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Author Topic: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)  (Read 139069 times)

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benitomuso

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #72 on: September 27, 2014, 04:13:14 PM »

Well the openGL fixed some of the problems. Thanks for that tip. But now Mode A goes completely black. Any idea?

I suggest you to read the documentation of the Stereo 3D which is somewhere in the threads of the previous versions.

The different methods are there because some problmes in some GPUs. I don't know which video card you have, but I infere it is not a modern or good one. But you have the other 3 modes!!! Just don't get obsessed with Mode A. They are there only to find one that is suitable for you, and you got others.

Regards,
                        Pablo
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redbaron

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #73 on: September 27, 2014, 08:44:52 PM »

Ok. I'll do some more reading, but true I've become accustomed to mode D anyways. Cool mod thought, thanks for the help.
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PA-Dore

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #74 on: September 28, 2014, 02:52:43 AM »

Great work benito ^^
It works perfectly in HSFX7.02 in Single missions and QMB
I tried to use it in coop and dogfight missions: Only some functions appear in the menu (and work well):

(S: Single C: Coop D: Dogfight) (*)
- 3D S C D
- Glasses choice S
- Soft external views S C D
- Extended Mini-map S C D
- New speed bar S C D
- RR (Rearm, Refuel) S
- Pilot command by joystick S C D
- Other aircraft control S

(*) In Coop and Dogfight the menu cannot be used because it's located under the chat window. To solve this, I needed to modify the chat window location, e.g.
Code: [Select]
[chat]
region=(dx=0.83177084,dy=0.05,x=0.0,y=0.3)
but I think the best way is to set the values in the conf.ini before loading the game and then not use the menu.

wolfiz

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #75 on: September 28, 2014, 07:20:37 AM »

Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?

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benitomuso

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #76 on: September 28, 2014, 09:56:46 AM »

Great work benito ^^
It works perfectly in HSFX7.02 in Single missions and QMB
I tried to use it in coop and dogfight missions: Only some functions appear in the menu (and work well):

(S: Single C: Coop D: Dogfight) (*)
- 3D S C D
- Glasses choice S
- Soft external views S C D
- Extended Mini-map S C D
- New speed bar S C D
- RR (Rearm, Refuel) S
- Pilot command by joystick S C D
- Other aircraft control S

(*) In Coop and Dogfight the menu cannot be used because it's located under the chat window. To solve this, I needed to modify the chat window location, e.g.
Code: [Select]
[chat]
region=(dx=0.83177084,dy=0.05,x=0.0,y=0.3)
but I think the best way is to set the values in the conf.ini before loading the game and then not use the menu.

Good wrap up of coverage of features the one you made, perhaps the color are not so distinguishable. If you accept I will take the idea for the Documentation one day I will generate for this.

A couple of comments:

- Glasses choice S  <-This should work as the 3D Mode in any type of mission! Are you positive?
- Pilot command by joystick S C D <-This already was fixed and limited to only single missions, because if not big consistency and server problems could result. I have already developed a new version of the MOD with some bug-fixes and improvements, but I was still experimenting, Soon I'm going to update it.

  Regards,
                       Pablo
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benitomuso

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #77 on: September 28, 2014, 10:05:43 AM »

Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?


Wolfiz,
               you mean if I'm going to allow free camera movements around the walking pilot when it is controllable? If this is the question, the answer is NO. The pilot is an actor of Paratrooper type, it cannot be a "PlayerAircraft". If you leave it free, whenever you press F1, F2, F8 or whatever, you go back to your last plane, instead of the pilot, and it gets "detached" of your sight.

  So there are several problems that made the solution I adopted, not only the most convenient, but the safest and probably the only one possible.

  Regards,
                        Pablo
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SAS~Tom2

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #78 on: September 29, 2014, 02:29:58 PM »

Pablo, I hope I did not overlook one of the readmes' advices :-[, but again one old question:
Do you think it could be possible to make a 6DOF mod style application integrated, atm the POV I choose always disappears when exiting cockpit views, I would like to have one like in e.g. DBW, where I set a cockpit angle and FOV and kept that the entire mission.


