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  1. Since I am new here, I tried the "search" and found nothing. Is TrackIR supported?:redface: http://www.naturalpoint.com/trackir/03-enhanced-games/enhanced-games-all.html I am looking to maybe get it for my Flight and Autoracing sims. Thanks in advance:biggrin:
  2. [20:15:38,543] CGame TRACE: ------------------------------- [20:15:38,543] CGame TRACE: Steel Beasts Log File v4.157 [20:15:38,543] CGame TRACE: Sat Aug 3 20:15:38 201 / 3288 [20:15:38,543] CGame TRACE: ------------------------------- [20:15:38,543] CGame INFO : +--+ MEMORY USAGE INFO (SteelBeasts START): [20:15:38,543] CGame INFO : | | Process: 235 MB (0 % of 8.0 TB total, 8.0 TB free) 235 MB min/133 MB max [20:15:38,543] CGame INFO : | | Physical: 3.5 GB (11 % of 32.0 GB total, 28.5 GB free) 3.5 GB min/3.5 GB max [20:15:38,543] CGame INFO : +--+ Pagefile: 4.8 GB (8 % of 64.0 GB total, 59.2 GB free) 4.7 GB min/4.8 GB max [20:15:38,543] CGame INFO : Joystick mapping: wheel: +X axis, accel: +Y axis, brake: +Z axis [20:15:38,547] CPackageDownloadClient TRACE: Interprocess emulation folder: 'C:\ProgramData/boost_interprocess/1564873490' [20:15:38,547] CPackageDownloadClient INFO : MQ name: SB_00003288 [20:15:38,551] CGame WARN : Package Downloader Local Communication Exception 'The system cannot find the file specified.' (7) [20:15:38,552] CGame WARN : Could not connect to the map package download service! [20:15:38,552] CGame INFO : Network logging alarm threshold set to '120'. [20:15:38,552] CGame INFO : Network logging alarm message age set to '5'. [20:15:38,575] CGame TRACE: m_DisplayInfoMap[\\.\DISPLAY1] [20:15:38,708] CDisplay TRACE: Entered BuildDeviceList [20:15:38,738] CDisplay INFO : Valid mode: 2560 x 1600, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1920 x 1200, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1680 x 1050, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 1024, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 960, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 800, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 720, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1152 x 872, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1152 x 864, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1024 x 768, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 832 x 624, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 800 x 600, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 720 x 400, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 640 x 480, Fmt=22, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 2560 x 1600, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1920 x 1200, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1680 x 1050, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 1024, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 960, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 800, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1280 x 720, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1152 x 872, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1152 x 864, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 1024 x 768, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,738] CDisplay INFO : Valid mode: 832 x 624, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,739] CDisplay INFO : Valid mode: 800 x 600, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,739] CDisplay INFO : Valid mode: 720 x 400, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,739] CDisplay INFO : Valid mode: 640 x 480, Fmt=23, Beh=0x40, dpthFmt=77, devNum=0 [20:15:38,752] CDisplay TRACE: Found device... Leaving BuildDeviceList [20:15:38,752] CDisplay TRACE: WM_GETMINMAXINFO ptMaxSize:1696 1066 ptMaxPosition:-8 -8 ptMinTrackSize 132 38 [20:15:38,753] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000043 [20:15:38,754] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000003 [20:15:38,754] CDisplay DEBUG: WM_ACTIVATEAPP: 0x1 [20:15:38,760] CDisplay DEBUG: WM_SIZE: 0x0 [20:15:38,769] CDisplay TRACE: WM_WINDOWPOSCHANGING 458 223 780 611 00000014 [20:15:38,769] CDisplay TRACE: WM_GETMINMAXINFO ptMaxSize:1696 1066 ptMaxPosition:0 0 ptMinTrackSize 132 38 [20:15:38,769] CDisplay DEBUG: Display name '\\.