Posts by Almdudler

    oh my god, Hawaii has been so overdue, thanks so much for this spear Jeff !

    Kane ohe and its Bay is one my overall favourites, just like all of the islands and their airbases.

    Kane ohe harbours a huge crossmix of the hottest stuff in aviation ever built.

    Combined with the other bases on Oahu you pretty much own all you want to own in a sim really.

    Well, maybe add drivables like Boats, Cars and Carriers and you are in heaven.

    I put Hawaii on the wishlist quite a while ago, but ipacs has not responded in any way.

    Before you push it to final, i recommend a cross check with both ipacs and orbx in order not to colide

    with their potential ambition to make Hawaii their next DLC surprise coup. I have a feeling there might be something going on there ...

    What we need is an extreme resolution for all the islands, and an extreme height mesh with extremely detailed fraction.

    and then go in with extremely detailed airports, roads, vegetation and of course water life.

    The MCAF's bay and its special coral look and marine life, just on base , reflecting the evening sun on the water surface, what a thing to achieve!

    Water is on ipacs' desk and i swear: combine the expected solution (ipacs standards) with a scenery of hawaii and you hit the sim market!

    since these islands are isolated, LOD limits to a couple of miles, which i believe can contribute to the performance vs. number of details. much more can be packed in.

    Longterm perspective includes each island's micro climate that could challenge the overall weather engine to be implemented by ipacs somewhere in the future.

    The special clouding that makes Hawaii Hawaii devides superdevelopers from crap.

    Jeff,

    reviving a user request from quite a while ago:

    Based on @Jetpacks kind tutorial of how to add a 1st person Pilot,

    <[string8][object][graphics_human]

    <[uint32][ShowInside][CameraCoPilot CameraJumpSeat CameraPilot]>

    the result would yet come as a cam point set inside the skull.

    So you see eyeballs and teeth before the panel.

    Yes, you can re-define the coordinates of this campoint, but a much better solution is a setup by default.

    Proposed solution:

    Create a duplicate of [ PilotBody ] but with no head, erase the head vorteces and add the model to .tmd as e.g. [ YourPilotBody ].

    Assign it to all aircraft types, as to the respective default .tmd. (Can't think of possible objections).

    This is a 30 minute job for one of your modelers, but it needs to be done.

    While at it:

    Adding a co-pilot model that is visible both as 1st person and seeable from Pilot cam view would be highly appreciated.

    currently we can see the Pilot model from Co-Pilot seat, but not vice versa.

    Summary: Unmanned cockpits have been the most stupid thing in flight sim history. Terminate that once and for all.

    Many thanks in advance.

    just realized that i mixed up Innsbruck and Salzburg. sorry for the confusion.

    Salzburg is so aviation touched with all the red bull and hangar 7 stuff, so when i heard austria my brain would spill me with antique chrome metal red bull planes.

    about the "usable" first person: Studies reveal how tiny the motion tolerances of such first persons are. A first person ego shooter called Call of Duty Modern Warfare II has become the one reference for everything in that relation. Study title was: how mwII dominated ego shooting over a decade.

    Users complaining all over the product landscape "Why does walking not feel like in MWII ?" made tens of competitors' releases drop off the market.

    If ipacs plans to implement such a functionality, rely on that experience.

    The like or dislike of a game is strongly connected to how it looks, sounds and feels.

    Margins are small.

    ssites,

    add your own cam with the xyz parameter that lets you see your wing thing.

    go to the .tmd file, look for the // cameras section,

    copy the [CameraPilot] section and paste it underknief,

    start changing the values.

    similar to this:

    beware!: back up your .tmd file in a different folder before you start changing things.

    beware!: the bold text is a must! or game can not launch due conflict.

    ___________________________________________________________________________________________________________

    >

    <[string8][object][camera]

    <[string8][Name][CameraPassenger]>

    <[string8][Body][Fuselage]>

    <[tmvector3d][R0][ length axe forward backward lentgh axe left right head above centerline ]>

    <[tmvector3d][X0][ 0.4 0.0 -0.1 ]>

    <[bool][InCockpit][true]>

    <[string8][Tags][cabin]>

    ____________________________________________________________________________________________________________

    to play and find your correct position (RO) and view angle (XO)

    you may refresh the plane livery to see immediate effect, without leaving the game.


    expect unfinished cabin modelling like this 737:

    Key Controlling probably needs a decision/split at game entry level.

    PC, Mac, Android can impossibly undergo the identical interaction control regime,

    that has been a total illusion of Ipacs and will fall anyway, now or in the future.

    The connected controller hardware on second level and the function groups (view control, sim control, motion control) on third level.

    ipacs is not the first to deal with this interaction issue.

    FSX switched mouse view vs. mouse clickability with a simple °§ key.

    this allowed to look around and freeze when you work on panel.

    agree.

    a quick info field (summary of settings) designated to a key (visible 5 seconds).

    the discussion makes us believe that the solution is complicated. In fact is easy to solve.

    once the developers get an exact idiot of what the users want, they will surely rectify.

    The whole GUI/settings interface is big construction place anyway, we need to add some attention to this as soon as ATC and NAV are implemented.

    i guess.

    who is ipacs' GUI specialist? who was designing the blue interface thing? Jetpack, any idea?

    i am glad this subject came up.

    this is how i struggle with the zoom issue:

    1. see the 3 pictures and the text underknief

    2. in-cockpit view mouse wheel still does not zoom. wheel up=zoom in, wheel towards user=zoom out please!

    3. I am not happy that ipacs overrites all my settings. Please provide user settings that can be saved as..

    first picture shows actual ipacs view

    second picture shows how horizon is sized in actual real life, but that causes cockpit panel oversize

    third picture shows how it should be

    so the issue is: default zoom with correct panel size lets horizon go wide angle and looks too far away compared to real life.

    this is tested and confirmed.