Gravesad Posted November 25, 2022 Posted November 25, 2022 On 11/19/2022 at 7:36 AM, danomite said: Is this issue being addressed at all? Came back to try TC again, and still the gunsights are virtually unusable in VR. Personally I'm not going to be purchasing any more ground vehicles while the state of the gunsight is so poor. They just aren't usable. It seems that the developers have decided that there is no bug for 2 years do nothing to fix this. Also, I will not buy more ground units, until they do not fix this. 2
102nd-YU-cmirko Posted January 2, 2023 Posted January 2, 2023 have you guys tried running the game with openXR toolkit and using a big value of shaking reduction under INPUT settings ? even with this I feel like that the gunsight is too shaky for real life experience (have tried and remember seeing the real thing), but it helps me immensely comparing too just a normal game experience.
21.Gr.CT.Ludovisi Posted October 19, 2023 Posted October 19, 2023 On 8/19/2023 at 2:35 PM, MajorMagee said: Here's a comparison table of the base game Field of View (FOV) min/max values versus the calibrated (extra max) values. Since higher FOV values imply less magnification, you can see that for most sights the base game provided more zoom than it was historically accurate to have. To lessen the impact of this, you can still use the extra zoom available through the mouse scroll wheel in these two versions of the mod to reach the extra min FOV values. The first version lets you zoom in to the equivalent of adding a doubler eyepiece (2x) to the calibrated sight's actual magnification. This still leaves the M4A2 wanting for more as the base game's lowest magnification (40 degree FOV = 2.6x) is still better than the calibrated value +2x (42.1 degree FOV = 2.5x). The reality is that the 1.25x historic sights in the Sherman were essentially useless beyond 500m. The second version simply lets every tank zoom in as far as a 10x sight equivalent (12.8 degree FOV = 10x) so you can sharpshoot to your heart's content. I built the calibration curve by methodically taking images at a 90 degree FOV from a fixed location and measuring the distance between two easily identifiable widely separated sharp edges, and then taking the same images again at a variety of FOV values. The ratio of the increase in measured distance as the FOV went down let me build the calibration curve to an accuracy of 99.66%. If you determined that some other FOV than 90 degrees was the equivalent to 1x then the process would have to be repeated to create a different calibration curve. Could this mod help to solve this problem? As many reports, the shaking is zoom related, so not so big at zoom level 1 but terrible at zoom level 3 or max. Do you think that setting the fov of zoom max at zoom level 1 should maintain low shaking but good zooming? 1
21.Gr.CT.Ludovisi Posted September 6, 2024 Posted September 6, 2024 OpenXR Toolkit and -100%prediction dampening/shaking reduction works great. Finally, a stable view when zooming gunsight! Thanks to 102nd-YU-cmirko for the tip! 1
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