\DISPLAY1' - 0x80005. [20:15:38,795] CDisplay DEBUG: EYEFINITY DISABLED for display name '\\.\DISPLAY1'. [20:15:38,795] CDisplay DEBUG: FindMenuDisplayArea: 0/0/0/0 [20:15:38,795] CDisplay TRACE: Entered SetDisplayMode [20:15:38,795] CDisplay TRACE: Entered Initialize3DEnvironment [20:15:38,795] CDisplay DEBUG: AdjustWindowForChange: For full screen [20:15:38,795] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000037 [20:15:38,796] CDisplay DEBUG: WM_SIZE: 0x0 [20:15:38,804] CDisplay DEBUG: *** PresentationIntervals (0x0/0x80000000) NOT SUPPORTED! (Initialize3DEnvironment) *** [20:15:38,982] CDisplay TRACE: CreateDevice succeeded [20:15:39,326] CDisplay TRACE: GetBackBuffer succeeded [20:15:39,326] CGame TRACE: Entering CGame::RestoreRenderTargets [20:15:39,328] CGame TRACE: Leaving CGame::RestoreRenderTargets [20:15:39,328] CGame TRACE: Entering CGame::RestoreDefaultPoolObjects [20:15:39,328] CLandscape TRACE: Entering CLandscape::InitDefaultPoolObjects() [20:15:39,333] CLandscape TRACE: Leaving CLandscape::RestoreDefaultPoolObjects() [20:15:39,334] CGame TRACE: Leaving CGame::RestoreDefaultPoolObjects [20:15:39,368] CDisplay TRACE: Adapter Driver aticfx64.dll [20:15:39,368] CDisplay TRACE: Adapter Description Radeon RX 560 Series [20:15:39,368] CDisplay TRACE: Adapter DeviceName \\.\DISPLAY1 [20:15:39,368] CDisplay TRACE: Adapter DriverVersion 852056537 [20:15:39,368] CDisplay TRACE: Adapter VendorId 0x1002 [20:15:39,368] CDisplay TRACE: Adapter DeviceId 0x67ff [20:15:39,368] CDisplay TRACE: Adapter SubSysId 0xe3481da2 [20:15:39,368] CDisplay TRACE: Adapter Revision 207 [20:15:39,368] CDisplay TRACE: Adapter WHQLLevel 0 [20:15:39,368] CGame TRACE: Entering CGame::InitDeviceObjects [20:15:40,093] CLandscape TRACE: Entering CLandscape::InitMapDeviceObjects [20:15:40,128] CGame TRACE: Leaving CGame::InitDeviceObjects [20:15:40,128] CGame TRACE: GDDO:Manager::CreateAllDeviceDependentResources() [20:15:40,666] CGame TRACE: Entered CGame::RestoreDeviceObjects [20:15:40,666] CGame TRACE: It took 0ms to restore actor device objects [20:15:40,674] CMenuUI TRACE: CMenuUI::Initialize [20:15:40,674] CMenuUI TRACE: CMenuUI::InitScreenRects [20:15:40,674] CGame TRACE: Leaving CGame::RestoreDeviceObjects [20:15:40,675] CDisplay DEBUG: Display name '\\.\DISPLAY1' - 0x80005. [20:15:40,698] CDisplay DEBUG: EYEFINITY DISABLED for display name '\\.\DISPLAY1'. [20:15:40,699] CDisplay DEBUG: FindMenuDisplayArea: 0/1680/0/1050 [20:15:40,699] CGame TRACE: GDDO:Manager::RestoreAllDeviceDependentResourcesAfterReset() [20:15:40,699] CDisplay TRACE: Leaving Initialize3DEnvironment [20:15:40,699] CDisplay TRACE: Leaving SetDisplayMode [20:15:40,710] CGame TRACE: Setting language 'English (US)' [20:15:40,731] CStringTable DEBUG: Reading string file '..\loc\English (US)\pstrings.txt'. [20:15:40,808] CStringTable TRACE: Done reading string file. [20:15:40,808] CMenuUI TRACE: CMenuUI::Initialize [20:15:40,808] CMenuUI TRACE: CMenuUI::InitScreenRects [20:15:40,908] CSound INFO : DirectSound: dwMaxHwMixingAllBuffers = 1 [20:15:43,365] CGame TRACE: Done setting language [20:15:43,365] CGame TRACE: Creating actor factories [20:15:43,366] CArmorInfoPool DEBUG: ArmorInfoPool: now 1 entries in pool [20:15:43,366] CArmorInfoPool DEBUG: ArmorInfoPool: now 2 entries in pool [20:15:43,366] CGame TRACE: Ordnance... [20:15:43,903] CGame TRACE: Actors and buildings... [20:15:43,994] CGame TRACE: Guns... [20:15:44,045] CGame TRACE: Roads... [20:15:44,045] CGame TRACE: Earthworks... [20:15:44,045] CGame TRACE: Targets... [20:15:44,045] CGame TRACE: 3D