAL3DSepGun=1.35
//PAL3DSepPit=1.42
PAL3DSepGun=1.1700001
PAL3DSepPit=1.53
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DExternalTrackIR=1

however i try to change settings to the 4.12 version, the situation remains vastly different for me when trying to track around an aircraft.
on the 4.11.1 version, i can track from one side of the plane, to the other side, and back again, all in a few (3-5) seconds, and the camera is mostly facing the plane during this movement.

on the 4.12 version, default or edited settings, it's a hugely different story.
to traverse from one side of the plane to the other, and back again, now takes over 20 seconds, and for a large part of this time, the camera is facing away form the aircraft, so i don't even see it for several seconds.
the amount of mouse movements i need to input, to achieve the same amount of movement in the 4.11.1 version, is also almost quadrupled, as the time.
for me, this new movement is disappointing, for that i am sorry.
as i said, with the previous version for 4.11.1, i am so happy, it is hard to express.
i would just like a clone of that, that works in 4,12.  :D
again, apologies for dragging this out, mate, but this mod is so important to me, i feel i have no choice... :P
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: santobr on June 28, 2013, 10:00:01 AM
Is this the problem, maybe?
PAL3DExternalTrackIR=1



santobr.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 28, 2013, 10:05:11 AM
no, mate - that is also something i tried.
changed it to 0, and if anything, it was even worse.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 28, 2013, 10:33:02 AM
Placing the  //  didnt work for me.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 29, 2013, 05:05:39 AM
Bravo, yes, i even tried deleting them instead of disabling them, and it still made no difference.
is there any other feedback from others who have tried this?
i don't want to drag poor Pablo down my dusty trail, if it's only me with this experience....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on June 29, 2013, 06:41:59 AM
It's the same for me Malone.

I don't want to do that either. He's probably busy.

This question has been running around in my mind though but I don't want to ask because for one, I don't want anyone to get the wrong idea because for 2 I don't have any trackIR equipment other than a mouse so I don't know what I'm talking about.

It really is a great MOD but

Whats the difference between the 6Dof that ships with 4.12 and Pablo's 6Dof? What if he were to remove that portion of it?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 29, 2013, 06:48:53 AM
I tried to use it to get better but decided to remove it, sorry Pablo I tried.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on June 29, 2013, 08:08:32 AM
For me is the same as above: great 3d inside , complex and unnatural management of external....if impossible to solve the issue , what about have a chance to have an option to disable it and use stock game external view management?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 29, 2013, 02:56:20 PM
Whats the difference between the 6Dof that ships with 4.12 and Pablo's 6Dof? What if he were to remove that portion of it?

The 6DOF that now is included was adapted by TD from the MOD I fixed from the original sHr (I think) 6DOF MOD. So now this MOD relays on the stock code.

Can anybody create two videos showing what was OK and what don't. Because for my expectations it is quite good right now (even when I added something I still didn't publish). But to finally identify in a clear manner what you, devoted users, expect.

Thanks. Regards,
                                      Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 29, 2013, 03:14:35 PM
Hi Pablo
i attach two ntrk recordings i made, showing the difference in behavior.
i hope the tracks will work, one should work with 411, the other with 412.
in both tracks, i used a Wellington bomber, so you might need it installed on 411, alternatively i could make another track with only stock planes.
just let me know if there is a problem playing back the tracks. ;)
if the ntrk's don't do the job, then i could upload videos to better show what i experience, but it might take me some time to do that.
cheers mate :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on June 29, 2013, 04:38:19 PM
Malone, but the .nrks require you (me in this case) to have exactly the same version of the MOD to have exactly the same visual aspect. Te track is played according to the MODs installed.

I meant: a real video, showing what it does in other installation (yours i.e.).

