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About Izel

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    Querétaro, México
  • Interests
    Programming, Flight Simulation, FIFA, Drumming, Guitar Playing

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  1. Hi ironk79, By any chance do you have a force-feedback joystick? There are (were?) known issues with force-feedback support inducing stuttering when you rotate your view.
  2. Interesting clip... The musical score is DEFINITELY inspired on The Hu's Wolf Totem song.
  3. Hola Blasillo, Si el factor predominante en tu decisión es la resolución, la mejor opción en el mercado hasta el momento es el HP Reverb (2160 x2160 en cada ojo). Estas gafas no son recomendadas para juegos VR tradicionales; su cable es sumamente rígido -entorpeciendo el movimiento- y la detección de los controles no es la mejor, además de que gastan mucha batería. Afortunadamente ninguna de estas desventajas aplica para un escenario de simulación "sentada" como lo es IL2 (no es necesario usar los controles). Yo compré las mías en Amazon (vivo en México) y tardaron unos 4 días en llegar. Antes jugaba con un Oculus Rift CV1 y la diferencia en claridad es impresionante, además de que el costo es bastante competitivo, considerando la resolución ofertada. Hay que considerar varias cosas antes de tomar la decisión: Con estas gafas, se necesita una tarjeta gráfica potente para obtener un "framerate" aceptable - el consenso es que una tarjeta 2080TI es la mejor opción (yo tengo una 1080TI y obtengo un framerate aceptable, mas no óptimo). Al no poder observar el teclado, es muy útil contar con un control HOTAS. Yo en particular me apoyo de una utilería que se llama joy2key, para poder definir algunos botones como "modificadores" (Ctrl, Alt y Shift) y así puedo hacer combinaciones y mapear múltiples comandos a un mismo botón del HOTAS. Otras personas se apoyan de una utilería que se llama Voice Attack, para poder emitir comandos de voz. También es posible que al principio experimentes una sensación de náusea muy pronunciada con tan sólo unos minutos de uso; afortunadamente -si persistes- esta sensación desaparece por completo después de algunos días de uso. Ojalá te animes - la sensación de estar dentro de una cabina real es indescriptible; y en mi caso mejoré bastante mi puntería, gracias a la percepción de profundidad que te da la estereoscopía. Para mí es un sueño hecho realidad. ¡Saludos!
  4. ¡Hola Juan Carlos! Con respecto a tu primer duda, La diferencia que he notado es que si tienes la casilla activa, la opción de reiniciar la misión (que aparece en el menú cuando estás en la cabina y presionas la tecla Escape) aparece deshabilitada. Si mueres o eres capturado y en vez de reiniciar la misión aceptas el resultado de la misma , entonces ya no hay manera de continuar con la carrera, independientemente del valor de la casilla "IronMan". En pocas palabras, si tienes deshabilitada la casilla, puedes repetir la misión hasta que estés satisfecho con el resultado. Con respecto a tu segunda duda, no tengo la certeza pero me imagino que el generador de misiones está modelando de manera realista el inventario de aviones que probablemente habrían estado disponibles dependiendo de la fecha en que se ejecuta la misión. ¡Saludos!
  5. According to this post, the 60Hz fix is already done and published on the latest Windows Insider Build. If this is in fact true, we may expect the fix to be available in the near future. (crossing fingers)
  6. Hi @SGC_motoadve, I just read that the latest Nvidia drivers allow you to specify a desired frame rate. Maybe capping the frame rate at the driver layer allows for smooth gameplay without distortion?