characters... [20:15:44,510] CGame TRACE: Vehicles... [20:15:45,478] CGame TRACE: Attachments... [20:15:45,482] CGame TRACE: Initializing actor factories [20:15:45,554] CGame TRACE: Done initializing actor factories [20:15:45,816] CGame TRACE: Done creating actor factories [20:15:45,816] CGame INFO : CreateAllActorMoms took 2450836.000000 microseconds [20:15:46,432] CInput.TrackIR WARN : Could not register TrackIR with NP software.. is the NaturalPoint TrackIR GUI running? [20:15:46,432] CGame WARN : Failed to initialize the head tracking device! [20:15:46,432] CLandscape TRACE: Entered CLandscape::Create() [20:15:46,485] CLandscape TRACE: Leaving CLandscape::Create() [20:15:46,502] CGame TRACE: CGame::Run [20:15:46,502] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000037 [20:15:46,502] CGame TRACE: Refreshing mappackage directory [20:15:46,503] CGame TRACE: Refreshing folder 'C:/ProgramData\eSim Games\Steel Beasts\maps\packages' [20:15:46,620] CGame TRACE: Done Refreshing mappackage directory [20:15:56,198] CLandscape TRACE: CLandscape::InvalidateDeviceObjects [20:15:56,198] CLandscape TRACE: CLandscape::InvalidateMapDeviceObjects [20:15:56,205] CGame TRACE: GDDO:Manager::ReleaseAllDeviceDependentResourcesForReset() [20:15:56,222] CLandscape TRACE: CLandscape::DeleteDeviceObjects [20:15:56,231] CLandscape TRACE: Entered CLandscape::Delete2DMapTextures [20:15:56,231] CLandscape TRACE: Leaving CLandscape::Delete2DMapTextures [20:15:56,231] CLandscape TRACE: Entered CLandscape::DeleteLightMapTextures [20:15:56,231] CLandscape TRACE: Leaving CLandscape::DeleteLightMapTextures [20:15:56,237] CGame TRACE: GDDO:Manager::DeleteAllDeviceDependentResources() [20:15:56,459] CDisplay TRACE: WM_WINDOWPOSCHANGING 0 0 0 0 00000097 [20:15:56,460] CDisplay DEBUG: WM_ACTIVATEAPP: 0x0 [20:15:56,465] CGame INFO : +--+ MEMORY USAGE INFO (SteelBeasts END): [20:15:56,465] CGame INFO : | | Process: 1.5 GB (0 % of 8.0 TB total, 8.0 TB free) 235 MB min/1.8 GB max [20:15:56,465] CGame INFO : | | Physical: 4.8 GB (15 % of 32.0 GB total, 27.2 GB free) 3.5 GB min/5.0 GB max [20:15:56,465] CGame INFO : +--+ Pagefile: 6.1 GB (9 % of 64.0 GB total, 57.9 GB free) 4.7 GB min/6.5 GB max [20:15:56,465] CGame TRACE: Destroying global classes [20:15:56,465] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 4656 (Wqm0-Wrk-prio1BelNrm-4): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 4864 (Wqm0-Wrk-prio1BelNrm-1): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 4604 (Wqm0-Wrk-prio1BelNrm-3): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 3344 (Wqm0-Wrk-prio1BelNrm-0): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 1364 (Wqm0-Wrk-prio1BelNrm-6): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 3020 (Wqm0-Wrk-prio1BelNrm-5): exit on order. [20:15:56,466] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 4108 (Wqm0-Wrk-prio1BelNrm-7): exit on order. [20:15:56,467] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 2616 (Wqm0-Wrk-prio1BelNrm-2): exit on order. [20:15:56,479] WorkQueueManager(0,priority_below_normal) DEBUG: Thread 3076 (Wqm0-HKpr-prio1BelNrm): exit on order. [20:15:56,481] CPackageDownloadClient TRACE: Removed old message queue [20:15:56,628] CLandscape TRACE: CLandscape::InvalidateDeviceObjects [20:15:56,628] CLandscape TRACE: CLandscape::InvalidateMapDeviceObjects [20:15:56,628] CLandscape TRACE: CLandscape::DeleteDeviceObjects [20:15:56,628] CLandscape TRACE: Entered CLandscape::Delete2DMapTextures [20:15:56,628] CLandscape TRACE: Leaving CLandscape::Delete2DMapTextures [20:15:56,628] CLandscape TRACE: Entered CLandscape::DeleteLightMapTextures [20:15:56,628] CLandscape TRACE: Leaving CLandscape::DeleteLightMapTextures [20:15:56,674] CArmorInfoPool DEBUG: Shutting down; 2 entries in pool [20:15:56,823] CNetwork TRACE: CNetwork::CleanupAll() [20:15:56,925] CGame TRACE: Uninitializing COM [20:15:56,925] CGame INFO : Done
  3. http://www.free-track.net/english/
