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Jack59

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About Jack59

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  1. Wouldn't be pretty...no one will be clapping and cheering, that's for sure!
  2. Thanks Chill! Yes, that was helpful. Among other things, it tells me that I'm not missing some secret technique.... I've been flying mostly with predominately clear skies. I guess I'll have to put a few more clouds in the sky to give me reference points! Peripheral vision works great with monoplanes and biplanes, but the middle wing takes out the (somewhat reduced relative to real life) peripheral vision that the VR headset provides, at least for features on or near ground level. I certainly understand what you're saying about being quick to make corrections...more than once I've failed to do that, or more often over-corrected. I do find it interesting that the DR1 has skids on the underneath of the lower wings; maybe the WW1 pilots ground looped more than you are in the habit of doing? When you get one of those Le Rhones fitted to your aircraft, do you expect to be blipping your way into landings?
  3. First of all Chill, let me just say how much I appreciate all the priceless information you've been giving our community about the flying of a real DR1. I salute you! Words can't explain how awesome I'm finding this simulation in VR. And the DR1 is especially fun. I love the maneuverability of the aircraft, and also the visibility while in flight (compare it to the SPAD!). Presumably my visibility from the cockpit in VR is comparable to what you enjoy in the real aircraft. Which leads me to my question: the visibility while in flight is superlative. But landing.....that is a different story! During the rollout I lose all forward visibility ahead behind the engine and the middle wings. Because of the propensity of the aircraft to ground loop, I really need to be able to maintain "directional awareness" so that I can control the aircraft in a straight line as I decelerate. But the lack of visibility causes me to lose that awareness. I've tried a number of approaches, including leaning my head out the side of the cockpit to look ahead along the side of the fuselage. Not the best way to do it for me... How do you maintain this awareness? Or is it not quite so important because of the real aircraft's more benign ground handling? Your insights will be most welcomed....
  4. Nice post Hagar. But to me as a single player, the answer to your question of what I am paying for is obvious. The AI is much improved. The simplicity of the RoF AI is why I stopped playing that game. The AI in FC is something that I know I am going to be able to live with. And there is also the prospect of it improving. Another plus: I expect that the map(s) will be greatly improved. Think of how awesome the Kuban map is compared to earlier efforts. I expect to see an even greater level of improvement of FC maps vs RoF maps.
  5. Did some more flying this morning. AI enemy Spads are unwilling to fight against my friendly Fokkers on the Kuban map. On the Lapino map, with the same Quick Battle settings they are eager to fight. So the map choice is definitely a factor. On the Kuban map, Fokkers on both sides will fight. I don't have a clue why the Aircraft/Map combination makes such a difference.
  6. I can't think of any reason why this would be the case, but could it be the map? I'm finding markedly different conduct by the enemy ai on the Kuban map than I was finding on the Lapino map. Furious dogfights on the Lapino map, can't get the enemy to engage on the Kuban map. ???
  7. I use a bit of a work-around for this that you may or may not find acceptable. It's one that I don't use often, but occasionally. I have a button mapped on my joystick to center my view. Let's say I want to turn my head to the right and look at the 5 o'clock position. I look to the forward left and press the center view button. This has the effect of essentially shifting the entire aircraft to the left relative to my body. Then it is easy to turn my head the extra needed to reach that 5 o'clock view. After checking that view, I turn my head straight ahead and repress the center view button. Look forward right and press the center view if you want to check the 7 o'clock position. I know it's kind of clumsy and doesn't enhance immersion. But it is good way to achieve a quick look in a direction that might otherwise put undo strain on the neck, and makes up for some of the lack of peripheral vision inherent in my Vive.
  8. Gunsmith, what you are describing is certainly true earlier in the war during the initial Blitzkrieg. But as the war progressed and the ability of infantry to destroy tanks developed, this way of operating became less and less the case. Leading with armor became a way to lose your armor. The importance of infantry serving as eyes and as a screen from enemy infantry cannot be overemphasized.
  9. I'm happy to say that the AI has been improved way beyond that half-roll dive to the left. The FC AI makes extensive use of the vertical, AI Spads have been extending at speed to return for slashing attacks, and I've seen an AI Dr1 use what to me looked like a "Falling Leaf" maneuver to escape. I've seen very little of that simple turn as a defensive maneuver. I've also seen the AI disengage when wounded or damaged; another great improvement. Please don't write off FC thinking that the AI is anything as stilted as the one in RoF.
  10. I yearn for more detail in engine management. The closer the handling of the engine is in the game to reality, the more immersive it is. Also, I like having to monitor my systems in flight on the way to the combat zone. Simply flying the aircraft can be interesting, as well as fighting in it. My first love is WWI aircraft. They capture my imagination like no other. But one of the aspects that I have appreciated about the WW2 birds, and which has increased my interest in them, is the management of those high performance engines. I gravitate towards the aircraft with the least automation, like the P-39 and P-40. I would highly welcome any more detail that could be brought to the management of the WWI crates.
  11. I realize that you cannot see your own body or limbs in Tank Crew. But are the other crew members in the vehicle modeled; can you see them?
  12. I've completed the installation of my new GTX 1081ti (replacing my GTX 1060). Wow! A significant improvement in fps and in my ability to increase my graphics settings. My new numbers: Frames 11137, Avg 55.685, Min 42, Max 90. Chili, your avg fps estimate was close! I am now cpu bottlenecked, with my 4690K holding me back. But that doesn't change the fact that I now have a much improved, and to me very satisfactory setup. Again my thanks to you gents for your expertise and for encouraging me to go this route....
  13. OK Gentlemen, with your much appreciated recommendations stirred around in the pot, I've finally made a decision. I've decided to go with a 1080ti, and now have it on order. I have no doubt that the 1080 would have been a decent match with my current cpu, and very nearly went that route. But I'm hoping that the 1080ti will be a good match with any cpu that I may upgrade to in the near future. At least that's the plan... When I get my 1080ti all settled in I'll be sure to rerun the test and post my results.
  14. chiliwili69 and dburne, thank you both for your valuable inputs! I have some decisions to make. But I do want to move forward with my hardware. I reran the test with 144% SS for my Vive. The average is less scary: Frames 8195 Avg 40.975, Min 25, Max 46 chiliwili69, as you suggested I kept on repeating the test, progressively reducing the SS until I stopped getting an increase in avg fps. I continued to enjoy higher fps all the way down to the minimum setting of 20% SS, where my average was 58.86. If I could reduce the SS further maybe the average frames would go a bit higher, maybe not. But I guess the testing has already shown what a bottleneck the 1060 truly is!
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