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About Dagwoodyt

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  1. I've been into flight sims since the Apple II. Of course many users likely have high end control setups and are thus in a position to enjoy detailed physics complexity. One issue I haven't noticed in this thread thus far is any reference to wind effects. If wind and/or turbulence effects have been included in a mission they might affect ground handling. If you intend to use full real settings, wind effects need to be taken into account. If there is a windsock at the airfield I always check for wind direction for takeoff and landing. If wind direction is not taken into account the Spitfire is extremely prone to ground loops. No amount of rudder pedal dancing will help you if you are unaware of this issue. You must be prepared to counter crosswind with appropriate aileron input. Forewarned is forearmed.
  2. I am not sure that Win10 is optional if you want to use WMR. Who here is running WMR on Win7?
  3. Dburne has addressed what I see as a critical issue. I don't know how viable Win7 is as a VR platform. I was able to get a CV1 to run on that OS on a circa 2009 cpu and a gtx 980 but it was not an ideal setup and I did it only as an experiment. Would be helpful if responses made clear which OS's are being used.
  4. You choose wording for commands so there isn't anything for you to forget. Since you can get read back from Zira you know immediately that the desired action is being executed.
  5. Yes, it works extremely well. I have Zira give me a read back to confirm execution of each command. Well worth the time needed to get comfortable with the command structure.
  6. QMB 1v1: Spitfire VB vs. ace AI Me262. Ace AI 262 decides to turn fight. Massive AI investment still needed.
  7. Downloaded new update without problems. No complaints from Kaspersky. P38, Tempest, P51 and physiology additions much appreciated!
  8. There is no point in entertaining this question. TF 5.0 does not exist. If it did and TFS were beginning work on a VR implementation they would soon see for themselves whether the 2D/3D gauge mix would be acceptable to VR users. Assuming TF 5.0 were to actually come to pass the team would likely be overwhelmed by urgently needed fixes and would be in no position to begin working on VR. Further, if TFS knows its' target audience does not use VR why would they expend resources on its' implementation? Would any answer re 2D/3D gauge mix given in September 2019 even be remembered by the time TF 5.0 were to surface?
  9. What I've said is that VR is not a relevant issue for the target audience. VR would "delay" TF 5.0. Delay cannot be tolerated even though a completion date cannot not be stated because the initial release must be flawless and the team is only able to work when and as time to work becomes available. As such, pace of development is problematic. I am not able to identify any point of disagreement.
  10. "implemented sooner" than when? Sokol1 long ago described the 2D gauge problem. As you are asking about implementing VR in a post TF 5.0 world, we are talking years in the future. I do not think that any "new" flight sim that does not have VR implementation will be marketable by then. It is perplexing that you are able to ballpark completion time for VR implementation but are contractually unable to ballpark expected completion date for TF 5.0. NA is most easily understood as CloD with new map and plane/vehicle set. That should be enough for those still active in the CloD online world.
  11. I've come to believe NA is being tailored for those who might still be playing CloD online. Things like BoX quality graphics and ease of use are not necessary in that setting. I have no idea how furiously TFS is working and I do not know how much there is left to be done. Why would I hold myself out as knowledgeable about such things if I am not a Team member? It seems that certain fixes that have been requested forever such as anti-aliasing improvements and one-click track recording will be ever forthcoming. VR is not important for online clientele. If anti aliasing correction is not possible why is VR implementation possible? 6-12 months to implement VR after NA is completed? How was that determination made?
  12. Spitfire sights can be adjusted in-game as your distance to target changes. Set target wingspan first then change target distance as needed.
  13. Finally got with the program and started monitoring windsock before attempting landings in QM's. Of course that cut my ground loops to almost nil. Now I'm realizing that many BoK airfields don't have windsocks. Would be nice if at least one runway on every airfield had a windsock.
  14. Thanks for the correction. Nonetheless I've no idea what has been "sorted" so i'll continue to monitor Reverb user reports. I think the Index with one 2.0 base station would equal the price of the Reverb kit, so not much difference there. The larger fov and provision of hardware IPD adjustment would seem to favor the Index.
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