  4. Me? Really just implement it and people would be able to lock the axis in Trackir if they don't want to clip through the objects. I have been 20 years?? flying with trackir and the "walls" feature was introduced by very little airplanes. Never had an issue about the view went outside of the cockpit. I managed and calibrated the trackir device to move very confortable. In Steelbeast what I could use it for? First for access those switches that I cannot see clearly and are behind any 3D part. I know I can put hotkeys on them or I can use the Zoom-pan function, but is so unconfortable, compared to use the Trackir with the pan axis. Also to look to the periscopes and block windows more confortable. I could continue hours and hours typing about the benefit of using all the axis in Trackir, like you could open the gate to VR in future, for example. But I think the most important is that anyone can block their axis movements if they would just like to leave the motion as it is right now; and others could make it better. Give freedom to users. Also another issue I remember about trackir is in Leopard (or Abrams, don't remember quite well) when not "zoomed in" the commanders computer displays, we cannot manage the motion of the tower. We have to zoom in and then once "zoomed-Centered" in that "2D" screen, we can work with it. If we could manage the display in the "3D-outzoom" position, then we could glance fast through block visions also in cases we need to. And all with the move of the head and the joystick to manage the tower or give orders to the shooter. So yes, I would say that now and later for sure.
  5. of course. No problem with that. Just was asking. But with that said... will the terrains made from users the option to include their terrain data also? Of course size will increase from them, but we can choose to install or not of course. Thanks. Pd: I know I ask crazy "stupid" things.. but if you could implement all the trackir axis would be great for looking around better inside tanks. We deal with the clipping problem. Don't worry.
  6. well.. in other simulators what I do is extend the FOV. Usually 120º is good enough in a plane, but in a tank you have everything near you, so the 140º limit we have maybe is not good enough for those of us that have those rare configurations. Maybe if you just allow a option to extend the FOV until the limit you want it would solve the problem. So I could put 160º FOV in the 3D non-target visor views. That would give me less FPS, but that is my problem. I could find the solution best for me between performance and view.. and maybe you wouldn't need to do anything more. Another thing you could do in future (suppose it is not in your scope) is VR. That would solve the Fov "problem" as all in VR use more or less same configurations, and would be inmersive. Of course it is not important to simulate an exercice to be in real 3D, but we are the "fun" part of your business, and some of us never will and never want to be inside a real tank, but feel as we where INSIDE one in VR. Another thing would be to allow the MAP and display interaction of Leopards to be manipulated in the trackir view (the cockpit one). I just wanted to leave these view options now you are making the 4.1X and maybe one of these is not too risky to be included if not in 4.1X in 4.2X Thanks.
  7. When all is said and done if someone who is using SB for entertainment purposes, wants to be in VR, try VorpX. I have used it and it works just fine, the 3D injection is not of highest quality, you can't move your head forward and back but you can look around the same way as with the mouse/TrackIR and the tank is your surroundings 🙂. This thread should be about people like me who want the same results, a workaround for VR for their/our enjoyment, this thread isn't about implementing this into the game by eSim or using it for the military. I hope everyone understands that.