Regards,
                         Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 30, 2013, 05:18:58 AM
i thought as much, Pablo - i will do a video version to upload for you, it will just take me some time still, a bit busy with family commitments today. ;)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 30, 2013, 06:53:44 AM
okay - Pablo, here i have uploaded the two clips. it's the first time i have done this youtube thing, so i am not sure how it will be for you, but i hope it illustrates the difference, most notably the time difference.
4111 version: http://www.youtube.com/watch?v=g8vCPljcif4
412 version: http://www.youtube.com/watch?v=rVF32CYpLPo
in each video, i have simply tried to move the mouse as quicky and smoothly as possible, from the left side of the plane to the right, and back again to the left.
so, in each case i am trying to do the same thing, and you can see how it differs in execution.
i apologise in advance for any issues with the clips themselves, i am a yootoob noob :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on June 30, 2013, 07:36:19 AM
I can confirm Malone behaviour because are the same as mine....
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 30, 2013, 07:45:08 AM
Yes Thanks Malone, is the way mine is as well.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on June 30, 2013, 08:40:52 AM
Well, here's what seems to be happening. The camera cannot track the plane in fast movements. That's because the inertia system allows the aircraft to shift from the centre of image in normal flight. However, the system cannot adapt to fast changes in the aircraft's attitude.

This is most evident in spins, but very fast turns in some biplane might also trigger this. As the aircraft is spinning, the inertial system makes the viewpoint "lag behind" and the panning component doesn't move the camera quite fast enough to keep aircraft in view, and you end up seeing empty sky most of the time.

I'm not sure what should be done about it. My intuition tells me that either the camera needs to be able to pan faster (to keep the target aircraft in sight at more severe maneuvers), or alternatively the inertial shift of camera view point relative to the aircraft needs to be constrained.

It would be ideal if it were possible to make the camera able to pan faster when required, when the target aircraft keeps moving off-centre faster. I'm not sure how this could be done - perhaps some sort of "ramp-up" to maximum panning speed? That way, the camera would react slowly to small maneuvers and you would be able to keep the wonderful "bobbing" camera motion in normal flight, but once the camera is moving longer, it would reach a higher panning speed, being able to track the aircraft in the view more effectively.

Again, though, since I have no exact idea how the code is structured, these are just suggestions based on the behaviour I can see, and my interpretations of what might be going on under the hood.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on June 30, 2013, 09:38:09 AM
i can understand, to some degree, lol, what you are saying.
the issue for me, and a few others here, is purely this rather significant change in movement.
we all seem to be on the same page, as well, when we say we are perfectly happy with the mouse movement in the last 4.11.1 version.
what i'd like is simply the same, unchanged, movement in the 4.12 version -
some have been discussing further improvements - i have not been one of them - for me, although the previous version might have been slightly more jumpy/sticky, i would be much happier with that.
this new version is basically not nice to use at all, compared to the earlier one.
smoother maybe, but it's no fun to use now...:(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on June 30, 2013, 10:16:36 AM
+1 Eugene!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on July 01, 2013, 10:28:54 AM
Welp, now I got a problem. Anyone ever have trouble with the whole screen shaking when this mod is activated? It started doing it when I took out the GTX 560 and put in the GTS 250. I know I'll be asked why I did that so I'll answer now.

I changed them because the 560 is bottlenecked by the P-4 but I still wanted a decent card for it. As it is, the 250 is still bottlenecked as the GPU max usage is 83%. I get the same fps and quality with either cards in this machine. Also, I'm going to put the 560 in another machine I'm upgrading to an e8600 CPU.

In any case, I know it's not a problem with the mod as it worked on this PC with 3 other cards in it. I'm not in SLI mode and I removed the drivers, ran a driver cleaner in safe mode, installed the drivers for the 250.

I've read some posts in other forums about this issue with SLI and 6Dof with variouse cards. Tried all the suggestions to no avail.

Without the mod activated, everything works great averaging 27 fps.


