Posts by Spit40
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I just set myself up for a flight in the Bucker and the prop was stationary. Has cold and dark arrived?
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Ray, I think they have all been of the same version of headset. It’s just that many were hoping for eye tracking, foveated 4K rendering, and field of view approaching Pimax, but the technology just isn’t ready yet. So an almost doubling of the pixel counts and other features disappointed some reviewers. The Pro is really just what could be done now without a complete overhaul though it does have the new tracking sensors that can use either 1.x or 2.x version Lighthouse base stations.
The true gen 2 headsets are going to need a lot to come together and work properly to pull off. First is just bandwidth. Those pixels at 90 fps at too much higher resolution have to be calculated and shipped to the headset which is already difficult on long, thin, flexible cables that can withstand being stepped on or sent wirelessly. There’s going to have to be on the fly compression and expansion of some sort. Eye tracking and foveated rendering will need to be there to reduce GPU and CPU loads, and it will probably be needing GPU driver support to work most efficiently so coordination with GPU manufacturers is probably in there too. Maybe even optimized silicon to do it right.
What we are getting is a resolution increase that is enough to really address the thing flight simulators have the most difficulty with - text and gauges. The big increase in text readability is something everyone mentions in Pro reviews and where GPS and comm radio displays are tough to read now, it should make a big difference. I’ve not seen anyone specifically say that yet, but it stands to reason from the way reviewers have described it. And the differences where the Pro has had through the lens video are to me stunning. There’s one video where a dev got their Pro, put it on, and just started saying "oh wow, oh wow" and commenting on how much more detail he could see. It won’t be perfect and it isn’t gen 2, but some reviewers were expecting way too much I think. Sure, Pimax is trying to run at "8k" but it’s LCD, they are having trouble hitting 90 Hz, they are upscaling lower resolution images, their lensing has issues, and they are behind schedule with no announced ship date. I don’t mean to bash Pimax by any means. I’m just saying with the choices being a much needed bump in resolution that has significant benefits now, vs. true gen 2 that nobody has even announced and isn’t expected by many for at least another year, I’ll go for the headset I’ll be able to get in the next month or two.
There are folks on this forum using the Samsung Odyssey right now which has the same OLED resolution as the Vive Pro. What we really need is someone with an Oddysey who has used a Vive or Rift with FS2 previously, to find out how much clearer they are finding the instrument panel.
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Spit40 ,
I'm not sure how you went with this, but if not easy, I have found a way:
1. Starting with two cubes (not boxes) instead of meshes as runways
2. Use the boolean methods to cut the intersection out, (keep a copy of the cubes as you will lose it in the process)
3. Cut the top surface off, and discard the rest.
4. Create the other mesh, and cut away the area for the runways.
5. Use the create 2d mesh function by picking the outer vertices to fill the gap.
This will give you a tight fitting outer mesh, with runway polygon not cross each other. I found the inner most surfaces from the runway that had the cut needed to have the textures turned slightly differently.
I can see how it could be scripted, but admit it would be slightly convoluted...
-coffeecup
Many thanks. Yes I did find a way similar to yours.
- Make a big mesh that covers everything
- Make a cube that is runway shape length/width (like you did) and about 10metres high
- Place it so it goes through the mesh
- Boolean > Knife and cut away
- It gives 2 meshes but you can do repeated cutouts this way
- Adding texture to the new cutout mesh is a little funny. I need to do a texture remap top for some reason. I'm not sure what it is about meshes made this way
I think people would find it easier than Rodeo 's original version as you can draw your box to exactly fit the runway and there's no vertex/surface picking. I reckon you could even make polygons for the exits this way. Might be worth another video.
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Here you go.....
Throne Thumper
http://www.musiciansfriend.com/drums-percussi…-throne-thumper
Much better than ButtKicker
Also "mirroring" of audio is built in to win 10.
SOUND
RECORDING
STEREO MIX
Go look it up.
Also use Adobe Audition or similar to edit various aircraft sound files to increase bass component and relative volumes as you see fit.
AWESOME experience.
BG2518-Bob.
Stereo Mix Out never worked for me. I thought it was a bit soundcard specific.
