#4435602 - 08/24/18 02:31 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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Yes it can be disabled but I don't have the time at the moment to explain. I will reply here later tonight.
Best Regards
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4435661 - 08/24/18 05:44 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: Sep 2015
Posts: 799
Stache
Member
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Member
Joined: Sep 2015
Posts: 799
Michigan, USA
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I cannot answer about the multi editor. This is one thread that discusses it. http://SimHQ.com/forum/ubbthreads.php/topics/4427660/1 With WOFF not running, edit the file D3D8.ini file at "C:\OBDSoftware\WOFF\WOFFScenery\Shaders\d3d8.ini" . Set HeadShake=0 Note: Edit the d3d8.ini file in the location specified above, there is more than one.
Last edited by Stache; 08/24/18 05:45 PM.
Insanity: doing the same thing over and over again and expecting different results. A. Einstein I7-6700k OC 4.4GHZ, 16GB DDR4 3200Mhz; Gigabyte Gaming 7 MB, G1 OC'ed GTX980ti; Three-Acer XB271HU WQHD Gsync 144Mhz; Samsung 950-512GB NVMe SSD; WD 2TB-7200rpm; Cooler Master HAF XB EVO, Nepton 240M cooler, V1000 PS; Windows 10 PRO; VKB GunfighterPro Stick; Thrustmaster TPR Pedals; Saitek Throttle; Dual TM MFD panels; TrackIR 5; Windows 10 v1909
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#4435662 - 08/24/18 06:04 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
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Senior Member
Joined: Jul 2012
Posts: 2,808
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Just got in Space Ghost and it looks like Stache beat me to it here,s a copy of my settings I use Trackir so disable mouse look as well pal..I have,nt seen anything in Triple J,s editor
d3d8.ini
[D3D8] ; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing. NoMultisampling=1
; Aircraft shadows. 0 - No Shadows; 1 - Low; 2 - Medium; 3 - Good; 4 - High; 5 - Best ShadowQuality=5
; Terrain shadows. 0 - Disabled; 1 - Low Quality; 2 - Medium; 3 - High TerrainShadows=3
; 0 - Disabled; 1 - Enabled TerrainBumpMapping=1
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Doesn't make much sense to go below 50%. CloudShadowScale=9
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Smaller values cause brighter shadows. CloudShadowDensity=8
; -1 - Off; 0 - Default; 1 - VSync On VSyncMode=0
; 0 - Use default (which is 60 degrees); 1...180 - override FOV for external views. ExternalFOV=35
; Sun glare and lens flares. 0 - Off. 1 - On. SunGlare=1
;Offset and Rotation Spring controls how much the view resists the acceleration, lower values make the view deviate from forward/center more and return slower, default is 12/24. OffsetSpring=14 RotationSpring=26
;Sort of "anti-damping". Higher values will make the view shake more and respond to smaller changes in speed, default is 6. OffsetResponse=4
;Controls zoom increment/decrement steps. Valid values from 1 to 50 - 20 is the default value for WOFF. ZoomInStep=20 ZoomOutStep=20
;Smooth zoom speed. Zoom still changes step-wise, but transition between steps is smooth. Range of values 0 to 10. Set to 0 to disable smooth zoom, default is 5. ZoomSpeed=7
;Range 0 to 10. Value of 0 disables mouse look entirely, default is 5. MouseLookSpeed=0
; Set to 0 to disable acceleration effects, default is 1. HeadShake=0
; Time in seconds before mouse look automatically returns to centered view. MouseLookResetDelay=5
; Weather tuning (might be overwritten by WOFF) ; Range 0...100 as percentage of sunlight reduction. CloudShadowOvercast=10 CloudShadowHeavy=90
; Tweaks strength of environment reflection. 0 - off. 1 minimum, 9 maximum. EnvReflection=4
; Tweak sharpness of sun and environment reflections. 1 dullest, 9 sharpest. Glossiness=4
; Enable dynamic lights (gun flashes, etc) for scenery objects. 0 - Off. 1 - On. SceneryDynamicLighting=1
; Adjust sprite (smoke, dust, etc) brightness according to time of day. 0 - Off (always bright). 1 - On. SpriteLighting=1
; Ambient+sun light amount when night sprites are enabled NightLightThreshold=0.35
; Troubleshooting options Enabled=1 ForceHardwareVertexProcessing=1 ForceRenderTargetTextures=1 EnumAllDisplayModes=1 AutoGenMipMaps=1 WriteLog=1
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
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#4435694 - 08/24/18 11:04 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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Hoongadoonga...thanks for that! Now I don't need to explain
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4435999 - 08/27/18 03:19 PM
Re: Disable head bob/shake
[Re: CaptSopwith]
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Joined: Jan 2009
Posts: 4,433
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,433
Florida
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So disabling it seems to help further stabilize the frame rate, especially when used in conjunction with the Blue Triangle mod. There were also times in "fly by" camera mode when it would stutter like hell and I never understood why. Turning off Head Shake has resolved the issue for me. It was a great idea and I am greatful to AnKor for all of his time and efforts in bringing it to life. It just happens to be one of those rare times where the net result adds more challenges than immersion to the sim.
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#4436003 - 08/27/18 03:53 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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Hellshade, no problem. I agree that the implementation of this effect is far from perfect, there are a lot of factors contributing to this. After all, if you are playing with TrackIR you don't really need any additional head movement simulated by the game, you can already move your head as needed. However, I want to note that occasional terrible stutter in fly by view was there from the beginning. It is not related to my code It just doesn't happen all the time.
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#4436056 - 08/27/18 08:55 PM
Re: Disable head bob/shake
[Re: Space_Ghost]
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Joined: May 2001
Posts: 1,827
Panama Red
Member
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Member
Joined: May 2001
Posts: 1,827
Irmo, SC, USA
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Everybody seems to forget that this is an original 2002 game, and a LOT of items have been piled on top of the original code.
So no wonder there are pauses, and stutters occasionally.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4436076 - 08/27/18 11:04 PM
Re: Disable head bob/shake
[Re: AnKor]
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Joined: Jan 2009
Posts: 4,433
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,433
Florida
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Hellshade, no problem. I agree that the implementation of this effect is far from perfect, there are a lot of factors contributing to this. After all, if you are playing with TrackIR you don't really need any additional head movement simulated by the game, you can already move your head as needed. However, I want to note that occasional terrible stutter in fly by view was there from the beginning. It is not related to my code It just doesn't happen all the time. I have only noticed it since the head shake got added, but I also always fly with TrackIR so it could very well be a thing where they don't work and play well together 100% of the time. In either case, I'm too excited about the potential of those 3D clouds!
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