In my NVidia controle panel is the following for IL-2
VSync off
60Hz
AA at 8xQ
AF Application controled
FXAA off
Trilinier off
Texture Filtering set to Quality

Everything looks absolutely great with the above mentioned fps

ModAct 5.11
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on July 05, 2013, 03:05:17 AM
Claw, i don't know if that last post of yours is really relevant to the topic at hand.
perhaps better to post about that in the tech help: hardware section?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Gerax on July 05, 2013, 04:37:52 AM
Anyone ever have trouble with the whole screen shaking when this mod is activated?

yes. had this when I had wrong config.ini entries.
AFAIR I had to disable 3d. I think I had to edit this line:
PAL3DStart=0 (where 0 is 3d disabled). Try this.  ;)

have a closer look into the mods readme how to set the parameters of this mod..
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on July 05, 2013, 07:07:58 AM
Malone

The reason I posted here is because the only time it happens is when the visual mod is activated and PAL3DStart=1. Other than that, everything else on my computer works fine including a DirectX 3D driver that I use. I know it's not not spacifically the visual mod because It worked fine with three other NVidia card in the same computer.

Gerax

That kind of defeats the purpose. Setting PAL3DStart=0 disables the 3D. I'm looking for a solution that will allow me to have 3D with PAL3DStart=1 and no side to side shaking.

Hope this clears things up.

Thanks

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on July 06, 2013, 10:11:34 AM
Well,
                    I think that this one should work OK. It is very pure, and eventually later I will adapt it to v4.111

  Regards,
                           Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on July 06, 2013, 10:16:48 AM
Malone

The reason I posted here is because the only time it happens is when the visual mod is activated and PAL3DStart=1. Other than that, everything else on my computer works fine including a DirectX 3D driver that I use. I know it's not not spacifically the visual mod because It worked fine with three other NVidia card in the same computer.

Gerax

That kind of defeats the purpose. Setting PAL3DStart=0 disables the 3D. I'm looking for a solution that will allow me to have 3D with PAL3DStart=1 and no side to side shaking.

Hope this clears things up.

Thanks

Bob

Claw, have you tested with both A and B stereo modes? You change them by holding the right mouse button and moving the wheel.

I haven't followed all the thread about your issue, but I think you are using a basic video card, right?

My code (specially in some modes) uses fast buffer pages copying of OpenGL, and it is quite probable that come video cards cannot cope with it.

Regards,
                       Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on July 06, 2013, 10:20:54 AM
Its a keeper, I love it, way to go Pablo, Thanks.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on July 06, 2013, 11:33:00 AM
yes, this version works just great.
many thanks, Pablo - as always, much appreciated :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on July 06, 2013, 11:54:21 AM
Pablo

See thats whats confusing. I've used a 7600gt, 9800gt, and GTX 560 all with no trouble. After I installed the GTS 250, thats when the trouble began. Yes I ran Driver Sweaper and CC Cleaner as I always do. The GTS 250 really isn't a bad card. It's between a 9800GT and a 9800 GTX. The card isn't getting hot. They are known for being a little hot but I fixed that. The hottest it gets now is around 65c on a hot ambient day.

Holding the right mouse button and moving the wheel had no effect. Changing to PAL3DStart=2 fixed it. I tried holding the right mouse button and moving the wheel with PAL3DStart=2 and still had no effect.

Whats different between A and B mode?

I'm glad it's working though. It looks great

Thank you

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on July 06, 2013, 12:04:31 PM
Pablo

Thanks for the updated version. I still have to use PAL3DStart=2 with this card but tracking fix works great. Very nice.

Thank you

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on July 06, 2013, 12:13:51 PM
The difference is internal on how the frames are composed. it deals at a low level with video card operations. So there are different approaches that under some conditions would be better.

The modes are explained in the doc, at some level of detail, but it is kind of impossible to detail how technically work each one, it would be a non-sense for most of the people.

I explained it wronf: the way to alternate the Rendering mode is with the two buttons pressed and the Wheel.

Regarding rendering, in most of the video cards you will realize that the Mode B fully uses the anti-aliasing settings of the card, even kind of improving it. It is the mode I prefer (that's the one you select with PAL3DStart=2).

Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BT~walker on July 06, 2013, 12:29:27 PM
Works like a charm... :) Thank's for this !
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Claw on July 06, 2013, 01:06:56 PM
That explains why it looks so good. I thought I was imagining that the AA looked better with your MOD but I wasn't. It does look great.

Thanks for clearing that up and helping me get it working.