  8. That wouldn't change the fundamental problem: If there are more triangles to be textured and the texture space is of a fixed size, the number of pxiels per triangle goes down - in other words, the texture resolution must be reduced, things will look slightly more blurred. We're already using a level of detail approach in that we're using medium-to-high-res for text elements and low-low res for white walls etc.; also, painting the triangles is the least amount of work. The full geometry already exists, so 75% of the remaining work lies in the unwrapping of the elements before you can start the triangle mandala. And all that so that a few people with TrackIR can move their head a little bit sideways and not see empty holes where a nondescript cable duct should be. The amount of work is in no way proportionate to the gains. This is less of an issue with flight sims. Even X-Plane has but a few dozen aircraft, and aircraft cockpits are usually very well organized rather than the rabbit burrows that are the inside of combat vehicles where crew must crawl around to mount and dismount. Just look at that Marder interior, all the hydraulic pipes, valves, levers, switches, exposed gears... our "cockpits" are a sprawling mess, not just a handful of oblique surfaces with rows of dials and switches, and they are many.
  9. First, there is nothing "simple" when it comes to SB4. I have one for the CH Combatstick & Throttle, which you're welcome to try. Its created with Control Manager 4.52. But I don't know if the file will be read properly by a Fighterstick setup, since the Fighterstick has more buttons (a 4-way hat in place of my Button 2). It's below nevertheless. If you can access it in Control Manager, feel free to tailor it to fit your needs. I consider it a 'work in progress' as I occasionally change/add/subtract based on what I'm playing most. As far as "proper" "important" or "recommended" keybindings, that's kind of dependent on which vehicles you focus on, which positions (gunner, TC, infantry) you intend to occupy and how you prefer to play the sim. This is a complicated sim with a lot of vehicles. There are so many keybindings -- many performing different functions in different vehicles -- you really have to pick and choose based on your needs. I, for example, have omitted most AI/comms-type commands from my HOTAS (T for 'found target', I for 'show target', H for 'hold fire', U for mounting/dismounting troops, C for 'resume route', etc etc etc) and instead use a voice-activation app to send those keypresses and anything else I would "tell" a crewmember to do. I have mapped only the actual switchology bindings -- stuff that you actually press/manipulate in the vehicle (Fire, lase, smoke, sight adjustments, TIS, ammo selection etc etc etc) to my stick and throttle. I also have buttons on my throttle (a thumb hat) dedicated to views/positions, a couple of push-to-talk keys, a pause/center for my TrackIR, and one button as a 'shift' so I can effectively double the number of buttons. Even with that, there are a few things I still have to do via the keyboard and/or mouse. All the relevant keybinds are listed in the "Controls" area of the sim. You can export that to text and use it for reference. A less-complete but still useful tool is the PDF keyboard layout which can be found in the sim's docs folder. I hope that helps get you started. Oh, one other thing. SB recognizes only one joystick input, so you have to use the CH Control Manager software to combine your stick and throttle so that they're seen as a single device, which my profile does. SBProPE_CH.7z
  10. House of the Dying Sun is a cool space shooter that´s on sale till the 22nd on Steam... Steam: https://store.steampowered.com/app/283160/House_of_the_Dying_Sun/ Supports TrackIR, VR and HOTAS. Red
  11. Ssnake

    TrackIR question

    We didn't want to make the binocular view too powerful. It is unnaturally stabilized as it is already. The basic rule is, if it's the unaided eye, TrackIR works. If it is "a sight", it's mouse operated.
  12. Japo32

    TrackIR question

    don't know.. but wish they would include more axis (there are 4 already, need pan-view and instead of zooming going forward and backwards with head. We know can pass over 3D. We do that in flight sims for years (if they do not include a hit wall)) to trackir in future 4.x update. Dream is free.
  13. I do have TrackIR so I'll give that a try - some gentle axis curves might just do the trick. Trying to maintain a forward view from the Leo-1's turret is a nightmare at the moment, although I think it's more a bug in the Leo - the range of movement is tiny compared to the other vision blocks.
  14. I don't remember being asked to weigh in on this. But I'm with Botas. Fortunately, TrackIR solves the issue with F1 viewing. And using a joystick for the binoculars instead of the mouse (since binos, like all optics, are unaffected by TrackIR) considerably dampens the response there.
  15. Alright. Alright. I will unmap the zoom from trackir SB profile. Thanks to all you guys with vivid imagination for Steve Austin, Cyborgs, Star Trek, and the holographic memory.
