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TheHarvesteR

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Everything posted by TheHarvesteR

  1. TheHarvesteR

    What is your sound and microphone setup?

    For sounds, I use my desktop speakers, which I hope to replace with a 5.1 set from Logitech very soon (it would be a merry christmas indeed ) For voice, I use my headset mic... the headset is a (very basic) single-earpiece-and-mic thing, which I use only for the mic and as a TrackIR clip holder. I don't even have the earpiece against my ear... I rest it just behind my ear, since I only need the mic and the track clip attached to my head. If you don't have a trackIR, and don't like headsets, go with the desktop mic, but check if your desktop audio doesn't make it into your mic, as that can lead to feedbacks... Cheers
  2. TheHarvesteR

    A fix for Full Axis throttle mapping

    I think I get what you're saying now... sorry if I didn't catch your meaning before... So you want your chopper to return to a neutral attitude as you return the stick to center... If I'm not mistaken, ArmA's choppers don't have that kind of self stabilization... if you bank, you must un-bank with opposite input... Most flight sim helicopters handle this way... it's quite possible that BlackShark handles differently... I can't help you there as I've never played it.. Anyways, In this case it might actually be possible to jury rig something using GlovePIE Instead of just relaying the translated input to ArmA, you could program GlovePIE to feed it a fake input based on the stick's rate of movement, instead of it's absolute position, though... But you would need a button to 'recenter' your fake input to simulate trimming, and recenter it when it becomes miscalibrated... Hmm... This fake input is already there in fact... that's what PPJoy does... the thing would be making the PPJoy output respond not to the stick's position, but the stick's movement... Suppose you pitch forward... GlovePIE is checking on each frame to see if the stick's position is the same as it was before... once you pitch forward, GlovePIE will detect that, at some point, the stick's position was different than last time, meaning it moved... knowing your actual stick position and you previous stick position means you could calculate the stick's speed. Do some multiplying to adjust input sensitivity, and assign that value to PPJoy. This should work because if you pitch forward, PPjoy will tell arma to pitch, but once you stop moving the stick, the input in ArmA will be neutral. Now, as you release the stick back to neutral again, the input in ArmA would be an opposite input, hopefully of the same magnitude, so that the effect is that of returning to a neutral attitude. Now, there are no guarantees that you heli will always return to a neutral attitude... that' why you should always have a 'trim' button, to zero out PPJoy's stick position, regardless of where your stick is... and the sensitivity value will have to be carefully calibrated so you get decent results... Well, this is what I would try to do in your case... I hope it works (or at least makes sense ;) ) Best of luck! Cheers
  3. TheHarvesteR

    Hoiw to unbag de PODNOS?

    Wow. for a second there I was pretty sure the thread title was about something quite unrelated to the game :D Gotta get me some coffee. Cheers
  4. TheHarvesteR

    A fix for Full Axis throttle mapping

    That's not how helicopters handle in reality... The ArmA flight model is quite good actually (for a game that allows you to drive so many other vehicles). Flying helicopters has less to do with driving a car than it has with balancing a stick on the palm of your hand. Constant input is needed to maintain a perfect hover (unless you're flying a SeaKing, which has hover autopilot). Suppose you bank a little to the left... You are deflecting you lift from vertical a little bit to the side, so that this deflected force is pushing on your helicopter. This makes it accelerate laterally. Now suppose you're quite satisfied with your lateral speed now, and you just want to keep that speed... You bank it back to almost vertical, leaving just enough tilt to overcome deceleration by air resistance. So, what this means is, that in a helicopter, releasing input (or pitching/banking back to a neutral attitude), will not cause you chopper to return to a standstill. The helicopter will maintain any velocity it had before you neutralled it, decelerating only by air resistance. This also applies to any angular velocity you had (like pitching or rolling too hard). Now, suppose you really want you left-moving heli to come to a standstill... you now need to counter that velocity by banking right a bit, thus deflecting some of your lift to the opposite side, which causes it to accelerate in the opposite direction, thereby decelerating it's leftward movement. This is just an over-simplified example of how forces act on a helicopter... In real life (or even in ArmA) you have to compensate for various other aerodynamical effects, like weathervaning (the tendency to turn your nose into your velocity direction), torque and so on... Applying input in ArmA does just what it should do in real life... it simply tilts the helicopter so that it diverts some vertical lift into lateral or longitudinal thrust. That's how helicopters fly. In a car, releasing the wheel (or returning it to center) will in fact stop it from turning... but that's because a car, being stuck to the ground, has other forces acting on it, such as friction from the road surface. Now, if you're really looking for a hover autopilot, GlovePIE might not be the best option for that, since there's no way of knowing (from inside GlovePIE) what's going on in the game... To program an autopilot you'd have to somehow get flight information like airspeed and attitude into whatever will process your flying, and, short of writing an addon, I don't see how one could get those values out of the game... Hope this helps :) Cheers
  5. TheHarvesteR