It's all working great now

Thank you

Bob
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on July 28, 2013, 02:50:37 PM
Which one of these was the best for 4.10.1m?

wasnt there one where the ground was level and not like this screen shot, Like 4.12 Stereo Mod is Level.

See Blue arrows!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on July 29, 2013, 11:22:23 AM
Bravo,
                     yes, I haven't fixed neither the 4.10 nor the 4.11 versions to the most recent development of the MOD, only made for 4.12. It is perfectly possible, but I'm kind of bored of replicating a code, adapting it and testing it for now 3 different versions of the game.

  The problem with the versión you show is that if your plane, for example when it crashes to ground, was very twisted, your visual line can be in the ground.

  So I adopted a concept that when you are in ground (the wheels on land) there is no parallel line up of the view with the plane axis. The view is always parallel to ground. It showed to be much more reasonable this way.

  Sorry but for the while I don't think I will produce a Final 4.10 versión.

  Regards,
                    Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on July 29, 2013, 11:29:48 AM
Ok thats cool I was just checking, and I dont blame you, I think forward to 4.12 and 4.13 is better anyway. Thanks for reply, and dont worry Id rather have it perfect in 4.12.. :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on August 01, 2013, 08:22:07 AM
People,
                      here I have rounded up a temptative version of the documentation for the MOD.

  Please if you have time give it a read and tell me if you find something wrong or something which is not covered on it.

http://www.mediafire.com/?t38dvj9121owdrz (http://www.mediafire.com/?t38dvj9121owdrz)

  Regards,
                          Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on August 15, 2013, 10:20:44 AM
Can you make it for 4.12 please?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 15, 2013, 11:18:33 AM
It is for 4.12 Attila also.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 15, 2013, 11:23:41 AM
PDF Looks Great Pablo, very easy to read and understand.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Whiskey_Sierra_972 on August 15, 2013, 11:38:16 AM
+1
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on August 15, 2013, 01:25:37 PM
People,
                 I have implemented the same one aproved by you for 4.121 to 4.111. I will publish it probable tomorrow. I ported some details (as the TD approach to WideScreen) as in 4.121 to 4.111. So it will be a v4.111 version but on a footprint of v4.121. My MOD will act exactly like the one I last published here.

  Sorry but I will not be producing more code for v4.101.

  If the Cocumentation is OK I will include it as part of the formal reléase.

  Regards,
                             Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 15, 2013, 01:40:17 PM
Excellent news Pablo.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on August 16, 2013, 01:55:49 AM
It is for 4.12 Attila also.

I have activated it but the game crashes when loading :(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 16, 2013, 02:11:51 AM
You do have this    DT.dll    In your Main Game Folder??
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on August 16, 2013, 10:31:31 AM
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/1185423_632689946754678_1613724075_n.jpg)

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/1150395_632690010088005_453728016_n.jpg)

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc3/1175354_632690036754669_897674493_n.jpg)

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/1185773_632690080087998_238772315_n.jpg)

Yeah it's working now! But i sucks a little with the new follow camera yet. :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 16, 2013, 10:34:21 AM
Way to go Atila, and you will get used to it Mate. ;)

Cool screen shots!!! 8)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on August 17, 2013, 04:13:51 PM
Updated First Page with the formally released versions
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on August 17, 2013, 05:24:45 PM
Thanks Good Pablo!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on August 18, 2013, 02:50:12 AM
many thanks Pablo! :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: hguderian on August 18, 2013, 08:49:34 AM
Many thanks for this new version...it's more smoother than previous for me!!


Could be this error related to it?

HGuderian, for lists please use the code option instead the quote code.

Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x76F8317F
Function name=RtlImageNtHeader
Library=C:\Windows\SysWOW64\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:430)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe
0x76F50000 - 0x770D0000 C:\Windows\SysWOW64\ntdll.dll
0x75080000 - 0x75180000 C:\Windows\syswow64\kernel32.dll
0x75180000 - 0x751C6000 C:\Windows\syswow64\KERNELBASE.dll
0x752F0000 - 0x753F0000 C:\Windows\syswow64\USER32.dll
0x74E90000 - 0x74F20000 C:\Windows\syswow64\GDI32.dll
0x74E70000 - 0x74E7A000 C:\Windows\syswow64\LPK.dll
0x75B60000 - 0x75BFD000 C:\Windows\syswow64\USP10.dll
0x753F0000 - 0x7549C000 C:\Windows\syswow64\msvcrt.dll
0x757E0000 - 0x75880000 C:\Windows\syswow64\ADVAPI32.dll
0x74F20000 - 0x74F39000 C:\Windows\SysWOW64\sechost.dll
0x74CC0000 - 0x74DB0000 C:\Windows\syswow64\RPCRT4.dll
0x74AC0000 - 0x74B20000 C:\Windows\syswow64\SspiCli.dll
0x74AB0000 - 0x74ABC000 C:\Windows\syswow64\CRYPTBASE.dll
0x74990000 - 0x749C2000 C:\Windows\system32\WINMM.dll
0x75E30000 - 0x75E90000 C:\Windows\syswow64\IMM32.dll
0x74B50000 - 0x74C1C000 C:\Windows\syswow64\MSCTF.dll
0x74970000 - 0x74990000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\DINPUT.dll
0x74920000 - 0x7496B000 C:\Windows\system32\apphelp.dll
0x6D420000 - 0x6D4FD000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\verify.dll
0x6D250000 - 0x6D268000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\zip.dll
0x73FC0000 - 0x7401B000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\wrapper.dll
0x75EC0000 - 0x76B09000 C:\Windows\syswow64\SHELL32.dll
0x74E10000 - 0x74E67000 C:\Windows\syswow64\SHLWAPI.dll
0x68380000 - 0x683A7000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\DT.dll
0x00640000 - 0x0064A000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\pathfind.dll
0x26DE0000 - 0x29CBA000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\il2_core.dll
0x7C340000 - 0x7C396000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\MSVCR71.dll
0x29CC0000 - 0x29CE3000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\jgl.dll
0x29DF0000 - 0x29E2A000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\il2_usgs2.dll
0x76B10000 - 0x76B45000 C:\Windows\syswow64\WS2_32.dll
0x74E80000 - 0x74E86000 C:\Windows\syswow64\NSI.dll
0x2DD90000 - 0x2DE07000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\mg_snd_sse.dll
0x73F30000 - 0x73F60000 C:\Windows\system32\dinput8.dll
0x74910000 - 0x74919000 C:\Windows\system32\HID.DLL
0x75C00000 - 0x75D9D000 C:\Windows\syswow64\SETUPAPI.DLL
0x74B20000 - 0x74B47000 C:\Windows\syswow64\CFGMGR32.dll
0x754D0000 - 0x7555F000 C:\Windows\syswow64\OLEAUT32.dll
0x75580000 - 0x756DC000 C:\Windows\syswow64\ole32.dll
0x75560000 - 0x75572000 C:\Windows\syswow64\DEVOBJ.dll
0x754A0000 - 0x754CD000 C:\Windows\syswow64\WINTRUST.dll
0x751D0000 - 0x752EC000 C:\Windows\syswow64\CRYPT32.dll
0x74C20000 - 0x74C2C000 C:\Windows\syswow64\MSASN1.dll
0x733C0000 - 0x73440000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 L:\IL2412_MOD_Act5.21\Ubisoft\IL-2 Sturmovik 1946\bin\net.dll
0x748B0000 - 0x748B7000 C:\Windows\system32\WSOCK32.dll
0x74900000 - 0x74910000 C:\Windows\system32\NLAapi.dll
0x747A0000 - 0x747DC000 C:\Windows\System32\mswsock.dll
0x73EE0000 - 0x73F24000 C:\Windows\system32\DNSAPI.dll
0x73FB0000 - 0x73FB8000 C:\Windows\System32\winrnr.dll
0x73FA0000 - 0x73FB0000 C:\Windows\system32\napinsp.dll
0x73EC0000 - 0x73ED2000 C:\Windows\system32\pnrpnsp.dll
0x73C90000 - 0x73D58000 C:\Windows\system32\Opengl32.dll
0x73E90000 - 0x73EB2000 C:\Windows\system32\GLU32.dll
0x739C0000 - 0x73AA7000 C:\Windows\system32\DDRAW.dll
0x73E80000 - 0x73E86000 C:\Windows\system32\DCIMAN32.dll
0x747E0000 - 0x747F3000 C:\Windows\system32\dwmapi.dll
0x714D0000 - 0x7288F000 C:\Windows\system32\nvoglv32.DLL
0x748C0000 - 0x748C9000 C:\Windows\system32\VERSION.dll
0x748D0000 - 0x748F1000 C:\Windows\system32\ntmarta.dll
0x75A80000 - 0x75AC5000 C:\Windows\syswow64\WLDAP32.dll
0x75E90000 - 0x75EBA000 C:\Windows\syswow64\imagehlp.dll
0x738D0000 - 0x739BB000 C:\Windows\syswow64\dbghelp.dll
0x75AD0000 - 0x75AD5000 C:\Windows\syswow64\PSAPI.DLL