  16. So, here's the basics. I think the human eye can resolve about 30 arcseconds, and offers a (horizontal) field of view of 140°. At the same time it's stereoscopic. This is pretty awesome if you tried to create a display at arm's length that matches exactly these capabilities. It's about 140° x 60 arcmin/° x 60 arcsec/arcmin : 30 arcsec/pixel = 16,800 pixel horizontally, x2 (because, stereoscopic), and 9,450 pixels vertically at 16:9 aspect ratio, so in total 159 megapixels resolution (anything beyond that would make no appreciable difference for the vast majority of humans, even with perfect eyesight). [Okay, the human eye doesn't have uniform resolution; the 30 arcsec is the maximum near the center of the retina; towards the periphery the resolution goes noticeably down, but of course a human player won't look with a fixed view at exactly the center of the monitor, so either the entire image must be at max res, or we need eye tracking and somehow adjust the rendering to show the scene at variable resolution, depending on where the player looks.] So, for the forseeable future we will neither have the monitors nor the graphics cards nor sufficiently performant game engines to render a 159 Mpx scene at stable 120 Hz. I therefore simply accept the fact that a rendered scene that approximates the natural field of view of a human observer will by necessity be somewhat shortsighted, as distant objects shrink below pixel size. In real life vehicle commanders usually have binoculars as simple means to augment their ability to identify distant objects. Therefore we implemented a binocular view, "N", and that's the officially supported option to deal with the hardware limitations of our times. My recommendation therefore is, even when using TrackIR, to use the N shortcut to toggle between the two view modes rather than relying on the TrackIR scene zoom. In any case, the latter is not an officially supported feature. It may or may not work for now and for a while, but don't be surprised if one day we prevent this option. I am entirely without pity that you have to "kiss the monitor" for this because it's not an intended feature in the first place. Of course, we could debate if this feature doesn't somehow compensate for the deficiency in screen resolution (at the cost of field of view) - but so does the binocular view. The advantage of the bino view is that it offers the same quality to all players and as such creates a level playing field/comparable experience. What we have in SB Pro represents the best possible compromise for which we, the software designers, settled. Pretty much all our decisions are based on serious considerations of the advantages and disadvantages of the various alternatives. I cannot possible explain every single design decision that we ever made. And sure as hell I'm not going to put them up for public vote. We're trying to create a product that is largely consistent with real life, withing the constraints of what a PC/desktop environment allows us to do, with contemporary hardware. In a perfect world everybody would have a Star Trek Holodeck where you could configure your tank turrent and synthetic environment with, well, magic. But we're engineers, not wizards. Muggles. We simply try to play the best game from the hand that life has dealt us.
  17. Simulator VS Real-Life visibility is always going to be an issue. A person using a 40" 8K display is likely going to have a rather significant advantage spotting enemies compared to someone using a 16" 720p laptop display. Different simulators over the years have tried different techniques to try to compensate for this, like Falcon 4 (and its descendants) smart scaling feature which enlarges objects where needed to keep them from shrinking down a single flickering pixel when they should still be within real eyesight visibility range. The "lead forward to zoom" function you get when using TrackIR I suppose does simulate really staring intently at something, which I don't find too unreasonable, but then for non-TrackIR users you'd need to have another zoom/unzoom key combo besides the current one that activates binos when you could just as easily use the binos anyway which instantly give you a magnified view of whatever you're looking at (something that is probably a tiny bit unrealistic in itself compared to fiddling around with binos in a moving tank.)
  18. I use TrackIR, but an older version (without 6DOF activated) so I don't have this "zoom" feature. While I knew it was a capability of the newer versions of TrackIR, I'm surprised to see it works in SB outside of the turret, where the sim, rightly, does not offer or intend that sort of a view feature. This guy has latched onto an exploit and for some reason assumes it's a "needed function". My concern at this point is that this individual player's obsession and repeated harping about this superability has the potential to ruin access to TrackIR for the rest of us. Hopefully it won't be an all-or-nothing solution. ( I do note that Ssnake says he could tolerate the exploit's existance). Best case scenario would be that NaturalPoint can disable it in the integration. (We know eSim has no time to devote to such a fix). Otherwise, since militaries apparently don't use the TrackIR software, it's a non-issue for them. It's also a non-issue in single player: If you want to cheat yourself, go ahead -- cheat yourself. For head-to-head multiplayer, it comes down to whether players are OK with the honor system -- or don't feel the exploit imparts a significant advantage.
  19. You are right, I don't like it. But also, realistically speaking, your eye can not see units on a computer screen from afar. Its clearly stated in the manual. Is it processing power involved to get a uniform zoom across the turret? You also mention trackir, so I could disable the zooming on trackir checkbox, but will that give me the needed function? Hang on you mean this was not supposed to be in your software? the zooming? I am surprised by this.
