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About Rothary

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  1. You can actually see Britain far outside the map
  2. I just checked the Albatros D.Va cockpit in VR, comparing it to the Fokker D.VII cockpit and I honestly cannot say that I notice any difference in quality what so ever. Are there any particular details that throw you off that I might be missing?
  3. The instrument bar is also oval on all reproduction examples I can find (as well as being green), so I trust this is the case for the original real ones too.
  4. Atleast the Finnish Defence Forces have already found a big improvement in training results thanks to virtual training. The idea is that you go through the theory virtually so that before you go train in the field, everyone already has an idea of how it's supposed to be done and what they're supposed to do themselves (since they've already done it virtually). Results show that those who did virtual training before training in the field learned new tricks faster and more efficiently, performing better in following exercises than people who had to learn the theory either in a class room or directly in the field. That being said, keeping everyone serious for a 2h virtual training session was already quite a challenge in our experience. Doing an entire two week exercise virtually is almost bound to get out of hand. Such large virtual exercises are imo hardly useful for individual soldiers, but I suspect they likely focus more on practicing the large scale strategic action, which is indeed significantly cheaper to do virtually than for real, while being barely different in practice for the people focusing on the large scale.
  5. Yeah I had to film it vertically with my phone, since the phone doesnt fit in front of the lense horizontally. Note that I can only film through one lense at a time, while the headset has two (one for each eye), which allows you to see the virtual world in 3D through the exact same mechanism you see the real world in 3D. Your field of vision really just feels like you're wearing goggles. And yes, the resolution is better than it appears on the video, while still not exactly being high, but you can read most dials without having to lean forward.
  6. Already posted this short vid of mine in the FC thread about mirrors, but I'll post it here again to help people understand how VR works / what it actually is
  7. Been playing this for a bit now since its early access release. What you should know is that it's not trying to be a full on U-boat simulator where you fight a war going on long patrols from start to finish, navigating your way across the seas like the Silent Hunter series. This game is about playing with other players as a crew operating a relatively realistic U-boat (while simplified to be managable with the tiny player crew). What the game currently has is a simple mission of sinking an X amount of tonnage of merchant ships. You spawn in the middle of the sea in a general area of your choosing (such as North Sea or Norwegian Sea etc) with a convoy somewhere in the area. Your job as a crew is to find that convoy and attack it without getting killed. The mission may be at night, day, dawn, maybe with fog or rain or clear skies (you'll be able to adjust this in the next patch) That being said the game is a bit empty with just this one scenario at the moment, but working as a team trying to find that convoy is rather fun. Captain orders your crew to dive, you all clear the bridge and close the hatch as you get in and slide down the ladder, one guy opens the aft flood tanks and you open the bow ones after switching to electric motors, while third guy controls the dive planes. Boat starts sinking once ballast tanks are full and dive planes guy tries to steady the boat at periscope depth, while others close the flood tanks and someone else mans the hydrophone and starts listening, keeping everyone else informed on what he's hearing, while someone else may try to keep track of our position on the map since we dived. Spotting a ship at last with your binoculars while on the bridge and informing everyone else about it feels really exciting. Someone puts on Ride of the Valkyries on the record player and the hunt is on. You can also have several U-boats (I think up to 4) in the same game, which you can try to contact with the U-boat's radio, though we haven't had much luck with that yet. Overall I'm really enjoying the game despite its current rather rudimental state, though it has been rather unstable for me crashing quite frequently, even causing blue screen a total of three times. I suppose you can't expect too much from two inexperienced developers whose first game just entered public early access for the first time. I'm sure things will smoothen out over time. More info (and the active devs) can be found at the game discord https://discordapp.com/invite/SH2Rg42
  8. Well here's another one using Sopwith Camel. When using VR you of course also have two views rather than just this one my phone is filming, since you have two eyes and the headset has two lenses. What this means is that the VR world appears to you as 3D through the exact same mechanic real life appears as 3D. This feels really amazing in VR because as a result you can tell distances a lot better. Flying in a very tight formation becomes significantly easier , you can really tell that you're flying high up and you can even see just how big the aircraft actually are. The immersion is really only limited by the lack of physical feel for what you're seeing, which for some people might cause motion sickness. VR really is one of those things that you just gotta try for yourself to really get the idea. Note that you can only move freely this far away from the actual cockpit if you're not using the setting that restricts your VR view into the cockpit. Without the setting you can for example simply lean to the side to clip through the canopy of your WW2 plane. What the setting does is simply make you drag the entire world with your view if you go beyond the limit, so if you for example try to push your head through the canopy, you'll be simply pushing the canopy (and the entire world) with your head, which might feel a bit funny.