Local Time = Sun Aug 18 16:33:14 2013
Elapsed Time = 3
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1_28-b03 compiled mode)
#

I've it also with previous versions for 411.1.
I think it's related with this mod cause when it's active I've that error every two or three times I start the game (and the game don't start).

I've an Nvidia GFX.

Best Regards
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on September 25, 2013, 10:48:04 AM
hguderian,
                           sorry but I haven''t seen your message before.

  From my point of view it looks more like a driver error. Do you have the latest version?

  Regards,
                           Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 10, 2013, 05:20:29 AM
I need only the real follow camera cause i don't have good 3D glasses. Which is the camera mod folder?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on October 10, 2013, 07:27:53 AM
Setting the StereoMode to 0 disables it and you get what you want. Read previous explanation.

Regards,
                     Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 10, 2013, 08:00:39 AM
Thanks!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 10, 2013, 08:26:47 AM
Mmm that is so strange for hsfx6.

(http://kepfeltoltes.hu/131010/szt_ndzs_www.kepfeltoltes.hu_.jpg)
 ???

Otherwise i get a CTD at 100% mission loading.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on October 10, 2013, 08:32:55 AM
Try Reinstall Mate!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 10, 2013, 12:43:29 PM
Ohh i think my problem is the widescreen resoultion... In conf.ini i use 1440x900. If i install this mod again i will have widescreen resoultion?
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on October 10, 2013, 01:03:34 PM
Atoka,
                in your case use these two settings (apart of any other) in the [Mods] section of the Conf.ini:

PAL3DStart=0
PAL3DEcranWide=1
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 05:51:40 AM
Now i have reinstalled, changed resoultion, changed parameters in conf.ini ect... But i still have a crash at mission loading. It's loaded then i have the red half of stereo 3D, plane's cockpit, and the loading screen all at one time; and then game crashes... I really dont know what is the problem.

Sorry for flooding this topic  :-\
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on October 11, 2013, 06:23:19 AM
Atoka,
                     if everything is OK and you set PAL3dStart=0 I can tell you that you will never see a Red or Blue frame. You are having other problema or the settings are not correct.

  Regards,
                        Pablo
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 07:08:15 AM
I hate it when...

(http://kepfeltoltes.hu/131011/hiba_www.kepfeltoltes.hu_.jpg)

...i get a CTD  >:(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 07:24:02 AM
It can be a conflict with an other mod?

(http://kepfeltoltes.hu/131011/konflikt_www.kepfeltoltes.hu_.jpg)

This is my mods folder. Search for suspicious mod.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on October 11, 2013, 10:38:42 AM
I would hazard a guess that the VisualModFixFM might be responsible.

If I recall right it requires the SAS Engine AI mod to work right and I don't see this in your mod directory...


Either way, you shouldn't expect PAL to magically give you a solution for a mysterous crash that is probably produced by your mod or computer configuration. To properly troubleshoot it, he would have to:

-create a replica of your installation and the mods you have (practically impossible without you sending it to him on an USB stick or something)
-have access to an identical computer, in case it's caused by something dependant on the computer itself

...both of which are logistically unlikely to happen.

