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GOA_Karaya_VR
Posted

Hello fellows , right now and i want to ask you if you experiment the same issue, have A LOT of problems while seen the tracers, My helmet is an RIFT S, i run it on OTT at 1.3 SS and its close to impossible to range a target more far than 400 meters, I really dont know as someone post that is unaccurate , maybe yes maybe not, but for VR users ( Speaking by me ) its very problematic at this time.

 

Have a good fliying,


Firebird

  • 2 weeks later...
Posted (edited)

Hello Firebird,

 

I fully agree.

I also have a Rift S and the lowly resolution makes it hard to see the new tracers.

 

But there might be a solution:

If you play offline, you can either change the tracer size on your own if you have some very basic modding knowledge or simply use the multicolored tracer mod to change the tracer sizes to be more visible...

 

I propose using the multicolored tracer mod as a base:

download the mod and then change the SizeArgVal number for each projectile type to bigger values:

 

after installing the mod

 

go to data\LuaScripts\worldobjects\ballistics\projectiles\shell_ger_20x82_ap.txt

 

original tracer size values:

SizeArgVal=0.47
LenghtArg=20

 

For my own use I changed to

SizeArgVal=0.68
LenghtArg=50

 

and now the 20mm tracers are much more visible

 

 

 

(there is a complete guide written in the linked page)

 

 

 

 

New:

Option 2: use old tracer bmp files!

Luckily, the old tracer textures are included in the Mulitcolored tracers mod V1.2.6

Link: https://www.mediafire.com/file/wm9qvbmdk5zvvvv/Multicoloured_Tracers_V1.2.6.zip/file

 

Check the folder \data\graphics\ammo\textures_OLD\*.*

=> there you will see the old .bmp files

 

simply dump those into the folder:

..\IL-2 Sturmovik Battle of Stalingrad\data\graphics\ammo

 

and you have the old tracers back...

 

 

 

 

 

I hope I could help somehow, mi compañere!

 

Best regards

Rieper

Edited by rieper_420
added option2
  • Thanks 2
Posted

Hi there,

 

Quest 2 user here. I'm using 1.7 SS in oculus resolution (slider all the way to the max) 

I did not like the old tracers and the new tracers are now demanding to get used to it. They are indeed more difficult to see in VR. I never fly flatscreen so I do not know the situation there.  I think we need something in between. 

 

Since I had chance to see some live round fires in exercises for .50 cals and 20mm oerlikons (recent of course not ww2 era and I shot with the oerlikon double barrel myself :)) i must say real ones look more like the new tracers but of course you can see way better because it is not getting into sub pixel levels. 

Posted

Not trying to be rude, but the issues described above seem to be computer peripheral related at your end rather than an issue with the game.  Why change the whole game to meet lower specced equipment?

  • Like 1
Posted (edited)
On 10/16/2021 at 12:26 AM, TWC_Sp00k said:

Not trying to be rude, but the issues described above seem to be computer peripheral related at your end rather than an issue with the game.  Why change the whole game to meet lower specced equipment?

This is indeed valid reason. It should remain as realistic as possible so the update is welcome and I have no problems since my resolution is way higher than them.

 

But I can clearly understand their point too. They were able to see the tracers in the game they bought but suddenly they cannot anymore. It changes their competitiveness.

 

I actually have another point here for the VR zoom and its limits. Both the VR zoom and in game zoom is actually there since no screen or VR headset can deliver the real world fidelity and by introducing this to the game we are providing similar identification distances as real world to 2d or VR display players. 

But as I can see there is a huge amount of detail difference in between 2d and VR zoom. I watch youtube videos when the player zooms in the plane is clearly identifiable and made of a lot of pixels. When I use the zoom in VR at its max that plane is just a few pixels. 

 

I believe the game works with the same magnification values but actually VR zoom needs to produce same pixels. We both need to see the same details not the same magnification because magnification actually does not mean anything. It is the details we need. If VR players will end up with smaller FOV in max zoom so be it. But we actually need those pixels to be rendered for us too. Can there be an improvement made in this matter? 

Edited by Rapierarch
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