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peregrine7

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About peregrine7

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  1. AI will always perform better in a turn-fighter. Just point towards enemy and turn! Energy fighting requires a bit more thought, even though it is fairly easy for a human to do. It is a persistent and hard to solve issue for flight sim AI.
  2. They do get smaller at higher zoom (LOD is based on FOV, low LOD levels are larger). There are still some issues: Some planes have different LOD-enlargement ratios. A similar sized plane can appear twice as large as another at some distances. This needs a quality checking pass (BF109, Spitfire, La5 are good references). Lighting still has issues, personally I would prefer the game to choose high contrasting points on models to display as this better reflects how your eye picks up detail - as opposed to averaging (particularly now with deferred-ish lighting on distant LODs).
  3. This is controlled via trim, I would recommend setting your elevator trim controls to two buttons rather than any sort of axis as it will allow you to test out how it works. With the aircraft adequately trimmed you should be able to fly hands off (or close to it!) It is worth noting that some aircraft have a different trim system (a stabilizer), you can bind this to the same controls as your regular trim. I apologize if I'm going over something you already know, you do mention elevator/pitch as two separate controls (elevator controls pitch, they're interchangeable) which makes me suspect you are already dealing with trim.
  4. In the 109's boost (MW50) is activated by advancing the throttle to 100% - no key press is required. That said, many other aircraft do have a boost/cut out and the key is very useful!
  5. Blackout at 3G only occurs if you have recently pulled a LOT of G. The new system seems to penalize consisten time at high G - if you pull onto someone's tail at +7 for 3 seconds you'll be fine, but then try to hold 3.5G as you turn back on to him and you will start to grey out. It isn't right to grey out at 3.5G, but it is right to grey out at 3.5G after already straining through some serious stuff. You can also black out very quickly if you push/pull on the plane. I can verify most of this lines up with my acrobat experience, but I've never done push/pull. All in all this is soooo much better than the old model. High G has always been a matter of time, not really severity - something most sims get wrong.
  6. That's odd, it can still be a bit buggy but you should get callouts on channel one (aircraft spotted near "x", "x" is under attack + some more that aren't called in text but are in SRS).
  7. FPS boost only happens with entire HUD layer hidden (it's due to the whole transparency layer). SRS reads out server messages on the Combat Box server, in general try to be on SRS even if you're not speaking as it'll let you know where/when things are happening.
  8. In some difficulties/realism settings the minimap will not show up. In easy realism the minimap will be tied to "Change ingame map mode". If you're playing on expert it will be the one above that "Show/Hide mission briefing" - a big map showing everything.
  9. Now I just saunter up and sing Darude's Sandstorm as loud as I can 😁 Loving the update devs! Cheers again.
  10. Depends on the relative angle of the wing, hurricane has a large, high lift wing with a reasonable angle to the body. Also of note, check out how inefficient the elevator is, at high speed it is significantly pitched nose-down. It is definitely a low speed aircraft.
  11. Wow, nostalgia. Used to sing this to my girlfriend - now my wife. Long time ago. G-effect changes are so very, very welcome. Thank you Jason! I do feel that spotting is still very slightly off (not new, has been for a while and the spotting patch did help), but then again Rift CV1 starting to get super dated. I do notice that the screen is much clearer even when just mirroring VR view - so investigating that on my end. Can't wait to fly the hurri! S!
  12. It absolutely is, and considering it is resolved by going from 90hz to 60hz it seems we have frametimes that are reasonably consistently 45+fps, but with big hiccups down into the 30-45fps range. (Yes, I know, saying frametimes and giving examples in fps. But we all know fps numbers better). This seems consistent to my experience, and that of others. It is an MP-only effect and is CPU related. Out of curiosity, have you tried lowering your "preset" settings to low? It looks awful, but it actually reduces the compute range for projectiles (so if a dogfight is happening 15+km away it is no longer calculating ballistics for all the rounds)
  13. peregrine7

    wintery sky

    Would you kindly upload some screenshots?
  14. Hi Cap'n! Alas, you've fallen for one of the worst named features of all time. Let's call what you're talking about "True HDR" and what the game has "Dynamic Contrast Enhancement". Here's a (very) simplified rundown: 1. True HDR Imagine you have a screen capable of showing brightnesses from 0 (black) to 10 (white). You take a photo of a scene in real life with brightnesses from 0 to 30 (because e.g. the sun is brighter than the brightest white the screen can show). How do you show this on the screen? The most obvious approach is to divide the brightness so it fits, by dividing it all by 3. So the sunlight (30) becomes 10. A fairly bright section at a brightness of 12 becomes 4. You've preserved all the details, but the image comes out looking dull. Everybody says your photo looks dull and flat. This describes the "Raw" example on the left. So you increase the contrast, losing details in the highlights and shadows of the image in order to make the gap between each brightness value similar to the real scene when viewed on the screen. This is "SDR" content, artificially boosted contrast to attempt match how much contrast reality has. If your screen can actually show brightness 0 to 30, boosting the contrast like this was unnecessary and images end up looking really weird. So if instead we show the non-enhanced image on your special screen it now looks much more real! That is "True HDR" content on an HDR device. 2. "Dynamic Contrast Enhancement" (DCE) or "Video game HDR" So how does this apply to a video game? We haven't taken a photo, we have created & rendered a scene. If you built a scene with true-to-life brightnesses for the sun, and materials that behave like they do in reality then when you just output raw brightness values from the scene you end up with a game that looks dim and overly dark at night, or too washed out during the day. You need some way to enhance the contrast and also adjust the brightness of the scene (the way your eye adapts to lighter/darker environments), so you add a step where the game looks at the brighter parts of the image, the darker parts of the image and the average brightness and then boosts the contrast so that these areas become white, black and middle grey respectively. Sound familiar? Yeah, it's the contrast enhancement that turned "True HDR" photos into "SDR" content for screens. The only reason it is called "HDR" is because it makes the game treat the image it would have shown you as "HDR" content and adds a step, where the game makes that image "SDR" by enhancing contrast. Not all games have accurate lighting or materials, some games solve the contrast issue by making custom lights of different brightnesses instead of writing DCE code. IL2 is kind of in the middle, it is trying to be realistic, but most lighting/materials are still more "artistic" than "realistic". Because of this the game already has decent contrast, the HDR setting adds just a little bit extra. And whether that extra contrast is needed, or helpful, is debatable. The HDR option in this game also includes bloom (Because when we increase the contrast, we push some highlights past the point we called "pure white", we can still use the information from those brighter-than-white points to generate bloom) which can be disabled in the startup.cfg file. Still, lighting, HDR and all of that is not quite 'right' in IL2. So what's the difference in game? Well I think the gifv I uploaded showing the testing does a good job demonstrating the difference, even if that's not really the purpose I created it for. Even on an SDR screen you will see the difference. https://gfycat.com/unsightlyniceaxolotl
  15. For Oculus Rift/Rift S/Quest + Link. 1) Use OpenComposite. 2) Oculus Tray Tool Supersampling at 0.9 (if you can stand it) 3) Best spotting settings: Going up to "Balanced" does look better, but spotting gets substantially worse due to our terrible resolution. Anti-Aliasing will kill your spotting. Learn to live with jaggies (bonus, you get less headaches because the pixel corners are sharp and allow your eye to focus on something) HDR seems good, have tested it on a monitor and it conclusively gives better spotting. However in VR it just... doesn't. I don't know why. I have to keep it off or I don't see anyone - need to test this further. HDR tests so far (played in VR - recorded on monitor) https://gfycat.com/slightzealousfrilledlizard https://gfycat.com/unsightlyniceaxolotl
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