  20. Okay, you won't like the answer, but the problem is that this "TrackIR Zoom" actually exists. I didn't know that, and it's not supposed to be there in the first place (however, I may tolerate it if this can't be disabled without much hoopla from the developers). But we have no intention to make this a supported general feature. In real life, the world doesn't zoom if you move your head forward (or at least only very, very little unless you're in a confined space, like a tank's turret). What you do is to grab the binoculars. Per your video "you don't want that", but we want realism, so that's what you get. Sorry.
  21. Well I misread a thread as my complaint. My complaint is the tank commander unbuttoned position. without a binocular. eye view. why cant I zoom all around the turret with my eye only? If I have trackir which I do, I have to touch my physical monitor with my real head to zoom in without binoculars. Then from this kiss the monitor position, if I turn my head right or left the zoom level goes away as if I am back to the seat. A more pressing issue is, why is there no key command to this eye only in commander position in unbuttoned view from the top of turret zoom function? so two things guys: 1- from turret unbutton commander view why is my zoom limited to forward arc and not a 360° zoom with eye? 2- why no key command for this eye view zoom? I will post a video explaining. Rotareneg, you fly DCS. So when you zoom in cockpit with numpad * you can yaw your head with trackir to identify say a bandit far away to your back. the whole view is zoomed and you are not for example zoomed to the nose of your aircraft and when you want to view the wings or your tail or the ground, the zoom goes away.
  22. "I never claimed it was." <<I have no idea what you are saying here, and this is most likely your language difference hindering your writing, but you HAVE been insisting that SB was a 3D accelerated game, which, in my answer above, I directly quote you and McConnell as saying it was not. I think the off-hand remark of DX7 API function calls, as you obliquely refer to, has nothing to do with 3D acceleration at all. So, after all your cries that SB was 3D accelerated, you just slip quietly away into the night, never admitting that it was not. Stur. A wonderfully indirect answer that SB was not 3D accelerated until at least 5 years after you claimed you first stated working on it. So exactly when, and in what version of SB, did 3D acceleration get added? I do believe that you have number 7, above, down to a fine art. The rest of the list, while interesting, is a departure from Al's list of goals, but it is a distinction without a difference. Nineteen years and a whole bunch of items number 7 on your goals list. It is amazing that nothing on your list of present priorities, which you set out above, talks about any graphics changes or improvements. Tenaciously following a plan that has no goal for graphical changes is an assurance that it will never happen. No mention of it as a task to be addressed "...in five, or ten years down the road...". Which just goes further to show that, no, there will be no VR in SBP, not now, not in the future, because no foundation is going to be laid to achieve what it takes to do that, despite all obfuscations to the contrary. No graphics code redesign is on that list. It's a dead issue. This part of the thread is a complete hijacking of the original topic, but you raised the point first, and I am responding to you. Eventually, it will return to the topic of VR, but this diversion is yours. But here are the dark and scary parts of the woods, which I did not choose to enter originally. You once again spin the topic; I know the history of F4 well enough, but the point I made here, and in previous postings that I "discussed" with you, is that you could leverage the same resources that they did to make F4 the sterling simulation that it is. In this case, you have even more of an advantage than they did, since you ARE the repository of the code, and could easily leverage this communities' assistance, through NDA agreements and the like, to do the same thing they did. No, it is absurd to think that dumping the code "into the wild" is how eSims should do this. You said that "Eventually they (Lead Pursuit) passed on the license to Benchmark Sims/Miro Torrielli", but I sincerely doubt that that ever happened; BMS does not hold the license to anything Falcon other than what the present copyright holders permit them to do. Your subject knowledge is lacking again; prove me wrong, please. You could easily solve the problem of limited resources by delegating tasks to those who would discretely assist eSIM, likely without pay, so loyal are your users. Really, I don't know why I try to illustrate how easy this would be for eSim to do; I know I am wasting my breath, because this is a subject that I have laid out for consideration before, back in July of 2016, in fact. No, I don't expect you to just jump at my suggestions, but it would be prudent of you to avoid saying that you don't have the resources to do these things. Perhaps you did learn some lessons from Microprose's fate, but the lesson of distributed work, which you could have mastered, and still can learn from the BMS team, is one that escaped you. It would take imagination, courage, trust and tolerance to do so. For