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Author Topic: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7  (Read 74664 times)

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pon

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #144 on: May 27, 2013, 02:43:10 AM »

I can confirm that the one that Bravo like on this page

https://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049

works for me in HSFX 6.0.17. It is a bit newer than the one I mentioned earlier. It's quite nice. I finally flew a mission with it activated and actually got kills. Almost puked too. Thats how I know it's a good MOD.

Hey Pablo. I just thought of a good slogan for your Visual MOD.

If your not puking, it's not working. ;)

Great MOD

Bob

Hello.

After several days offline I see that Bob confirms that the version of the first post of the thread does not work with HSFX6.0.17.

Thanks Bob for your efforts to help me. Indeed I found that the last version of this fantastic mod that works with HSFX6.0.17 is what Bob stated in the previous post.

WOWWWWW ....!! .. It's amazing how you see the simulator ... I'm happy. 8) 8) 8)

Thanks to Bob for his help and Pablo for creating this great tool.

regards
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Claw

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #145 on: May 27, 2013, 07:07:25 AM »

Your welcome. I'm glad you got it working. I'm sure Pablo is too.

Open you conf.ini file and find the following settings under [Mods]

PAL3DSepExt=25.0
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55

Change them to the following

PAL3DSepExt=30.0
PAL3DConvExtL=0.55
PAL3DConvExtR=0.55


Then play back one of your flight recordings and press F2 and use your mouse to pan around.

Enjoy

Bob
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Herra Tohtori

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #146 on: May 27, 2013, 07:25:36 PM »

About convergence values:

When convergence values are zero (default) the optical infinity, or the background of the image, will be perceived to be at the same distance as the display device and all objects closer than optical infinity will appear to hover in the space between viewer and monitor device.

With positive convergence values, the perceived distance to everything in the game is decreased - in other words, positive convergence brings objects "closer" to viewer.

This results in a situation where the viewer has to be more cross-eyed, and the objects in the game - such as aircraft - will appear to "hover" in the space between the monitor surface and the viewer's eyes. And since we judge sizes by the perceived distance, this causes the aircraft in the game to look approximately sized like a 1:72 model aircraft that's flying in front of a background canvas held behind it, in front of the monitor as well.

Some may like this "pop-up" effect; I personally find it untenable.

On the other hand, negative convergence values have the opposite effect. Negative convergence pushes the perceived distance of background FURTHER than the distance from your eyes to the monitor.

In other words, negative convergence will enable you to look at the image with a more "wall-eyed" or relaxed convergence of your eyes. Considering the fact that when you ACTUALLY look at something distant such as mountain or cloud, your eyes are looking at almost parallel direction, negative convergence values result in a more natural perception of the distance.

Since the perceived background distance is now further than the display device, objects in the game can also appear further than that! This means that you can feel as though you were actually looking at an aircraft that is flying some distance away, and I for one find that this improves my depth perception and sense of scale immensely.


As an analogy: If convergence values greater or equal to zero result in scale models hovering in front of your display, negative convergence turns your monitor into a window through which you peer into the game world. It will be up to everyone to decide which way they prefer.

My view on the matter is that convergence values greater than zero should never be used, with the exception of playing the game in a full-sized film theatre silver screen. With a very large and reasonably distant projected image, it would probably be feasible to use zero convergence. But with table-top monitors sitting at 60 cm away from your nose, it will probably feel strange when you perceive the background clouds, mountains, sky and ground to be at 60 cm distance, and the objects closer than that (ie. everything in the game) will practically be right on your nose!


Myself, I use the following values:

Eye Separation: 6.5 (for cockpit and external camera), 0 for Aim (tube- and bombsight) option.
Convergence: -3.00 for internal cockpit, external camera, and gun positions; -1.5 for Aim.


These convergence/separation values may seem extreme for you, and I don't really think any one set of values is "The Correct One". Everyone should experiment with the values, to find the settings they are personally comfortable with.

However if I may say, when you set the eye distance to something closely resembling human eye distance (which 65 mm is quite close to), you will gain a wonderful appreciation of certain aircraft, since your right eye naturally falls nearly perfectly in line with the gunsight in planes such as Bf-109, FW-190, Ki-84, A6M, P-47 "Birdcage" Razorback variants, and many others.

