Jump to content

39bn_pavig

Founders [premium]
  • Content Count

    306
  • Joined

  • Last visited

Community Reputation

154 Excellent

About 39bn_pavig

  • Rank
    Founder

Profile Information

  • Gender
    Not Telling
  1. TrackIR is more solid and works out of the box for the main commercial flight sims. Freetrack may require tinkering and unless you manage to get it set up right may not perform as well as trackIR. Opentrack (a fork of freetrack and some other open tracker tech) is recommended by many people who are doing it DIY. So if you have the money for trackIR or do not wish to tinker too much then it is worth the money. For those who tinker with electronics though opentrack is the way to go. One of the fellows in my clan built an arduino based opentrack solution that combined IR LEDs with camera tracking and built in accelerometers in the headset for added accuracy. Such a project would tax anyone's geek skills. So go TrackIR unless you have a compelling reason not to (finances, wish to experiment). For any free tracking solution you are going to have to build stuff to get it to work acceptably, which may mean stripping the IR filters out of a webcam and jerry rigging some LEDs to a hat or other such stuff. Pure facial recognition tracking via webcam does not have the performance to enhance combat flight sims as it is just too laggy. Given that you'll end up building hardware equivalent to trackIR for reasonable performance it makes sense to just buy the real thing at the outset.
  2. The throttle does take some time to wear in before the sluggishness from that thick grease goes away.
  3. Win 8.1 has some annoying microsoft DRM which stops it from installing on a removable drive, so I found I could only install my bootcamp partition onto the internal HD. Apple's Bootcamp software handles repartitioning your HD and installing windows so it is fairly painless. You don't lose your current data, but have a backup just in case. By all reports that works, and windows ignores the invisible flash partitions on apple "fusion drives" so you don't get HD acceleration under windows but retain it under OSX. I run a small partition on my main HD just for windows games. DO NOT use OSX disk utilities to resize your windows or OSX partition or windows will lose track of their info and not boot anymore. I use a program called "Camptune" to shuffle the size of the partitions if I need more space on either OSX or Win. Not optimal, but it works. Evidently there are hacks to get Win 8.1 to install on a removable drive, but I haven't tried them.
  4. If today's update and your tuning doesn't cure your yaw wobble, have a close look at feedback from your x55 stick. Mine had a glitch in the yaw pot, which would cause it to register full left for a tick at a certain point in its travel when twisting slowly. I found that this spurious glitch was causing all sorts of problems for my plane, but I didn't bother replacing the X55 as I use pedals. Eventually when the stick wore in the glitch also went away. Perhaps a grain of dirt in the pot? Who knows. What I do know is that despite being an awesome hotas the X55 has some quality control problems, and the twist axis seems to be one that many people complain about.
  5. Here is a thread on adjusting default head position. http://forum.il2sturmovik.com/topic/6476-il-2-sturmovik-cockpit-viewpoint/?hl=%2Bviewpoint I don't bother disabling TrackIR to do it, just move my head until it is in the position I want as default and then hit f10 to lock it in.
  6. ... Also parallels desktop (or other virtualisation software) can be used to run windows software on Mac. Of those I've tried parallels is the best for directx performance BUT I would not recommend it for performance gaming. It works great for if you need to run windows in a window under Mac OS. For non-performance gaming Crossover is also available, which is basically Unix WINE with a nicer wrapper. For older games which run it is quite good, but which games run is a lottery. I've played Stalker with acceptable performance under Crossover but Trying to run contemporary AAA titles is a gamble at best. Many OSX windows ports (especially from GOG) are just the windows game with a WINE wrapper packaged into a Mac app, so effectively just virtualised fake windows anyway. GOG version of System Shock 2 is made that way and it runs like a charm. Post DX9 titles though tend to be performance constrained.
  7. Don't worry about not having a Mac version Zak. Plenty of Mac users just boot their machines in windows for games and OSX for doing real work. Also unfortunately flight sim peripherals seldom have official Mac support so no trackIR or many HOTAS setups etc. (Not many people know that quite a few HID devices do work under Mac by default but usually manufacturer support is minimal to none.) Creating a windows partition for gaming is fairly pain free on a Mac provided you buy (or have) a license of windows 7 or later to install. I've tried vista and wouldn't recommend it. Apple's Bootcamp software takes care of the grunt work. The main pain with windows 8 DRM though is that it refuses to install on a removable or non primary partition so you must make space on your main drive. After installation you can not resize the partitions (or rather you can, but windows has a brainless boot manager that will get confused and kill your OS unless you type arcana into the console to fix it.) A program CampTune can manage partition sizes in Bootcamp configurations, and they also sell tools for OSX and Win to write to each others partitions if you want to live dangerously. I think Paragon is the software company that makes them. So using a windows partition for gaming on the Mac is highly recommended. Apple drivers are generally good, though updating to the latest reference drivers for GPU is recommended. As always, make sure you have backups just in case.
