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About Eclipse4349

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    My Steam id is Tom4349, feel free to add!

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  1. Check Camera settings and your keybinds. There are two types of view controls - "snap" and "pan". It sounds like you were using pan, but they have changed to snap.
  2. The best solution is likely still to be mapping the recentering function to a button that is easy to hit any time it's needed. It worked for me (a button on my throttle), and I didn't have to disable any TrackIR features.
  3. That happened to me about a week ago. The issue was actually that it somehow got set to forced on, instead of Auto. I went into the Oculus Debug Tool and disabled it and the framerate was normal again.
  4. The cotinued improvement of the already fantastic damage model and the AI is reason enough to be excited. You all are doing really great work!
  5. Aha, yes that makes perfect sense, thanks. I can't even imagine how complex AI coding or any other part of it is. My hat's off to them, for sure.
  6. Thanks for the reply. It turned out he wasn't looking in the proper place in-game to see the missions. It was quite an easy fix once we figured that out, LOL
  7. Could you elaborate on what fixed it? I'm helping a friend through this situation as we speak.
  8. Ah, yes, that's true. That was what I wanted for the practice mission (high speed passes on an "unaware" target) but that wouldn't be very good otherwise. I suppose medium priority behavior doesn't accomplish the goal either bc they'll opt to fight it out. Maybe a "high-ish" priority would do... 😁 Some nice info there, glad to see they are focusing on improvements. Thanks! I saw WTR referred to several times. Any idea what WTR stands for?
  9. I've used this same setup described above in a practice mission. Planes spawn at one side, and get a way point to fly to the other side. When they are about 30km or so out, they get an attack area command on an airfield. The bingo bombs message triggers the next waypoints, which has the plane turn and fly back across the map, where it then gets deleted as it reaches the out of bounds area. A new attacker spawns every 45 seconds, and it rotates through all possible attack planes and bombers so the target isn't always the same plane. Not a single one has ever loitered or had an issue. This is in a player-hosted multiplayer mission (non-dedicated) with all waypoints and the attack area command set to high priority. There is a lot else available in the mission to practice doing, like air gunnery targets, ACM targets that have no ammo, tank targets having a mock battle, a train that respawns when destroyed or when it reaches the other end of the track, artillery targets, several RRR stations, bombing targets, and general flight airfield, along with the 5 air spawns for practicing all the above. Everything is always going (since triggers detected players is broken on non-dedicated servers) and everything respawns as it is destroyed. So, it isn't a dead-simple mission. But it works perfectly. Maybe it's different with a mission run on a dedicated server? I know you guys have a lot more knowledge and experience than me. I just wanted to share my experience and setup.
  10. I'll echo what others have said, and say that the work you have done is absolutely fantastic. Il-2 is looking and playing better than ever, and in my opinion both spotting and identification have never been better (in VR with the Rift S). It's a great time to be a WWII sim fan!
  11. There are also servers running missions that have AI in addition to any human players. There's something for any kind of play. Welcome! I also came over to IL-2 after a very short exposure through War Thunder. I saw it on sale and decided to give it a shot, and there was definitely no going back.
  12. The ground looping is pronounced for sure, but I don't think it or any other plane is in need of behavior fixing. The way I prevent it as by throttling up some after I've landed and I'm rolling and braking. If you start to swing, and braking on one side along with rudder just isn't cutting it, add more power (increase throttle). It sounds counter-intuitive to be adding power, but it works, every time. The added throttle gets your prop moving more air, which increases your rudder authority, and prevents or counteracts the spin. It works on all other planes with a tendency to ground loop, also. It's important to catch it early. With enough throttle, you can use the brakes to slow down, and slowly back off the throttle, using rudder and brakes to counteract any sideways movement as soon as it starts. Since I learned about it and started using this method, ground loops are no longer a problem for me. Adding throttle along with rudder input stops a ground loop that has already started, also. Really, it's pretty much the same principle as throttling up on takeoff with the parking brake set or while holding the brakes. If you wait until the prop rpm is up and then release the brakes, you'll have more vertical stabilizer and rudder authority and a much easier time heading straight down the runway. Hope that helps you. It helped me a lot.
  13. That was my experience before the patch, also. It is still true now - supersampling makes the relatively few pixels we have to spot harder to spot. No supersampling, 4xMSAA, sharpen, and the blurry landscape filter look great and I've been able to spot and I'd better than before. Thanks to everyone who has been doing all this testing and reporting!
  14. It doesn't look like the same image to me, at all. The one without AA has very visible jagged lines and the one with AA does not, and the ones that remain look noticeably reduced. Even viewing the images on my phone it is plainly visible. Maybe your expectations are a bit too high?
  15. I had a lot of shimmering until I turned the landscape filter to blurry. I now run all settings maxed, no supersampling on the Rift S, 4xMXAA, blurry landscape filter, and sharpen on, and it looks great. Still some shimmer, but that combo seems to be the best, until if and when the shimmering is addressed more directly.
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