    1st Person Camera Shaking o.O

    Yeah I tuned mine down a bit too... I was getting motion sick with the default setting... although it IS cooler to have it turned up... it adds to that chaotic feeling of being in a firefight :coop: Cheers
  6. TheHarvesteR

    A fix for Full Axis throttle mapping

    AVG sometimes gives false alarms with this kind of software... I wouldn't worry about it ;) PPJoy does some memory manipulations that AVG doesn't really approve... It's not malicious, and I guarantee PPJoy will not hurt your computer (unless you mess up the instalation somehow... but then again, that wouldn't be the software's fault ;) ) Glad to hear my fix is helping people out. :) If you're still having this issue, one possibility is that you might have your command mapping set to 'turn left/right'... this is a simplistic mapping that controls both ailerons and rudder at the same time, and I don't recommend using it with a joystick (it was probably meant for keyboard use)... I would suggest you map your X axis to the 'bank left/right' actions, and your rudder (twist grip or pedals) into the 'pedal left/right' actions. Cheers
  7. TheHarvesteR

    Update FaceTrackNoIR

    If FaceTrackNoIR lets you bring up the camera properties panel, you can probably set resolution and refresh rate there. If not, do the following: Open up the 'CL-Eye Test' application (I assume youre already using the CodeLabs driver for you cam. I not, get it here.) On the top menu, choose camera->video capture pin (not sure if it's really called 'camera'... it could be 'options' or something else) Set the resolution and refresh rate. Close the app. Those setting should remain when you open up another application, as long as that application doesn't override them with it's own settings. (But in that case the application should provide it's own settings panel) Hope this helps Cheers
  8. TheHarvesteR

    Just got my GTX460...New Game...!

    My GTX 460 is MSI, it's the 768mb version, but it has the zalman cyclone cooler strapped to it... I got it a few months ago after my 8800GTX burned out (again). It doesn't look as cool as the standard Nvidia monstruous brick heatsinks, but it does a really good job of keeping the card cool :) I got a huge performance boost on ArmA too... went from playing at 3072x768 (triple head XGA), to 3840x1024 (native triple head on my monitors). The triple head prevents me from being too generous with the graphics settings, but with this card I can set it at a very comfortable medium-high, with smooth fps all around. :bounce3: Cheers
  9. TheHarvesteR

    A fix for Full Axis throttle mapping

    Yeah, that link I posted sometimes becomes dead... not sure why.. Thanks for posting that link. I'll add it to the front page as an alternative in case other people can't download as well. Glad to hear you've solved your issue with multiple joysticks. The joystick2 solution is exactly what I would have suggested. :) The thing here is, this issue isn't a bug. By definition, a bug is something that causes unwanted or unexpected behaviour. The half-axis issue is neither... It's more of a design flaw, if you must give it a label... (I mean, you ARE able to map your joystick... A bug would be something that prevented you from doing so) The ArmA devs are quite up to their elbows with things that really are bugs, and are likely to disrupt gameplay for some. That is a much higher priority than fixing up a petty little detail like this. (Or would you rather have your axes fixed, and the game blue screening on you?) Cheers
  10. TheHarvesteR