  9. I took this short and crap quality video with my phone to further demonstrate what VR means in practice and why there is no such thing as "movement speed" to adjust in the first place in VR. I used the Spitfire in the demonstration to also briefly demonstrate how mirrors work in VR, as in you can actually adjust the area and direction you see through the mirror by simply moving your head, which you can also do to look past the mirror if you want to focus on something behind it, meaning that the mirror isn't even effectively blocking your view. This of course still doesn't remove the need to actually turn around to take a look at your rear yourself, but then again it's not supposed to. But as the video demonstrates, VR is not supposed to be a mere head tracking system. Instead VR turns the game into a literal life-size 3D virtual reality around the player. If the VR view didnt match your real life position exactly 1:1, it would mean you'd see the entire (virtual) world shift, rather than your view inside that world. In VR the world is always fixed relative to the very room the player is sitting in in real life. This means that you can for example walk around in the VR world by walking around in your own room in real life, or in the case of IL-2 (if the settings dont restrict VR view outside cockpit), you can actually climb out of the plane cockpit to stand on the aircraft wing by simply getting up from your real life chair to stand next to it in your real life room. Checking your 6 in VR is the exact same concept as checking your 6 while sitting in an actual plane in real life. Hope this video clears some misconceptions about VR
  10. VR head tracking is always absolute 1:1 more or less down to the last millimeter. VR is literally just that, virtual reality. It's like wearing goggles through which you can see a whole new (virtual) world, in IL2's case you're sitting in the cramped life-size 3D cockpit of a life-size 3D aircraft.
  11. I've found the mirror atleast on the P-39 quite useful at times. In VR it's really not that hard moving your head around to scan your rear with your peripheral vision on the mirror while you simultaneously focus on what's ahead of you. Having a mirror obviously doesn't mean you're only allowed to check your six through the mirror, absolutely nothing stops you from just turning around to have a better look, like you'd normally do. All it adds is the ability to see atleast a part of your rear even when not actually straining your neck trying to look behind you, which honestly is quite a chore in VR. It has only been a bonus in my experience and I don't see why they shouldn't be included in FC too.
  12. They've done good job convincing people that's exactly what they're marketing the game as, those being words they've used in their marketing. For example referring to a handicapped british woman with a prothestic arm fighting on the front line in France, Patric Soderlund (now former chief creative officer of EA) stated, referring to complaining fans "These are people who are uneducated. They don’t understand that this is a plausible scenario". When you repeatedly refer to your WW2 game as being 'most immersive' (repeated several times during the live reveal for example), literally everyone is going to assume that means realistic and authentic WW2 experience, because otherwise it cannot be immersive at all as a WW2 game.
  13. The way the Battlefield series currently is, expecting actual historical authenticity in it is no different from expecting the same for War Thunder regarding multiplayer matches - it makes little sense. Battlefield 1 clearly showed what their style is regarding history. WW1 or WW2 setting for these games means that the maps, weapons and general theme are related to the said war, or are from that era in general. If it existed atleast in some form during the timeline and its cool, Battlefield will include it. This ranges from prototype weapons that barely existed to reflex sights that practically never saw any real service, but still existed during the timeline. Battlefield V is a WW2 themed arcade shooter that wants to include everything that's "cool", as opposed to everything that was actually very common in the war. Battlefield including things that very few people know even existed during the time, is pretty much the same thing as War Thunder adding prototype aircraft into the game that never saw service due to failing as prototypes. EA of course is marketing the game as a realistic and plausible WW2 experience, though, which makes absolutely no sense and I think that's why it's such a controversy. People would probably mind less about the lack of historical realism if EA actually admitted they're not even aiming for that with the whole game concept.
  14. It's actually quite doable with an Albatros D.Va, dive straight down with 0% throttle until your tachometer hits max, yank the stick back and enjoy wingless flying
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