#4326664 - 01/07/17 05:14 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Hellshade]
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Joined: Dec 2013
Posts: 428
loftyc
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Member
Joined: Dec 2013
Posts: 428
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Whatever magic AnKor can come up with, I'm down for it. His work is always improving the immersion of the sim andI trust both his instincts as well as his skills. Looking forward to whatever comes next. Add my thanks, Ankor, and have a cold one on me! Quick question, have you limited the downward view angle, and can it be increases? Before I could, but now I can't see any compass that's on the floor by the seat, nor get a god look over the side at what's below me.
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#4326681 - 01/07/17 05:54 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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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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loftyc, no, the mod shouldn't limit anything beyond the original view limits. Which aircraft did you try? Also does it happen in straight and level flight or during maneuvers? Does it happen with earlier version of this mod? Hellshade, it should be another Workshop option for fliers looking to maximize the challenge Well, I expect this will happen eventually. I just needed some feedback (and bugtesting ) because this feature has a major impact on gameplay. By the way, Sandbagger, I don't think this "mod" should be added to the mods download page - it is actually just a new version of WOFF's DX9 shaders dll
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#4326727 - 01/07/17 09:41 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: May 2001
Posts: 1,828
Panama Red
Member
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Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
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I can see the compass when I look down with my Albatross DIII (160).
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4326757 - 01/07/17 11:51 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
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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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I figured it out. I don't use TrackIR and that's why I didn't notice the bug at first. There are limits (in aircraft's xdp file) specifying how much pilot's head is allowed to turn, apparently to prevent padlock mode from tracking enemies through cockpit floor or doing 360 degree head rotations: <PadlockLimit AzimuthMin="-150" AzimuthMax="150" ElevationMax="90" ElevationMin="-55"/> These limits are also enforced when you use keyboard to rotate cockpit view (keyboard only works if TrackIR is not enabled). However as I see now when you use TrackIR thse limits are supposed to be ignored. CFS3 accepts any view direction that TrackIR software provides. Now, since I had to replace a chunk of code related to viewpoint calculations and didn't know about this feature I implemented my cockpit view enhancements in a way that those limits are always respected, even for TrackIR users. It is not a problem to fix, will release a new update in a few days.
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#4326766 - 01/08/17 12:43 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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I figured it out. I don't use TrackIR and that's why I didn't notice the bug at first. There are limits (in aircraft's xdp file) specifying how much pilot's head is allowed to turn, apparently to prevent padlock mode from tracking enemies through cockpit floor or doing 360 degree head rotations: <PadlockLimit AzimuthMin="-150" AzimuthMax="150" ElevationMax="90" ElevationMin="-55"/> These limits are also enforced when you use keyboard to rotate cockpit view (keyboard only works if TrackIR is not enabled). However as I see now when you use TrackIR thse limits are supposed to be ignored. CFS3 accepts any view direction that TrackIR software provides. Now, since I had to replace a chunk of code related to viewpoint calculations and didn't know about this feature I implemented my cockpit view enhancements in a way that those limits are always respected, even for TrackIR users. It is not a problem to fix, will release a new update in a few days. Thanks for the explanation Ankor!
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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#4326969 - 01/08/17 08:17 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Dec 2000
Posts: 7,064
Sandbagger
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Hotshot
Joined: Dec 2000
Posts: 7,064
Coningsby, Lincs, UK
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loftyc, no, the mod shouldn't limit anything beyond the original view limits. Which aircraft did you try? Also does it happen in straight and level flight or during maneuvers? Does it happen with earlier version of this mod? Hellshade, it should be another Workshop option for fliers looking to maximize the challenge Well, I expect this will happen eventually. I just needed some feedback (and bugtesting ) because this feature has a major impact on gameplay. By the way, Sandbagger, I don't think this "mod" should be added to the mods download page - it is actually just a new version of WOFF's DX9 shaders dll No problem - I'd normally wait until the author gave me the go ahead, especially if the mod was still being tested..
Alienware Aurora R5 Windows 10 64 bit Intel i7-6700K 4.2Ghz Two GTX 1080 Foundations in SLI (8 Gig each) 32 Gig DDR4 2133Mhz 1TB SSD boot drive - 1TB SATA storage drive 5.1 Surround Sound 34" Dell Ultra Sharp U3415W (3440x 2440) CH Pro-Pedals, Stick and Throttle TrackIR-5 Pro
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#4327160 - 01/09/17 01:50 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Wodin]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
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One of the people who has wanted this for a long time. However I find for me anyway it seems far to sensitive with pretty much constant back and forth movement. I'd rather it only be noticeable during medium to hard manoeuvres. Maybe a sensitivities selection of Off, Moderate and High impact? I personally enjoy it right where its at but I can see where others would not want it to be as pronounced an effect. We are a demanding lot, aren't we? Thanks again for making this happen AnKor. It really is awesome.
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#4327334 - 01/09/17 08:16 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Sep 2010
Posts: 2,712
33lima
Senior Member
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Senior Member
Joined: Sep 2010
Posts: 2,712
Belfast, NI
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Yes I knew this AND mouse-look would be a great addition to WoFF, but I had to fly it, to realise just HOW good. Marvelous bit of work!
A slightly OT question if I may - I realise the shaders not the game doing the shadows came with an earlier version of the mod, but how are shadows turned off, in WoFF (original - on my old PC now sub spec)? As cfs3config is no longer used, I located the file configoverides.xml and with Wordpad, set DisableShadows val=y (ditto for DisableTerrain and SceneryLighting, 'just in case) but I'm not sure if that has turned off what I need to turn off - I get a bit of stutter low down, so maybe I'm still getting shadows rendered twice, though it's not obvious. WoFF doesn't have a workshop setting for this.
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#4327348 - 01/09/17 08:54 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: May 2001
Posts: 1,828
Panama Red
Member
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Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
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Have you looked at your Shader WorkShop settings ???
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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