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Author Topic: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7  (Read 74627 times)

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Chewaca

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #96 on: March 25, 2013, 09:22:16 AM »

One good thing about the age is the time to see too much things and remember anothers. If my neuron isn´t wrong in the Aces over Pacific the chase camera worked in that way. Like if you have a plane stick yo your tail, making the same movements, stick and throttle, that yours but with a little delay. The plane running away from the camera in descents and nearing when the plane slow down. The efect in the movies was espectacular.

Pero Pablo sigo pudiendo vivir sin ello. No quiero que te rompas mucho la cabeza sino es algo que puedas arreglar facilmente. Seguro que tienes ideas mas brillantes esperando por salir. Un saludo

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Herra Tohtori

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #97 on: March 25, 2013, 10:40:09 AM »

Herra,
                 it is quite strange. I don't know what could be the cause. When freezing an image like that, if you change the different stereo modes, with all is the same? I don't think so. I think that the modes that Swap Buffers should not produce that.

  Regards,
                       Pablo

Tested with all modes. On my card, modes A, B, D and B- work (B- produces intense flickering).

All modes produces the same effect.

However!

The eye in which the reflections are misplaced is not constant. Sometimes the right eye sees the reflections properly, sometimes the left eye sees them properly, but always the other eye's reflections are misplaced.

This makes me suspect that the render buffer for reflections gets stuck in the viewpoint where the camera was when you happened to enable the 3D mode, or switched between modes. That would explain why the problem switches between view points.

Perhaps the game needs a location update for the reflection rendering every time the viewpoint changes between eyes? I don't know, it seems quite weird indeed, but at least it seems consistent.


The effect is easiest to see at small field of view, looking at an object from long distance. The difference between the object and its reflection increases as the distance increases - at least on my settings with -2.5 convergence and 6.5 separation distance for both eyes.


EDIT: Additional probable bug report: Bailing out causes game to hang. Sometimes gameplay resumes after a long, long, long pause.

Code: [Select]
[2:47:03] java.lang.ClassCastException: com.maddox.il2.objects.air.Paratrooper
[2:47:03] at com.maddox.il2.engine.hotkey.HookView.computePos(HookView.java:282)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getAbs(ActorPosMove.java:406)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validateRender(ActorPosMove.java:154)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getRender(ActorPosMove.java:580)
[2:47:03] at com.maddox.il2.engine.Camera3D.activate(Camera3D.java:71)
[2:47:03] at com.maddox.il2.game.Main3D$Camera3DR.activate(Main3D.java:1716)
[2:47:03] at com.maddox.il2.engine.Camera.activate(Camera.java:33)
[2:47:03] at com.maddox.il2.engine.Renders.doPaint(Renders.java:533)
[2:47:03] at com.maddox.il2.engine.Renders.paint(Renders.java:449)
[2:47:03] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[2:47:03] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2:47:03] at com.maddox.rts.Message._send(Message.java:1217)
[2:47:03] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2:47:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:47:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:47:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:47:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:47:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2:47:03] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:47:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Earlier test version did not have this issue. Probably connected to the camera view mode changing between "air" and "ground"?

Also, just as a personal observation - the ground camera is a bit... cumbersome, especially with head tracking. You try to automatically "look down" to see your plane from above, but instead the camera rises up, which is really disorienting. Having a command line switch between old camera operation and new ground camera would be good to have.

Additionally, when the camera transitions from ground camera to air follow camera, the camera flickers around quite a bit, not knowing whether the plane is in the air or on the ground. This happens especially with planes that have a long take-off roll and slow response after you rotate.
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #98 on: March 25, 2013, 08:49:15 PM »

Well People,
                        here I have implemented the new stuff. Now approaching in external views is proportional. You will see how much more reasonable it is.

  The inertial position and angle have different progressions and I'm very happy on how both F2 and F8 modes work.

  Try it and tell me what do you think.

  Regards,
                         Pablo
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #99 on: March 25, 2013, 08:52:41 PM »

Cool Pablo I report shortly!
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BravoFxTrt

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #100 on: March 25, 2013, 09:14:52 PM »

for me and my taste I prefer this one on this page, It works perfect for me.   https://www.sas1946.com/main/index.php/topic,32024.msg360049.html#msg360049
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Herra Tohtori

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #101 on: March 25, 2013, 09:36:41 PM »

Pablo,

Ground camera works much better now, the plane stays centered at all times but view is aligned to the horizon.

The inertial follow-camera works very well, except when head tracking is used (which causes the previously discussed stutter when the camera continuously gets position updates from the head tracking interface).

Water reflection issue is still there.

Bail-out freezes the game, but switching to F3 fly-by camera makes the game proceed and the pilot bails out normally after that. Seems like there is a problem with switching to the bailed pilot's camera view?
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #102 on: March 26, 2013, 05:13:15 AM »

OK,
          I've found what was causing the problem with the Bailout. It was a very basic detail.

  Herra, regarding the reflections, I tried with my GTX550Ti to get the same as you and I haven't. It's strange.

  The stutters as previously stated, I don't know if can be solved.

  Regards,
                            Pablo
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santobr

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #103 on: March 26, 2013, 05:18:54 AM »

Maybe turning off the head tracking when in outside view, so, there is no need to compensate the head tracking.



santobr.
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #104 on: March 26, 2013, 06:36:24 AM »

Maybe turning off the head tracking when in outside view, so, there is no need to compensate the head tracking.



santobr.

Santo,
                 you are right. There's no real need of TrackIR in external view. I think that I will take that approach.

  Regards,
                         Pablo
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Chewaca

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #105 on: March 26, 2013, 07:30:33 AM »

S***, i can´t test it, i have the 4101 version.
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Chewaca

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #106 on: March 29, 2013, 02:51:01 AM »

Ok i instaled a vanilla 4.11 with sas mod activator 4.0 the only mod instaled the visual mod and when i load a mission i get the Loadin mission null error. What i did wrong?
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benitomuso

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Re: New RealFollow 6DOF for VisualMOD (Stereo 3D + Features) V7
« Reply #107 on: March 31, 2013, 04:03:55 PM »

Mmm... without the MOD do you have the same behaviour?

What about the SAS MODAct 2.6 and ll that stuff?

Regards,
                         Pablo
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