    Update FaceTrackNoIR

    Lol! I got a TrackIR here, and I do feel like an idiot sometimes wearing it :D What bothers me most is that it's somewhat cumbersome... unless you're really used to always playing with a headset on, which is not my case... I only use the headset to keep the mic close to my head, and for the head tracking too. The main advantage with the trackIR is that the camera is a dedicated piece of hardware, so it's much lighter on your system than a software-based solution... But, there's an option that could work well as a middle-ground solution. I'm going to suggest this as a feature for an upcoming version. Add an option to send the tracker's output through OSC messages, and add a small client app to receive this input and transform it into the usual (I can't remember how you're getting the tracking into ArmA... was it through PPJoy?) output. OSC is a UDP-based messaging protocol, which is VERY easy to implement (there are plenty of libraries around), and works really well. The neat thing about it is that, being UDP, it can go through the network. This means that one could use a laptop to run the camera-tracking, and have it send the already-processed output into your ArmA box. Effectively freeing it from that burden, and allowing you to run more tracking iterations, or have heavier smoothing without compromising performance. I know this sounds like a lot of work, but it could be a really cool feature, that not even TrackIR can match. Just wanted to get it out there, since it sounded good in my head ;) @dethjeff: You might want to try heavier smoothing... as it's the only effective way to reduce the wobbles... it comes at the cost of higher response times though... A higher camera resolution will only add to the processing time, since it's more pixels to go through... Try going for 320x240@60hz or 640x480@30hz Cheers
  11. TheHarvesteR

    Driving Wheel on ArmA2 or OA/CO

    If I'm not mistaken, there is some input lag when using a joystick (or wheel) to control steering... My suggestion is to map your left/right axes onto the 'Turn More Left/Right' actions, instead of the default 'Turn Left/Right' ones.. that should give you an increase in responsiveness... Cheers
  12. TheHarvesteR

    PMC Weaponry & Vehicle new features?

    Oh, I see... when I saw the OP I thought he was talking about some new feature... Oh well, the pack still looks promising though... gotta go through some of the Lite version content to see what it's all about (much better than videos and screenshots. This 'Lite' thing was a genius stroke by BIS) ...I don't care much for SP, so the vehicles and weapons are what sell for me. Cheers
  13. TheHarvesteR

    PMC Weaponry & Vehicle new features?

    Well, IK animations are part of any game that's been released for the past 10 years actually... but the fact that this is being announced as a feature implies that there is something more to it. A reasonable guess is that these new animations are semi-procedural. Meaning the end position is a weighted average of the original bone animation, overlaid with a dynamic, position-finding real time IK system, which is relatively new... As an example, take GTA IV, where Niko Bellic's feet were always planted squarely on the ground, regardless of terrain uneveness. I imagine something like is being implemented in ArmA's weapon holding animations (or else why would they announce it as new?) Anyways, these are just my speculations... don't take any of the above as fact. ;) Cheers
  14. TheHarvesteR

    PMC Weaponry & Vehicle new features?

    This is a feature??!!! This pack has now got my attention!!! The way the soldiers hold weapons and controls has bothered me since the OFP days! I hope this applies to all weapons and not just new ones (and I hope BI left it mod-ready) For those that are still wondering, IK animations work by being fed a target position, and the limb (arm, leg, tentacle) will flex at it's joints so it can reach. This would mean (if one can use it on addons), that addon modelmakers would only need to position a dummy and the soldier's hands will reach for that spot. No more awkward hands spoiling a good weapon addon. (and hopefully vehicles too) :bounce3: Cheers
  15. TheHarvesteR

    A fix for Full Axis throttle mapping

    This is why this fix is here... So that we DON'T have to nag BI about this little issue... (it's a petty detail as compared to what they're handling on most days) Why not try and follow the fix, instead of whining for a patch? And please, don't ever call a development studio 'lazy' again. Game designers are one of the hardest-working people you'll ever meet. I seriously doubt they're, as you so candidly put it, 'sitting on their asses'. Ok, now... back on topic :) Cheers
  16. TheHarvesteR

    Steam ArmA 2 is downloading something. What?