Thanks for your mod and tips, now my G meter works! :D
Cheers

Thorsten
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PO_MAK_249RIP

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #79 on: October 05, 2014, 04:04:42 AM »


Hi Guys,

I've been running Visual MOD V8 for sometime with no problems on TFM 4.12.2m and have just installed this version (V9), I now get a CTD when pressing the 'home' key for the game menu pointing to a memory error? I disabled this version and went back to V8 and the same thing is now happening with that too?

I've recently upgraded my Monitor to a 32" (a redundant Samsung TV HD) and increased my screen size to 1920x1080 - could this have any bearing on it? I've also recently installed the Martlet updates - could these be the prob? Now i've said that I better go check!

Cheers,

Mick

NB ITS NOT THE MARTLETS

OOPS! Sorry guys not been on for a while - just seen the rant about log.lst elsewhere on the site so I will try to send one asap

Bottom portion of log.lst attached - any ideas guys? Soon as I press 'home' for the VM Menu my game CTD's

Code: [Select]
[11:13:19 AM] FM called 'FlightModels/P-51D-20.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:13:20 AM] ERROR file: File users/doe/Icons not found
[11:13:20 AM] Mission: QuickQMBPro/Normandy1/Normandy1BlueNoneA00.mis is Playing
[11:13:21 AM] Time overflow (0): speed 0.6048387
[11:13:22 AM] warning: no files : music/inflight
[11:13:35 AM] java.lang.NoSuchMethodError
[11:13:35 AM] at com.maddox.il2.gui.GUIMenu$53.created(Unknown Source)
[11:13:35 AM] at com.maddox.gwindow.GWindow.doNew(GWindow.java:1336)
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wolfiz

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #80 on: October 06, 2014, 02:57:45 PM »

Question: Do you plan to add inertia with mouse view panning back to the default walking pilot view, and with functioning alternate views (chase, etc.) when external views are enabled?


Wolfiz,
               you mean if I'm going to allow free camera movements around the walking pilot when it is controllable?

benito, thanks for response, sorry for late reply. I was simply referring to the paratrooper view one would normally have with external views enabled and "SkipParatrooperViews=0" in conf.ini. In the meantime have been using your mid-August version (without DoF screenshots). 
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PO_MAK_249RIP

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #81 on: October 07, 2014, 08:54:10 AM »

SOLVED!

I'd inadvertantly left my 'HUD Bottom right' MOD in place and discovered the classfiles were clashing - removed the HBR-MOD and voila! VM v9 now works a treat (and looks bl**dy ace on my big monitor) - its always the simple things hope this might help out someone with the same issue!

Cant wait for my new rig in Feb  ;D

Mick
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rollnloop

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #82 on: October 10, 2014, 02:43:00 AM »

Using it with HSFX 7.03

Thanks a lot for this mod  8)

Apologies if i overlooked the info written somewhere (i've read anything i could find i swear), but i have a problem with minimap in track mode.

I'm 100% sure in older (much older) versions the info shown was vertical position of the ennemy relative to my nose in this mode.

Currently the only way for me to get a dot is to have my nose already directly on the plane i track, then its dot is centered, even if i deviate slightly it stays 100% centered, just changing size when i come closer. Is it an intended new feature or is the old behaviour broken ?

Does it work properly on your installs (ie are you able to find a plane in the dark using 1st scan mode for horizontal then track mode for vertical search) ?

Thanks for any info  :)
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Plowshare

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Re: Visual MOD V9 (New Walking Pilot + Depth of Field + the rest)
« Reply #83 on: October 16, 2014, 07:55:27 AM »

Just to give names to pilots to keep things straight: Tom uses a joystick to fly with that has no ID number in the HOTAS section of the control panel while the rudder pedals show ID2. Harry uses a yoke that shows ID2 in the HOTAS section of the control board and his rudder pedals show no ID number.

I've been using Tom since the beginning of 4.12 and decided to get Harry into this and fly the P-38s as they are supposed to be flown. When I change over to being Harry and use the "Leave Plane" command I can only turn the avatar to the left with the rudder pedals.

Is there a setting to change the control of the avatar to the proper device number?

Bob

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