Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 7 ... 24   Go Down

Author Topic: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7  (Read 74557 times)

0 Members and 1 Guest are viewing this topic.

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #36 on: January 31, 2013, 09:10:24 AM »

Costas, do your DBW1916 installation has a specifically copied DT.dll in the root folder? It could be a typical reason for what you describe.
Logged

cgagan

  • SAS Team
  • member
  • Offline Offline
  • Posts: 5804
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #37 on: January 31, 2013, 10:00:21 AM »

Pablo, there are no .dll files in DBW1916, the root game (Il21956) which hosts both #DBW and #DBW1916 has recently changed .dll files for Storebror's/Carmaster's HD Mod; but these cannot be the cause, as I also have the HD mod installed in my SAS ModAct4, where your Mod (version 4111) works fine...
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #38 on: January 31, 2013, 11:05:42 AM »

Costas, I just had to reinstall the Super Pack from 4.07 to DBW and it fixed my DBW 1916, not saying your prob is same as mine. Mine was SFS Reader error, CTD @60%.
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #39 on: January 31, 2013, 11:27:37 AM »

Pablo, there are no .dll files in DBW1916, the root game (Il21956) which hosts both #DBW and #DBW1916 has recently changed .dll files for Storebror's/Carmaster's HD Mod; but these cannot be the cause, as I also have the HD mod installed in my SAS ModAct4, where your Mod (version 4111) works fine...

I don't understand completely the situation of your installs.

  It was explained in other thread: the v4.101 of the Stereo MOD, to standardize, uses the structure (a little more advanced) of visual of the v4.111. But the v4.111 to work, requires the file TD.dll that didn't exist before. So to use the Visual MOD v7 ni v4.101, you have to copy this originally only v4.111 to your root folder, so the classes in the v4.101 of the MOD can use it.

  You will see that the two .rar versions of the MOD differ in the presence of the TD.dll, because in v4.111 it is not necesary, due to the fact that it is already there.

  I hope now it is more clear.

  Regards,
                           Pablo
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #40 on: January 31, 2013, 11:39:06 AM »

Quote
Santo,
                you are right, but the things that Herra pointed out are important.

  Both for ATI and nVIDIA there are systems to control alternating LCD glasses that don't reduce the resolution at all. In fact my MOD is already compatible with nVIDIA Quadro cards, which have full paired dual-buffers (but what makes them very expensive).
  There is specific information on how to trigger the eye changing methods of these systems using OpenGL. So theorically it would be completely possible in OpenGL to implement full stereo, full coloured without the problems of anaglyph and with just a monitor / TV Set with a decent reaction time. This would be possible in any typical card (not only the Quadros) but with the extra googles hardware.
  I don't have any of those systems so never made a real test, but I know that it is possible.
  As Herra pointed out before, implementing an "interlaced half images" system is quite tough. Not impossible, but complicated. And it has some important cons.
  Regards,
                                Pablo
 

I think that administrators of this great forum could open a "DONATE" tread in your favor Pablo to give you all instruments you need to continue and go deep in this great 3D mod you are still working on today. I also would like to open a tread about to donate you a TrackIr system as you can work better on 3D mod.
If you like I could make to you a Freetrack Hat (with 3 infrared LED) and I can send you, but don't know if would be ok for you Freetrack instead of TrackIr. Also Freetrack needs to have a old Cam as to remove the infrared lens. All about I'm speaking I think you know on the site  http://forum.free-track.net/.



Raptor,
                  it is correct that if I have the corresponding devices I can check several things people refer to me and that I don't have any way of seeing. I don't have any problem on receiving donations, and even it is better to receive the items sent by mail than money.

  I have general knowledge about what TrackIR and FreeTrack are. I know how they work. I don't have any webcam in my desktop computer, but if you provide me with the corresponding head device I suppose I can get one to be able to test the system and analyze its interaction with the MOD.

  Regards,
                        Pablo
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #41 on: January 31, 2013, 11:59:34 AM »

Its working well in DBW 1916 & DBW

Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

cgagan

  • SAS Team
  • member
  • Offline Offline
  • Posts: 5804
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #42 on: January 31, 2013, 02:55:38 PM »

Gerhard, I tend to agree with you; just tried the old 3D mod, installed in my SAS ModAct 3.6 and it worked with both DBW and DBW1916...
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #43 on: January 31, 2013, 04:18:26 PM »

Cool Costas, way to go Man!, Awesome screens, I wished I had some of those glasses.
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

Draken

  • member
  • Offline Offline
  • Posts: 1121
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #44 on: February 03, 2013, 11:08:39 AM »

How does the RealFollow work , please ? The Readme tells nothing about it...
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #45 on: February 03, 2013, 11:47:01 AM »

Just click F2 and use your mouse
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #46 on: February 03, 2013, 11:51:15 AM »

Draken,
                     it is not explained ni the ReadMe, but the first post says "it is not explained in the ReadMe" and everything else required. Please read it, I would not do anything different than repeating what is said there.

  Regards,
                              Pablo


PD for All: I have improved these to several extra features for cockpits. Soon I will post the new one.
Logged

benitomuso

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2587
  • P.A.L.
Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #47 on: February 03, 2013, 04:24:49 PM »

Dear All,
                I have added to the external visual improvements (RealFollow and blablabla) several new internal features:

-Slower inertial (more human) changes of angle of sight both for Pilots and Gunners. This response is configurable.
-Shaking for TubeSight (aims like the SBD-3 one) and Bombardier Reticles. Both of these were completely immune to the flak activity or other shaking factors. In reality bombardiers had a tough work with flak. All the plane was shaking.
-Slower inertial (like really moving heavy weapons or pressing the control buttons of a turret) response for all the turrets in game. Now they don't react instantaneously and you have to control the impulses to properly aim. I found this much more real that the completely artificial perfect response of the game.
-Shaking for gunner positions. The code in game has a bug (that aparently was never noticed) and the method that should shake the gunner cockpit never does anything. The problem is that the original problem is with one of the FM classes. You will see in this upload an extra folder called 00_PAL-VisualMODFixFM-v4111. It contains a fixed RealFlightModel, that enables shaking for gunners, but IT IS ONLY COMPATIBLE WITH LATEST AI Mod v2.6:


You have to be positive that this patch loads before the AIMod, if not there would not be any shaking.

Regards,
                            Pablo


EDITED PD, This are the new Parameters with its defaults:

//By PAL, Softness Factor for Cockpit Head Movements (specially useful with Hat Switch, etc.) from 0.0001-1   
PAL3DCockpitSoftView=0.075
//By PAL, Inertial Factor for Weapons and Turrets movement in Gunner position, from 0.0001-1
PAL3DCockpitTurretInertia=0.001
Logged
Pages: 1 2 3 [4] 5 6 7 ... 24   Go Up
 

Page created in 0.035 seconds with 28 queries.