In addition, if your eye separation value is bigger than cockpit struts are wide, you'll be able to see past them in 3D view. I cannot sufficiently emphasize the effect this has on the cockpit visibility from many, many planes. Even if you don't fully see around some of the struts, the blockage area will still dramatically decrease, and you will truly experience how the cockpit visibility would be if you actually sat in the cockpit. This video demonstrates the effect of improved visibility and perception of distance on attacks on bombers... although I have to warn, the video compression does not accurately present the 3D quality, and I have no way to record the red and green/blue streams separately. But you should still see the general idea even with the ghost images...


Pablo: I'm sorry that I haven't been able to finish the documentation/read-me. School and currently work got the better of me, and I didn't have sufficient motivation to put aside enough free time to complete it. But I still hope I will be able to compile it at some point.
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Claw

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #147 on: May 27, 2013, 09:03:44 PM »

Herra

Thank you for taking a position without bias although your preference is the default settings. I might add that the way you have the internal convergence setup is how I like it.

I do find that posative convergence does cause fatigue on a 22" screen. Posative convergence is certainly more suitable for larger screens.

Personaly, I don't fly missions using any external views. I only use external views when I play back my recordings. That being said, my preference is to have my plane and other closer objects between me and the screen while distant objects appear to be inside the screen as though looking through a window.

I also agree that convergence values will vary from person to person as you stated and they will also vary based on screen sizes.

I see that has been produced here

https://www.sas1946.com/main/index.php/topic,32024.0.html

 
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hello

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #148 on: June 04, 2013, 02:05:03 AM »

I can't get this mod to work at all.
I tried on a clean install with Modactivator 4 and with a clean HSFX 6.17 install. No Luck
It crashes every time before the game even starts to load and I get one of those hs_err_pid errorxxxx.log files, which tells me there's been an error in ntdll.dll.
Is there maybe a problem with Windows 8? All other stuff works, the engine mod works, I just don't know where to look for the problem.

The only mods I am trying to load, in this sequence:
PAL-VisualMODFixFM-v4111
SAS_Engine_Mod_4111m_v26
PAL-VisualMOD-v4111

I also tried to load the engine mod last, no luck. The engine mod alone works.

Any ideas?

Here's an example of the header of the error log

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x76f218d0
Function name=RtlAddAccessAllowedAce
Library=C:\Windows\SYSTEM32\ntdll.dll

Current Java thread:
   at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
   at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
   at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
   at com.maddox.il2.engine.Config.createGlContext(Unknown Source)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:459)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
   at com.maddox.il2.game.Main.exec(Main.java:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000    C:\IL2 - HSFX\il2fb.exe
0x76EC0000 - 0x77017000    C:\Windows\SYSTEM32\ntdll.dll

from here on just more dlls listed

One last thing:
I am trying to run this on a laptop with Intel HD4000 Graphics and a radeon HD7670 discrete graphics processor.
Could that have anything to do with it?
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #149 on: June 04, 2013, 02:12:02 AM »

How do you have the folders installed, i.e. #SAS Folder or what, can you post a screen shot of your Mods folder?

It is very simple to make this Mod work, you are doing something wrong!
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hello

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #150 on: June 04, 2013, 02:19:25 AM »

One sec
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hello

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #151 on: June 04, 2013, 02:26:42 AM »

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hello

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #152 on: June 04, 2013, 02:37:59 AM »

Also, it makes no difference which version of the mod I load (either the one on the first page or the other one preferred by some of the other contributors to this thread). All of them will crash the game.

And that also goes for the 4.10.1 versions.

As I stated before, I am stumped. I have been fiddling with mods since they first came out, and never had an issue that I could not solve: ????
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #153 on: June 04, 2013, 02:49:30 AM »

Just to be sure, do you have this in your Conf.ini ?


[Mods]
PAL3DStart=0
PAL3DSeparation=1.5
PAL3dSeparationExt=25.0
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertia=0.001
PAL3DScrShtDir=MyScreenShots/
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DEcranWide=1

I am leaning toward WIN 8 is your problem, and we need to find if that is so!

Ill see this through, so that we can get you sorted!  I was real close to buying WIN 8 but I have read so many problems with Gaming and WIN 8.
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hello

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #154 on: June 04, 2013, 03:12:50 AM »

yes, I have those entries.

Actually I am thinking the discrete graphics could be the problem. After all, the mod manipulates the graphics output.
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #155 on: June 04, 2013, 03:20:56 AM »

SDo you have a GPU? or using onboard Graphics?
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