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mazex

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About mazex

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    Sweden
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    Flying, computers and fast cars...

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  1. I think you will be happy - I don't know if I am having a positive placebo effect but it's not only the deadzone gone, they feel a lot smoother to me... I guess they had bad hysteresis code as well. An important advice regarding the pedals that has annoyed me before - and after upgrading the firmware I simply had to fix There is a problem in some games for me - both IL2 and DCS that the wheel brakes sometimes do not "register" in assignment screens when you try to map them. The post that I have linked below is what helped me by downloading the dxtweak tool. So you try to assign the left wheelbrake axis to your G940 pedal wheel brake and it does not "register" in the assign window. When looking at it in the Windows calibration tool the rudder brakes will show up as "half axes". So the left brake starts in center and goes to min x. And the right brake goes from center to max y. To get DCS to register you have to change that they are full axis instead with dxtweak2. The post below from an old thread is what helped me. For my G940 I have set my brake axis to min: 0, cen: 128, max 255 and now they work in both IL2 and DCS. Important note - In DCS I have to go in and change from axis to slider to not end up with brakes "half on" all the time (as min now is 0). Did not see this problem in IL2 but have that in the back of your mind in other games if the brakes behave strange. from the thread:
  2. 5.10.127 sounds like the software version - we are talking about the hardware firmware version here. So - you need to download the last official 1.42 firmware patch below and install that first. Note that it may hang while updating - run it again then. And make sure to do it with right click and "run as administrator": https://download01.logitech.com/web/ftp/pub/techsupport/joystick/G940_Update_FW0142.zip Then you download the new "community patch" by Fred41 from the GitHub repository below (under the folder "binary"): https://github.com/fred41/G940-firmware-fixes Then run the downloaded g940_patch.exe in the same directory as the official 1.42 firmware. It will patch the patch Finally run the now patched official 1.42 patch again... And - messing with firmware updates can be risky and might even "brick" you device. Do not shoot the messenger if anything happens...
  3. It's not me that did the fix, but it does fix the hysteresis code for all the axis accept the joystick, so the trim knobs feel a lot more exact. It should also affect the mini joy. Below the release notes from the GitHub page: G940 flight system, firmware related improvements. The G940 Flight system, was released around 10 years ago, but is still a very interesting and unique device. There are some mechanical and some firmware related flaws though. Some users developed and published simple fixes and workarounds, for most of the mechanical issues. The firmware related problems are partly fixed in the latest (unofficial) firmware update 1.42. Nevertheless all analog axes, exept the two main stick axes, are still showing a strange 'hysteresis' behavoir. I debugged the firmware (in system, gdb, st-link) and finally found a way to improve the behavoir of all 8-bit axes and to remove the anoying firmware 'deadzone' from the rudder axis. The result is the patch presented here. To use this patch you need the following: a copy of the firmware updater 'G940_Update_FW0142.exe' (don't forget to make a backup) 'g940_patch.exe' To update your G940, you can do the following: your device should be already be updated with firmware 1.42 put both executables in the same directory and launch 'g940_patch.exe' after that, start the patched 'G940_Update_FW0142.exe' to update your G940 How does it work? The firmware updater 'G940_Update_FW0142.exe' contains the firmware as a binary blob. 'g940_patch.exe', if applied, directly changes some instructions and data in this blob. By using this patched 'G940_Update_FW0142.exe', you write a modified firmware to your device. This patch is open source, so if you are familiar with arm MCU's (cortex M3) and able to use a dissassembler, you will be probably able to understand my modifications. But better don't change anything, if you don't know what you are doing!!! DISCLAIMER: By using this patch you agree to the following terms and conditions: I (the author of this patch) am in no way responsible for anything that is caused by this patch. Well, I think that the non ffb deadzone is a lot better than in my old MS FFB2 at least. And in some games it's a lot better - so for me it has not been that big of an issue - but I understand what you mean... And - to my understanding the FFB deadzone of the main stick axis has not been changed, but the deadzone of the rudder has been removed. And that one annoyed me a lot.
  4. For the rest of you that cannot live without FFB (it is awesome in IL2) and still hang on to your G940:s - there are really good news! An awesome guy named Fred41 popped into the DCS forum with an easter egg in the form of a new firmware patch for the G940 at page three of a thread regarding the 10 year old fw 1.42: https://forums.eagle.ru/showthread.php?p=3879094#post3879094 This is the post with the patch... https://forums.eagle.ru/showpost.php?p=3874529&postcount=22 I have been flying in my D9 for 10 minutes now going from exactly 70% to 90% and back to 70% nailing it almost every time. And if ending up at 71% a little nudge and you are at 70%. It could take me a 10-15 seconds to set it exactly at 70% before And as a bonus it removes the rudder deadzone that made small rudder "nudges" hopeless before... Great news! Gotta go back into the air again doing throttle excercises!