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I'm sure I recall hints about inbound choppers (theme to MASH runs through my head) sometime early December. I think IPACS know the demand and are cracking on with them.
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I think what you would need first is a splitter that sends out two stereo signals, so you send one to the shaker and one to your headphones.
As Ray is on Rift there is no headphones audio he can connect to - its USB. This cable will do for audio out to shaker Amplifier. VB Banana will do the "audio split"
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Afaik AFS2 doesn't 'support' density etc. right now? Afaik you can for instance fly the C172 at FL300 without problems: it performs just as well at sea level as at an airliner's cruising altitude.
Not sure that's been my experience. Flying around Denver in C172 I switched aircraft midflight as I couldn't make it over some of the mountains. Maybe I was doing something else wrong?
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That is still useful to know thanks. It narrows down the problem. So I can have 2 runway objects but I need to merge the meshes.
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Hi Phil:
Have you looked at the video from Rodeo, about creating runways in AC3D?. He has a channel in YouTube
Cheers, Ed
Thanks Ed - I keep meaning to look at that.
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Regarding the gain filter, I think my souncard software does something similar, it allows me to choose what frequency range is included in the low frequency output, will that be the same thing?
Yes, worth a try. Also the VB Banana software can possibly do it.
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Hi,
sorry i use AC3D only for conversion. I do all my modeling in Blender because i know it way better.
no problem - thanks for the response
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This can be a really cheap upgrade to your VR experience. See below. For Power supply for amp any old laptop PSU is likely to work as these amps have a wide input range. Around 19v is ideal. I still haven't checked if VB Banana can do frequency filtering so I've included the analogue option for that.
The nice thing about a physical gain/filter is that you can mount it near you and adjust it while in VR.
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Simwerft - do you know a way that 2 overlapping runways could be separately made the simple way in AC3D (make the mesh of runway width cells with a strip cut away for the runway and the rest of the square mesh is __outside) and then placed over each other and merged somehow without hand tweaking the vertices?
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John,
Can you tell us more about the cheapo amp and bass shaker. Maybe even some Amazon part numbers. If I can get some bass for $65 I am all for giving it a try. I would love to have a low end Buttkicker type setup and still have a Ben Franklin in my pocket. Anything else that needs to be purchased to make it work.
Regards,
Ray
I suspect John is on Vive/2D otherwise if Rift this discussion needs to include audio splitting. My parts list is this:
- 2 x "Body Shaker" £15.95 each in the UK off Amazon
- 1 x 100W amp approx £15 - £20 off Amazon/Ebay but requires 12v or 24v source at that price
- You can buy a 24V PSU, but I actually power mine off an old laptop PSU, as you don't usually need precise voltage for these
- A way to send the audio to both Rift headphones and audio output. Get "Voicemeeter Banana" as free download and make a pseudo audio output and configure it to send 1 output to Rift and 1 to Audio/amp as below
- I also got a £5 attenuator/bass filter for the basshsakers as the tone controls on the amp weren't enough, but I think the EQ option on voicemeeter could do that for you. I'd need to test.
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Good lord, 75.000
Meanwhile i was able to get the TSC file working . Stupid enough , i had reversed Lon with Lat
Easily done. Little things like that are what prompted me to make a tool for it.
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Is there any news on this? I tried to create a TSC file manually but no luck
Hi,
Progressing well. At this very moment i'm uploading 75,500 pregenerated runways of different lengths, widths and orientations to a server - oh, to explain, i decided to include airport models as an option with the TSC file. I just need to tidy a few things and i can make it public. 2-3 weeks perhaps.
Phil
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but people seem to be using it with VR, so do you think they are not using the rift headphones?
I spent months on this issue of mirroring rift headphones signal to bass-shaker. SteamVR, various apps, Realtek h/w options. The only reliable thing I found was this:.. EDIT: I don't know why the forum s/w keeps deleting this link??
You get a new virtual output, which you send your game output to. This output is control by the s/w and sends the signal to both Rift and to bass-shaker, AND you can have differential volume control which is useful as normal FS2 audio is fairly quiet.
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