  7. Lol! Sorry to spoil your analogy; being a short-sighted guy and frequent lucid.dreamer, I can vouch that shortsightedness is not carried to the dream world - In my dreams my sight is crystal clear. =D
  8. Hi Mike! Most probably this is not your case, but it might be worth trying. I'm a developer and I've been noticing some weird behavior lately with Windows Firewall. Basically, input rules are disabled after I recompile a networked program. This is normal. The executable changed and it is sensible to distrust it. What seems to have changed is that Windows used to detect this inconsistency and asked again if I want to grant network access to the executable. Now it simply fails silently (refusing a connection) and I'm forced to manually delete the associated rules (in advanced firewall configuration) to coax the system into asking permissions again and restore connectivity. Good luck! Sergio
  9. LOL, same here, to me the voice sounds very cartoonish - sounds like Fred Flintstone yelling! (My recollection comes from Latinamerican Spanish dubs). Prove me wrong! XD
  10. Thanks! Like @Alonzo suggested, if you visit the VR threads you will find some really well conducted benchmarks over there, quite interesting finds! Yes, the evidence suggests that this may be the case and hopefully we will see some improvements in the future. Multi-threaded programming is complex. You need to be very careful when multiple cores attempt to use global (shared) state, there are many dependency chains where you need to have the result of one computation before you can start another (not everything can be paralellized), plus, there are other limiting factors (like limited, shared bus bandwidth between available cores). Another difficulty is creating software that can adapt to a diverse hardware ecosystem - some users may have only 4 cores available, while others may have 64 or more! Well, in a sense, yes, you may see minimal usage in the CPU department -if you consider the full processing power available in multiple cores,-however, what you get is often a single core hitting 100% capacity at peak times (this is relative as single-thread processing often jumps between cores if you don't fix the thread affinity). This is why fast CPU clock speed is vital: you want to avoid hitting very often that 100%, no matter if you have 31 other idle cores at 0%. If running @ 4.9 GHz produces CPU bottlenecks, imagine someone running @2Ghz! EDIT: this bottleneck I'm referring to, describes my particular scenario (180 fps, 90 fps per eye in VR). It is quite possible that for someone striving for 60 fps (the frame-rate limit on most standard monitors), a 2GHz CPU proves to be more than adequate - as @Alonzo correctly stated, it DEPENDS). So, I think it is fair to say that in its current state, a fast CPU is as important to the simulation as it is a fast GPU. Cheers!
  11. Hi @Geronimo553, The issue is that the number you are watching is the load average of all processing cores inside your CPU. If you switch to a per-core detailed view, you will see that a single core is receiving most of the load, while other cores are completely idle. The evidence suggests that the simulation is running most of its computations on a single-thread (in other words, mostly exploiting a single core) Multiple cores can only be leveraged by a single program *if* the program is written to do so explicitly. If you go to SteamVR ->Developer ->Adanced Frame Timing, you can get a very detailed graphic that will show CPU vs GPU consumption. The graph shows on a yellow area, the "spare processing power" that was available between frames. If either graph exceeds the yellow area, this means that you are losing frames, because the computations excceded the maximum alloted time (11 ms to be precise for a 90 fps frame rate) to draw a single frame. In my case (I have an 8 core CPU @4.9GHz) during complex missions (especially single-player), I can see that sometimes the GPU is not coping, but most of the time, it is the CPU that is falling behind. Hence, the common (and in my opinion, correct) advice is, strive for a CPU that has good single-thread performance and overclocks well, (The i7-7700K CPU is very good in this respect) AND a powerful GPU. Cheers!
  12. Hi! I use joy2key and map the Left-Ctrl, Left-Shift and Left-Alt keys to three buttons in my throttle, then I use those buttons as modifiers to buttons in my joystick (or for the reminder buttons in my throttle). That way, I can map up to seven different functions to a single button in my stick. It could be more combinations, but unfortunately, a three-button modifier doesn't seem to work with joy2Key. So here are the possible combinations for every single button. Normal Button Press Alt + Button Ctrl + Button Shift + Button Alt + Ctrl + Button Alt + Shift + Button Ctrl + Shift + Button This allows lot of flexibilty, for example, I have a rocking switch (up-down) in my throttle, The normal button click controls flaps The Alt + Button combination controls the water radiators. The Ctrl + Button combination controls the oil radiators. The Shift + Button combination controls the mixture With this approach I have no need to use the keyboard, other than for chatting. Good hunting!
  13. On the contrary Terry, thanks for accepting such a newbie. Looking forward for some nice teamwork ahead!
  14. As far as I understood, unfortunately there is not going to be a campaign mode for Vol. 1 Hope Vol. 1 sells pretty well so there's incentive for a possible volume 2 (with hopefully a campaign mode considered). Cheers, Sergio
  15. Hope the settings help! Truth is, the amount of data transmitted by the simulation must be very low compared to a video transmission so maybe the settings won't help, but it is worth trying, don't you think? Also, I noted on Hellbender's image that he is setting the update frequency of the Force Feedback parameters to 5.0 You can lower it up to 0.5 and still get decent force feedback with reduced jerkiness when moving your head around. (the lower the value, the less jerky the movement, yet it is not completely eliminated). Good Luck!
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