So, I think you'll have to solve this the old-fashioned way - testing mod by mod which is causing the crash.

I recommend you make a directory named "Disabled" in your MODS directory, then try moving mods there - one by one - to see at which point your installation stops crashing.



Before you do this, you should also set logging on, get the Instant Log mod, and post the log file. If you're lucky, we can perhaps see or at least guess from the log file, whereabouts in your game things are going wrong.

Good luck...
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: BravoFxTrt on October 11, 2013, 10:40:33 AM
Good words of wisdom Herra T. I hope he follows!
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 01:40:02 PM
Thanks Herra Tohtori!

But i have winrar diagnostic error with sas engine mod 2.6...  >:(
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Herra Tohtori on October 11, 2013, 01:51:49 PM
Use a proper archive tool then.

http://www.7-zip.org/
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 02:03:56 PM
Ahww thanks!  :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Atoka220 on October 11, 2013, 02:43:10 PM
Finally it's working... Holy sh!t! That bomb almost hit my head!  :D
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/1393456_661855967171409_1595030444_n.jpg)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on October 13, 2013, 04:49:27 AM
another thing that mod has made possible, is that you can now have full mouse control while the minimap is displaying, which was previously impossible to do. sweet!  :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: TICI on December 25, 2013, 08:39:43 AM
It would be nice if someone is able to create a mod that makes possible the Pan View  ,we have now with mouse,available in the pov button of the joystick . This way you have a smooth all around pan view with the joystick ( Now is in increments ) like the one in EAW if you have played that game .
TICI
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on December 25, 2013, 08:54:26 AM
X-52 mini-mouse works great for that :D
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: TICI on December 25, 2013, 09:12:34 AM
Can you explain what is that ?.
TICI
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: SAS~Malone on December 26, 2013, 01:37:28 AM
the X-52 joystick has a little thumb-mouse (for want of a better word) on the throttle quadrant control, so you can easily pan around with your thumb, as the mouse ;)
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: TICI on December 26, 2013, 05:45:41 AM
Unfortunately I have "Wingman extreme" joystick . It would be nice if someone can create a mod for smooth pan-view with the hat pov of any joystick like it is now  with the mouse.
TICI
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: vse2008 on February 14, 2014, 01:40:32 PM
Excellent iteration of an excellent mod.
I noticed one thing though and I'm not sure if it's intentional.
The head roll inertia, that is, movement of head relative to the forward vector while the plane is in the roll, is reversed in respect to previous versions of the mod and the default game behavior.

For example: Before, when you initiated right roll while looking forward, the whole picture would roll slightly clockwise, as the head roll is lagging somewhat behind the motion of the plane. The position of head would also be move slightly to the left, as the head is somewhat above the roll vector and the whole body has some inertia that makes it lag behind the plane roll.
That seemed intuitive and correct to me.

Now in this version, the opposite happens, as if the head roll precedes motion of the plane, thus a right roll makes the picture rotate counter-clockwise. The position of the head still behaves like before, making it look as the body has it's usual roll inertia, but the head is rolling *into* the plane roll, perhaps as if pilot is anticipating a roll and leaning his head into it to compensate.
I find this new behavior disorienting, so I'm not sure if it's intended that way or not, maybe a bug involving a wrong sign somewhere in roll inertia calculations.

I hope I'm clear enough in my explanation, if not, I can post some screenshots tomorrow when I'm on my rig.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Kartman013 on June 20, 2014, 11:59:46 PM
removed and put in the correct post re: V8 of this MOD.
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: KillMac1914 on June 30, 2014, 07:56:18 PM
How to install this on ModAct??
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: Mysticpuma on January 02, 2015, 07:54:16 AM
I really love this MOD and would like to know if it's possible to use this with HSFX V7.02/v7.03. Cheers, MP
Title: Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
Post by: benitomuso on January 02, 2015, 08:18:35 AM
Obviously,
                     but the much more modern and sofisticated V9:

http://www.sas1946.com/main/index.php/topic,42495.0.html

Regards,
                     Pablo