instance, lets say you enter into an NDA with one of your avid users who is conversant with 3D creation and animation software. You allow them to modify the object model for one of the many vehicles in the game, and under limits that eSim sets, like polygon count, and ask them to create a refined version of that vehicle. Perhaps you task them to show, e.g. a full 3D version of the interior, or by way of another example, an animated exterior that shows antennas wiggling, bedrolls jumbling about, machine gun barrel bouncing about, all the sort of small, randomly moving accessories encrusted to a real tank that give it the appearance of life. To avoid impact on your gaming system, you give them the design parameters and limitations that they must conform to. Give this a try, it can't hurt. As is, your 3D vehicles move as one, monolithic lump, and nothing that should move on their exterior does. An APFSDS round glances off of a tank, and the antenna, boxes, bedrolls, extra track, etc. just sit there. Before you scream "computing resources", let's just say that there are methods for aggregating and dis-aggregating model and 3D data, in space, to simplify the burden of displaying the local tasks. Take a page from F4 and note how they handle the problem of thousands of objects in play at one time. If they can do it, from older code than you are burdened with, then why can't you, I wonder? Like wing flex, and bomb oscillations after dropping, or using TrackIR to replicate player head movement, (Oh, that's right, there are no player body objects in the game) all of which are animations that BMS has incorporated into their ancient code. After 19 years of production, SB looks strikingly similar to its original incarnation, and the various user videos released over the years, based off of the so many intervening versions, are so much the same that they come to the point of being indistinguishable. Nothing substantial has changed in 19 years from the rendering quality and efficiency point-of-view, and I suspect that this coding immobility is what has SBPro pinned up against a technological wall. The longer eSim waits, the harder will be the effort. The harder the effort, the less likely it will be that eSim will attempt it; thus is born the vicious cycle of procrastination and sloth. Nothing anywhere says that the consumer version has to match the commercial one. Make SB more approachable but not less authentic, make it emotional, and untold riches will be yours. That's all well and good, but it's just talk. I do not, for example, give any credence to your "One day Steel Beasts won't be a DirectX 9 application anymore. I'm talking years, but not a decade, and I am quite confident that we will get there.", because you do not have a priority to do that. Why should you? Your client Government agencies don't use it. Government agencies don't want it, and you are disinclined to sell it, because you are a person who steadfastly rejections the reality of the appeal of the emotional side of warfare. Why should you try to be a commercial success too? You have monopoly on tank simulations, for the moment, but competition is knocking on your door. Yes, indeed, they are knocking and knocking. It is oft said that a warrior fights as they train. War is not an analytical affair; it is brusque, brutal, noisy, dirty and shocking. It takes place mostly outdoors, in all sorts of different kinds of weather and lighting. People need to be able to apply training through muscle memory in the heat and the confusion of war. Take a look at some of the games, the FPS, that exist today; they understand "shock-and-awe" substantially better than you do. The PC is very well adapted to creating fear and confusion in a user, particularly in VR. Try the VR game called A Chair in a Room if you doubt me. That is, if you own a VR system. I am not alone in propounding the idea that simulations should include as many emotional components as possible in combat simulations. If SBP engaged the limbic system of its users, too, it would be awesome. I know you are ex-military, but have you ever been in combat? Your training, as evinced by the way SBP presently plays, is substantially about the clinical application of procedural solutions. It utterly avoids and minimizes the animal nature of killing. People don't fight like SBP trains them to. Those that train with your product will have to discard those lessons if they hope to live on the battlefield. SBP has such an enormous potential for success. It has languished, and it's sad to see it performing so underwhelmingly. You are the boss and have been for many, many years. The present state of SBP is your responsibility, and yours alone. You could have been more than a name on a door, or so says Joni Mitchell. p.s. I have a dongle with (who uses these anymore, I mean, really?) two licenses for SBP 3.0, easy to be upgraded.
  23. You might have some other software running that's using the F7 key and not passing it through, like TrackIR for example.
  24. I was referring to the trackir lean forward and headbutt your screen zoom axis. Is there a keybinding to that function in eye view?
  25. this is for M1A1? I dont think its even 1 X as the red lined vision blocks are practically your eye view. I have to try zooming in with trackir to see the alleged 8x zoom.
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