  5. Thanks a lot guys for all the advice! On a business trip right now but I will check this out on Sunday. I don't remember any reprojection settings when messing around previously in Steam VR and I am on a business laptop now so I can't check. The weird thing for me is the fact that it is so "glued" to 44... I agree with Tripwire that Ultra is way "to much" - the strange thing is that Ultra with SSAO, HDR etc on gave me 44. And "High" with a bunch of things off was still glued at 44. Even though my 4790k that is the major bottleneck now like Chiliwili agrees on (will certainly check the guide) - it should at least sometime go to 45 or above at SOME low load part. But it NEVER goes above 44 , even for a second. And almost never below Feels like that reprojection setting messing around... But - having said this it still feels really smooth strangely enough - no stuttering at all and it looks great. Maybe it's me that is used to my 970 GTX that was more in the 35 FPS domain...
  6. Just got myself an RTX 2080 as an early Christmas gift to myself Started up IL2 that I have not played for a while with my Vive hoping to see a good improvement over my old GTX 970 that was really to weak for VR. My CPU is an i7 4790k so that should be my weak link now... But running IL2 I get some strange behaviour. I had the Graphics set to Ultra with "extra all" after trying non VR in some situation. I realized that the FPS counter playing a mission over Kuban is almost "stuck" at 44 FPS. Sometimes it can drop for a second or two down to 43 or even 39 for a few milliseconds when crashing or similar - but the game feels super smooth. So - I thought that some setting blocked me and to get a fresh start I deleted my startup.cfg to get a clean new one. Set it to high and disabled SSAO and some other stuff that was on before. And I get the same behaviour... 44 FPS 99.9 % of the missions. Looking up, flying through tree corridors - whatever. But it feels super smooth... So - my monitor is running at 144 Hz (with Gsync). Could it be that it really is 144 FPS instead? Would not think so but as i NEVER EVER get above 44 FPS the thought occurred. Feels like something else is capping at 44. Looking at the CPU while gaming it does not look hogged at all. Any one that have any ideas? From my startup.gfg now: [KEY = graphics] adapter = 0 bloom_enable = 0 desktop_center = 1 detail_rt_res = 1024 draw_distance = 1.00000 fps_counter = 1 fps_limit = 0 full_height = 1440 full_width = 2560 fullscreen = 1 gamma = 1.00000 grass_distance = 100.00000 hdr_enable = 0 land_anisotropy = 0 land_tex_lods = 0 max_cache_res = 1 max_clouds_quality = 2 mgpu_compatible = 0 mirrors = 1 multisampling = 2 or_enable = 1 or_height = 2376 or_hud_rad = 1.50000 or_hud_size = 0.75000 or_ipd = 0.06520 or_width = 2138 post_sharpen = 0 preset = 3 rescale_target = 1.00000 shadows_quality = 2 ssao_enable = 0 stereo_dof = 5.00000 vsync = 0 win_height = 1440 win_width = 2560 [END]
  7. Really like the new screens... Even though ROF still looks really good the environment is much more sterile and "card board" looking than IL2. And the new lighting we got a few patches ago really improves the cold / washed out look that ROF unfortunately has in full glory. Thinking back, my major gripe with ROF was actually the "far forests" that are way too "distinct". Forests near the horizon looks like all the trees must be black Not in the new engine... And looking at the density of trees along the fields and roads in the new engine it really will improve the low level flying that happens a lot in ROF. Looking forward to see what has been done to no-mans land. A hard nut to crack that no flight sim has really succeeded in. And it will always look weird (as it must have done IRL). I think that it can't be ALL brown mud. Some grass mixed in between the craters might work?
  8. Wow - that map is so much bigger than expected! It almost feels like you would need four engines to explore all of it I almost clicked buy on the F-18 hornet in another sim that I never fly for $60 - and I don't like the Hornet. Imagine a B-17, B-24 or Lancaster as premiums here...
  9. Don't rub it in man I was content with my old GTX970 with a 24 inch 1080p screen earlier on. It runs all games on ultra with good FPS. So then I stepped in on the VR bandwagon with a Vive before Christmas and thought I would try it out with the 970 first... Get around 35-40 in BoK with high settings (that I unfortunately cannot live without) - so I seriously need an upgrade (even though I can actually enjoy it right now - non-VR is not an option now that I have seen the light). So yes I realized that I needed a new GPU and as the rumors of the GTX2080 already where floating around when I bought the Vive I am stuck in a nasty deadlock. Yes - I am fortunate enough to have the budget to buy a good GPU so I should be happy... But it's just impossible to motivate buying a 1080Ti now that GTX2080 is around the corner (postponed every now and then). Now the guess is this summer in July. The pain... AND - regarding the topic, the new SP career is just awesome. Only tried one Kuban 109 G4 mission but it blew me away... Newspapers like in the good ole Dynamix Red Baron days
  10. As long as you can keep the team motivated and paid working on the current road map I think that most of us here can wait until next summer I sincerely hope that you will get some more media coverage in the west with Bodeplatte after that. Sorry to say it but I do think that it needs another name unfortunately. And another product moniker instead of IL2 as much as we old-timers like it... Something that people recognize that are not complete history nerds. "Aces over the Ardennes"? Looking at potential 15-year old sim pilots I can use my oldest son here in Sweden as an example. He has been with me at dozens of air shows and air museums in Sweden, UK, Germany, France and a bunch in the US. How many Soviet planes do you think he has seen? He can spot the difference between a Spitfire and a Hurricane from a kilometer - and have seen most of the types used in the WTO in museums. He can tell you that the P-40 was used in the Desert after reading about that and knows the difference between a Wildcat and a Hellcat. But has he seen an IL2 or an LA-5? I just went into his room and asked him if he knew what an IL-2 is. His answer: "Easy, It's that game you like to play dad...". But do you know what kind of an aircraft it was? "What - is that an aircraft as well? Never heard of it..."
