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Wolferl_1791

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About Wolferl_1791

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  1. Storch Iar80 Ta152 Hs123 ... insert 5th plane here...
  2. Your English is excellent, apart from saying "buro" instead of "studio". You sound like a comrade But you're taking criticism a bit further than I did. We don't really know what 3D skills responsibilities the team porting the planes from RoF have. And if none of them have a VR set lying around, they might not notice anything wrong. Anyway, to add to the discussion, I could be wrong, but I think the game uses different models for exterior/interior views. If so, I don't mind the current detail for exterior views, where, as Prien said, it's just rivet-counting from 100m away. But from the seat, we need better detail, not just in the cockpit area. As for "polycount", indenting an edge adds 2 edges and 2 polygons (you're taking a "." section and turn it into a "V" section). Extruding a polygon turns every edge into a polygon (so it's 1 extra polygon and 3 extra edges). Since these extrusions are tiny, redoing the UV maps is not required, although it could be done. If anyone can export a plane 3d model with texture I'd be happy to try detailing it.
  3. I've noticed this from the first Flying Circus plane release. At first I thought it was a temporary problem or limited to the Spad and the DR1. But every plane since has more or less had this issue. The planes simply look flat in VR (i.e. in 3D). Looking recently at a close-up video of the Albatross D5 (Military Aviation History's Youtube Channel), I couldn't help but notice all the small details which are completely flat in the game. Due to how bump mapping works and the fact that your camera is restricted, non VR users can't realize just how weird this looks up close and personal. This has never bothered me in WW2 content, mainly because there are so many "things" in the cockpits of those planes, so they look solid enough. But WW1 planes are more basic, so I believe that every nail counts. My suggestion is for the team to up their quality, or at the very least, make the 3D models and textures moddable. I'd do it just for fun, for free, it's not really hard to extrude a polygon here and there. I've made a few screenshots detailing the issue. I've intentionally chosen the Albastross, which I guess requires the least amount of work. But any VR user can attest that the engine section of the Spad is just.... beyond words. Don't focus on texture quality, I guess that's fine enough, but on the lack of extruded details. The gun mantlets in particular use a transparency texture instead of real 3D polygons, so they look like they're made out of paper. Of course, I didn't circle everything. For example, the small nails you see everywhere would be insanely expensive (performance wise) to bump in 3D. But the gaps between the panels (I only circled the one under the rudder) would be a simple job and they'd add a whole deal of realism as well.
  4. Same here. My 3 year old computer and 3 year old Vive can still give me wow moments. Unfortunately, by the time the proper next generation of HMDs will come out, my PC will be 3+x years old. I have no doubt that my next HMD will have at least 4 times the number of pixels, the problem is "will my future PC be able to handle that"? I sincerely doubt it.
  5. Yey! Had a rough day, this made it better. Bought BoBP in like 5 seconds! Time to destroy a few me262 engines! Many thanks gentlemen.
  6. Mighty nice of you. Please sign me up for the 25% Boden.
  7. The IAR 80/81 is long overdue. Although, with the Po2 now in the air, the Fieseler Storch would be a nice counterpart, especially on the detailed tank maps
  8. It's really unfair that we can only nominate you guys for one award. And we all know that the VR title will probably go to Skyrim. "Labor of Love" award? "Best Developer" award? "Best environment" award? “Better with Friends” award? “Most Fun with a Machine” award? And where is the "Best VR title for the past 2 years and probably next 10 years" award?
  9. The modelling looks spot on for the WW2 birds, but it seems a bit flat for the WW1 planes. The textures do look lovely, but unless you guys ramp up the bump maps, they will still feel 2009ish. To see what I mean, take a look at this movie, then compare it to the Camel engine screenshots. https://www.youtube.com/watch?v=j6PnKUEFX8g These are spartan planes, with maybe a bolt here, maybe a raised panel there, 0.5 cm of overlapping here, a slight bend in the metal there. Then there's the multitude of textures everywhere, with metal, wood and fabric. If it looks flat in 2D image, can you imagine how flat it looks in VR? WW2 planes have a lot more going for them, with weathering textures, chipped paint, buttons and dials galore, they look fantastic. But please, can we get the same attention to detail on the WW1 planes as well? More time is spent on making flat textures that mimic detail than it is to add a few more simple polygons here and there. At the very least, can we have moddable 3D models on game release? Maybe we can fix the details ourselves. I'd be more than pleased to brush up on my Maya and 3dsmax skills.
  10. I'm talking about the new wood effects on the WW1 birds. The debris is great, but the puffs of dust are simply too big. And as they disperse, they get even bigger. Especially in VR, with all the effects at minimum (the pic below is with max settings), it's particularly noticeable. Edit: I've updated the pic. In the right corner you can see the original effect on the lower wing, but the exact same effect at 50% size and 60% opacity on the middle wing. IMHO it looks much more realistic for a single bullet hitting a wood/canvas wing.
  11. Is it just me, or are the WW1 hit effects a bit overdone, at least in VR? They sort of look like puffs of smoke and they're either twice as big as I'd expect, or twice as opaque. Other than that, me gusta. Can't wait to check the 1.8 ton bomb drop in more detail.
  12. A quick glance around the forum would tell you that the AI in this game has lots of room for improvement. But I suggest that you don't rob yourself of the best sim on the market purely for that reason. The Multiplayer is second to none. And there are lots of career missions that can leave you with a huge smile on your face, regardless of AI slip-ups. For best "immersion" in single player, I suggest you start with a russian Battle of Moscow career, either in the I16 or Mig3. The odds are against you and you are fighting a desperate battle. Also, you can start the career as a squadron leader so you can always fly as wing-leader and babysit your team-mates.
  13. I am using VR, so that makes a ton of difference. It's quite difficult to describe, it's more of a gut feeling, although it's much easier than shallow diving in other planes. And there are multiple techniques. - One is to count how many seconds it takes for the target to go through the bomb window. That gives you a good hint of when to roll over. - The other is to change direction about 20-30 degrees off-target. Then, from time to time, you roll over almost inverted to check where it is. When it's in the "comfy zone", you do a final barrel roll and drop right on top of it.
  14. The first method requires practice, but it provides consistent results. The pilots are not subjected to high negative Gs. You can keep eyes on target at all times. It's near impossible to undershoot the target. You are already on an opposite course so you can egress immediately instead of flying over the enemy AAA AGAIN. You drop in a "pass through" manner, not a "wait for it" one. I like this method so much that I tend to use it in fighter bombers as well.
  15. For VR... Single-player career : MIG 3. Multi-player: PE 2. Or, if you prefer German planes: Single-player career : MiG Drei. Multi-player: Pe Zwei. As for the other issue, learn how to use TARGET, it will be time well spent. You have a Warthog, so you have a responsibility to achieve that which us mortals i.e. 16000M FCS users barely dare to dream about.
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