    The patch, If I'm not mistaken, contained the Lite version of the PMC DLC, so you can have your low-res models and not get kicked out of online sessions for missing mod content. I noticed mine too was downloading something all day long, and when it completed I saw that it was a patch for ArmA. Not only until much later when I went to try my luck (read 'my connection') at online play, that I noticed I now had PMC (Lite) installed. Cheers
  17. I had an 8800GTX before, and the native resolution for me (1280*3 x 1024) was too hard on it... granted it's a triple head resolution, so you should have no trouble running 1280x1024 on your rig... If not, reduce the interface resolution to 1024x768 and the 3D resolution to match... that will give you a big boost in performance at the cost of lost resolution, but you can always set some FSAA to reduce the jaggies(weighs less than native res -in my rig at least) Anyways, as was said here before, there's no single answer for what works and what doesn't... you just have to play around with the settings until you find one that works for you :) Cheers
  18. TheHarvesteR

    Update FaceTrackNoIR

    Hi, no news yet I'm afraid... work is consuming my life right now, and it's really hard for me to have time to do anything else... I realise that most of my posts here lately have been some form of apology for not having enough time :j: ...well, I hope that changes soon, because I'm quite burned out already Once I get a chance to help out with this, this is the first place I'm going to talk about it ;) Cheers
  19. TheHarvesteR

    Nvidia GTX580 benchmark ArmaII

    My MSI 460 has the Zalman Cyclone cooler on it... and even so I can feel an impressive amount of heat just by touching the acrylic case panel near the card. These things get really hot indeed.
  20. TheHarvesteR

    game mechanics

    'G' will open you gear panel :)
  21. What I did to run Steam OA:CO through SpiritedMachine's launcher (should work for Yoma's too), was to create a symbolic link in OA's folder pointing into A2's folder, so it gets detected and loads like a mod. A symbolic link is like a windows shortcut on steroids... it works like a wormhole though which a folder can be effectively in two places at the same time. (normal shortcuts don't do that... they just take you to the folder when you click it. this is different) Sadly there is no button to create a symbolic link, you have to do it via the cmd prompt. Ok, here's how you do it: First of all, Start Menu->Run->type: cmd Then, find the path to your OA folder (should be something like C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead) in the command prompt, navigate to that folder type: cd "pathToYourOAfolder" (you need the quotes if the path has spaces in it) once there, type: mklink /d "@arma 2" "pathToYourA2Folder" (that would be the path to your standard arma 2 installlation folder, which should be inside steamapps\common too) You should see a 'symbolic link created <==> something' message on the prompt. Now check your OA folder... you'll see an '@arma 2' icon there that looks like a shortcut, but it's actually a tunnel into A2's folder. Now if you click on it, it should take you to A2's folder. The thing here is that, unlike normal shortcuts, this link can also be used by applications, so your launcher should pick up on that as any other mod This way, you can enable CO by simply enabling the @Arma 2 mod :D This should also work for Steam AO / DVD or Sprocket ArmA installs... just point the link to the A2 folder. Hope this was clear enough. Cheers
  22. TheHarvesteR

    game mechanics

    Another thing, if you're running the ACE mod, don't even bother with the tutorials... they just won't work. Some missions expect you to switch to a specific weapon (namely, the Apache training one that requires you at one point to switch to hellfires), and ACE's weapons are not detected as valid, so the mission gets stuck. Other missions fail worse... some don't even run, or you become stuck at a black screen... Not that you should even be trying to play tutorial missions with ACE enabled, but I thought it'd be interesting to share what happens when you do ;) Cheers
  23. TheHarvesteR

    Nvidia GTX580 benchmark ArmaII

    Wow, Geforce series 5 is out already... and I just bought my GTX 460 last month...
  24. TheHarvesteR

    Re-Install of Arma2+OA+BAF

    I just bought BAF through Steam, I'm hoping it'll be easy enough to install it into my OA:CO Steam setup.. (that wasn't straightforward at all... I had to create a symbolic link)
  25. TheHarvesteR

    A fix for Full Axis throttle mapping

    Ahh I see... That's what reading email before actually waking up does for ya.. I was pretty sure I read 'target version'.... gotta get me some coffee... Anyways, Thanks for bumping that issue, I've been following it since it was posted :) This fix works and all, but the real solution is what's posted there. Hopefully the devs will someday notice it. Cheers
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