  11. I have a Vive with a GTX970 (see specs in sig) and with kind of maxed settings in IL2 I get around 40 FPS. People say that it should not be enough but I think it works awsome! Waiting for a GTX2080 whenever that arrives in 2018, but I am all fine up until then...
  12. Wow - that is an interesting and cunning implementation to be able to set targets for the AI flights - and the "post-mission recon" part is a very nice addition. So - merge that with my proposal with the "view available recon photos" for the non AI pilots that want to be prepared before bombing (maybe add that you get more points when bombing targets that have been verified by recon before?) and we have a great solution if the recon photo also triggers a target for AI flights (if available in the scenario). Adding the "trigger event" to all allied players of "Target X destroyed - needs to be verified by recon photo before getting full score" where you in a non AI environment also would get the "post-mission recon" added. After a successful recon photo both the recon pilot and the bomber pilot could get additional points. And really - this should be possible to do in the game and even with some less advanced implementation than our "dreaming" it will add very interesting mission types both for SP and MP with pre and post recon missions!
  13. Initially wrote this in the "Jazzed about Flying Circus - Thoughts on Plane Set" thread "off topic" based on thoughts by ShamrockOneFive, but thinking of it I liked the idea good enough that I think it deserves a thread of it's own.... This proposal is especially for Flying Circus but the applies to the whole series really... In WW1 photo recon and artillery spotting where the main missions that the fighters where supposed to protect (just like III/JG53Frankyboy says in the original thread). To expand the domain of non fighter jock missions, how about a scoring system where you get a nice score for images taken over the designated recon target would be great. Add a "camera" view like the bombsight with a simple camera crosshair. Bring it up like the bomber sight and give score for correctly taken recon photos (target in "sight" and correct altitude / angle). And you should only get the full score IF you manage to get home and land safely (thus delivering the photos) Another fun idea on multiplayer servers would be that if someone successfully manages to get home with recon photos they could be available to other pilots in the same team when on the ground in a friendly base. Would be a great way to encourage recon missions as it would be really nice as a bomber pilot to get a good view of the target area. If the game engine could put drawn "boxes" around all targets visible in the "recon screen shot" to emulate that an intelligence officer has looked at the image that would be even better - and should be technically doable rather easy. Just add the normal "target markers" to the screenshot. Bonus for making them look "hand drawn" naturally. Would be really nice to create interesting WW2 missions as well with a camera eqipped Spitfire etc... I would easily pick missions like that for variation of the diet. In WW1 photo recon was a very common mission to my understanding. Another idea based on missions that where very important and common in WW1 - how about artillery spotting missions. You need to fly over a specified target area and when there the artillerry starts firing and you can select predefined correction orders Implementing the "photo recon" mission type really should not be that complex... And it would be a very nice addition that makes sense in the core engine.
  14. I completely agree with the above to expand the domain of non fighter jock missions... A scoring system where you get a nice score for images taken over the designated recon target would be great. Add a "camera" view like the bombsight with a simple camera crosshair. Bring it up like the bomber sight and give score for correctly taken recon photos (target in "sight" and correct altitude / angle). And you should only get the full score IF you manage to get home and land safely (thus delivering the photos) Another fun idea on multiplayer servers would be that if someone successfully manages to get home with recon photos they could be available to other pilots in the same team when on the ground in a friendly base. Would be a great way to encourage recon missions as it would be really nice as a bomber pilot to get a good view of the target area. If the game engine could put drawn "boxes" around all targets visible in the "recon screen shot" to emulate that an intelligence officer has looked at the image that would be even better - and should be technically doable rather easy. Just add the normal "target markers" to the screenshot. Bonus for making them look "hand drawn" naturally. Would be really nice to create interesting WW2 missions as well with a camera eqipped Spitfire etc... I would easily pick missions like that for variation of the diet. In WW1 photo recon was a very common mission to my understanding. Another idea based on missions that where common in late WW1 - how about artillery spotting missions. You need to fly over a specified target area and when there the artillerry starts firing and you can select predefined correction orders EDIT - created a separate thread for this as it is off topic and I really like the idea
  15. For heavens sake man - there is no need for an apology! You just delivered the news of Bodeplatte with an amazing planeset that includes a set of planes that other companies would charge $50 each for - AND ROF2! It would be great to have PTO but it is nice that you have learnt from your predecessors from the IL2 legacy. A half baked PTO gets rather bland and there are many high res ships with damage models, lods etc. that are needed to get this working well, carrier ops etc.
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