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Author Topic: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7  (Read 73380 times)

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Whiskey_Sierra_972

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #60 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:


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?
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SAS~Malone

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #61 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.
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SAS~Malone

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #62 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  ;)
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SAS~Malone

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #63 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
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #64 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
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Whiskey_Sierra_972

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #65 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!
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SAS~Malone

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #66 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)
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #67 on: March 20, 2013, 10:22:02 AM »

Malone what did you enter in your Conf.ini for this Final?
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Whiskey_Sierra_972

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #68 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....
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SAS~Malone

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #69 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...
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #70 on: March 20, 2013, 10:55:31 AM »

Ok thanks Man.
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #71 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
 
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