  8. I run it fine on an iMac under windows bootcamp, but it pays to have a fairly recent mac so that your GPU is up to spec. I7 processors help too as it is fairly processor intensive.
  9. BoS and RoF are made by the same team (777) and BoS is based on an evolution of the RoF engine. Very few of the CloD team were merged into 1C-777 from what I heard, and CloD is based on an entirely different engine. It is highly unlikely that CloD would be merged into the other two due to engine differences and the staff who wrote the CloD engine having gone to other projects (dcs, etc). I understand that some DCS engineers have also moved to 1C-777. The flight sim world is a small family. But given the difficulties of migrating content from one engine to another - even assets available from the abandoned IL2 Battle for Moscow project were re-created for BoS rather than imported from the old project - we probably won't see a mashup of CloD and Bos. Importing assets from RoF to BoS though, that's another story entirely. I'd love to see the RoF maps in BoS, even if they would not be entirely (or even remotely) historically accurate. It would just be fun to fly the old maps in a fantasy setting. If DCS can play all the world's battles in Georgia, why can't we have fun playing ww2 Russia Vs Germany over the English Channel.
  10. +1 for Arma 3. Evidently the helo fm has had an overhaul. Vortex ring state just went in last build. Only thing I don't like about vanilla arma is the aimbot AI. I play Arma once a week with a clan, but non FPS games the rest of the time.
  11. If anyone is interested in civ-like 4x games it is worth checking out endless legend and endless space. Endless space is a classic 4x in space with the usual trappings. Legend is set in the same universe, but like civ with rpg elements. Tactical combat is quite innovative in both - simple but very cool. Dungeon of endless is a rogue like tower defence hybrid that also fits in there somewhere. They are all very slickly designed, somewhat odd indie takes on classic formulas. Well worth a look.
  12. Having tinkered with a bunch of mission editors, from Arma to straight out Unity3D grunt work, there is a fine line between a powerful editor and a difficult editor. The RoF tools look to have about the right level of complexity. To me they look about similar complexity to Arma3 - some places less polished, some places less obscure than Arma, which has lots of legacy oddities. But the one thing they do look is powerful. I think it is only a matter of time once we have the full toolset before some more dedicated mission editors gain mastery of it. It is generally the case that less people become expert mission makers than many of us would like, so it is good for those who do have the dedication to expertise to have the most powerful toolset. Unfortunately that may mean that mere mortals will struggle with complexity of the tools, but without intensive development it is very difficult to create a system which scales both in complexity of content and to a wide range of technical skill levels.
  13. This is why I said matchmaking is the most difficult issue, as it is the feature which would require new services to be developed. The rest is generally fairly easy once dserver is out and if the server was rolled into the client to enable a single player to both host and play. It is fairly standard for MP Co-op games to allow a player to spawn a local server and allow other players to join on it via their uuid/login. I think rof lets you do this. A lobby system could allow the host and players to manage the type of mission and units which will be flying. The master server could then generate a mission for the type, number of slots, and loadouts selected.It is then just a matter of either the host distributing the mission file to the players (after getting it from the master server) or each player getting the mission from the master server based on a uuid or template+seed. Once distributed the host players server could kick in and the mission begin. There are quite a lot of problems to solve, but none seem insurmountable. This assumes a traditional self-hosting system for the game though. If a more dserver mediated experience with less host curation was desired it would be potentially more complex to implement.
  14. Co-op campaign has been hinted at by Loft multiple times. The generic modular nature of the much maligned campaign system has a hidden benefit in that it is easily adaptable to create a co-op campaign system. I have my suspicions that this is exactly what the developers hope to see down the track. The reason I think that they would not announce it is because such a system would require multiplayer code to be stable, dserver finalized, and client side hosting to be well on the way to release. I don't think we will see movement in this area until dserver is out, but would not be surprised to see MP campaigns not long after that. The most difficult aspect would be matchmaking UI and backend.
  15. Thanks for the recommend. I had a look at this and it seems to be particular to FSX and other major flightsims as it works as a kindof virtual cockpit plugin. TouchPilot is ok and is a basic HID device, but I ended up buying a Saitek X55 Hotas and pedals so only use touchpilot when on the road now.
×
×
  • Create New...