Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

=VG= SemlerPDX

VG Clan Member (Administrator)
  • Posts

    4,673
  • Joined

  • Last visited

Everything posted by =VG= SemlerPDX

  1. Welcome! If you're new to the VG Army, post up here to say hello and let us know a little bit about yourself like what games you like, and what games you play here at VG. We don't immediately toss the Enlisted ribbon on someone we don't know (yet) just joining the VG Army, so first please reply and say hi! You don't need to write an essay - it's just good to get to know who plays what, and where we can be found gaming around VG. We are glad to have you all - a simple reply from standard website members including what you like to play here will be rewarded with the entry level Enlisted website group!
  2. (quoted from bms forums, a bug found in Falconeer v1.1) I've just confirmed this. Please note that sometimes it does not crash, but simply does not switch to the chosen profile, which would certainly cause confusion. All apologies to everyone who has run into this issue - this is actually consistent with ANY of the included .key files with names longer than 31 characters. I had not been aware of this limitation, and anticipated no curve balls when making the alternate keyfiles that include bindings for the X52 Pro as well as Thrustmaster MFD's and even potentially using a Razer Tartarus as a simple ICP controller. I have updated the download package to version 1.2, and all keyfiles now have a different naming scheme that will still allow easy identification and differentiation. Anyone who has had issues with any of the keyfiles, please download the new version here (and delete any previous Falconeer keyfiles in your BMS User Config folder). Please Download the updated X52 Pro Falconeer v1.2 above.
  3. Just had a look myself. Not bad - they were 4:9 menus, but stretched into 16:9 and now they display properly (in a 4:9 space) regardless of the available viewport space, even if it's 16:9 wide... smart. That's a lot better than it being stretched, especially in an MFD view. But for the Squad Join or Respawn menus, it is pretty obvious that the original design predates 16:9 standards. I think I still had a CRT when I first bought Battlefield 2, upgrading from Battlefield 1942 and the Desert Combat Mod. I suppose the idea is that the map is square, and the squad/kit box elements are plenty wide already, so blank space would exist no matter what on a wide monitor, with the map already as tall as the screen. There are nearly imperceptible ways to add some padding and margin control for that sort of GUI width based on the viewport, but that would be a lot of GUI work for very little payout. It looks good, it functions great, and is no longer stretched and distorted when the monitor is wider than a 4:9. Cheers to them! +1 for bringing back map transparency, that would make for a nice slider in the options menu. Maybe also on the books for a later date? Hope it doesn't mess up you pilots too much! Could really use a persistent mini-map in air vehicles, with an MFD styled border/frame, and not taking up too much screen real estate but big enough to glance down at, arrow keys maybe to move it at various zoom levels... if possible, even make one or two of the MFD frame buttons work as toggles to maybe follow player in zoomed levels, or remain fixed. There's only so much they can do, and only so much worth doing, who knows what the future holds and obviously they are still working hard to bring in new features and ideas after 16+ years, even if all of them don't get met with applause, and they still actively work to fix the bugs (even for COOP).
  4. Welcome to the VG Army Kylo_SSZ! Your member group has been adjusted! Hope to get to know you and the rest of the new guys before too long - still wrapping up the VG Wiki and sacrificing my game time just to get my projects done for many, many months now. Cheers!
  5. I hate to recommend that you intentionally crash your game, but please note every instance of this bug to be sure it is consistent, and if you are willing, test it on purpose to be sure it is consistent even if it means you know you'll crash. (like, maybe when things are not busy - don't abandon your squad for a bug test and then lag/crash out )
  6. Welcome to the VG Air Force @Wheelman, @Role1337, and @Medic! Your member groups have been adjusted. Official VG Clubs Status Update The year has been going by too fast, and we haven't quite left the 'soft launch' of these clubs just yet, but we have plenty of plans for the near future, and these will be announced as they materialize. We're hoping to run regular training events for our Falcon BMS server, with specially designed missions or TE's when able, as well as some regular monthly events which will include a profile Campaign Ribbon for participants (with a mouse-hover 'name/time/date/year' of the event like this example). ETA's are difficult when projects like the VG Wiki were assumed to be small two week tasks, and end up turning into 4 week long jobs, but once systems like this are in place, it will be much easier for us all to stay on the same page, and to actually share information about key areas and community details such as the VG Army and VG Air Force Clubs. Thank you all for joining and for your patience as we get the final website systems in place to help us grow, manage, and direct Club and Community activities here at VG!
  7. Welcome to the VG Army, batmeme and Midgee! Your website groups have been adjusted. Official VG Clubs Status Update The year has been going by too fast, and we haven't quite left the 'soft launch' of these clubs just yet, but we have plenty of plans for the near future, and these will be announced as they materialize. We're hoping to run regular training events for our Project Reality, Arma, and SQUAD servers, with specially designed maps when the game(s) allow, as well as some regular monthly events in each of those servers which will include a profile Campaign Ribbon for participants (with a mouse-hover 'name/time/date/year' of the event like this example). ETA's are difficult when projects like the VG Wiki were assumed to be small two week tasks, and end up turning into 4 week long jobs, but once systems like this are in place, it will be much easier for us all to stay on the same page, and to actually share information about key areas and community details such as the VG Army and VG Air Force Clubs. Thank you all for joining and for your patience as we get the final website systems in place to help us grow, manage, and direct Club and Community activities here at VG!
  8. My 2 cents (since work was mentioned, and we're talking about work that may use up to 128GB of RAM) is Option A -- Ryzen is the multi-task workhorse that beats out Intel and also does excellent for gaming, even if just slightly less overall gaming performance than Intel. Not gonna input on the GFX card, not familiar with AMD and not sure if that's a workload based choice or just w/e -- if it was just for gaming, video encoding, recording, or streaming, I'd always go for Nvidia right now... Nvenc is tits. My experience with Ryzen over Intel on certain task like rendering video or compression/decompression of files: There are things that I consider 'go the kitchen, get a drink, and it will be done by the time you get back' and others that are more 'take a sip from the drink and the task is already done'. Many things that formerly fell into that first category are now in the second category, or equivalent (a 20 minute task now taking 2 or 3 minutes). If I had gone Intel, I'd see 20 minute tasks dropping down to maybe 8-10 minutes. That's quite a difference. I'm glad I went with Ryzen and I don't mind if it was 5% or 10% less performance while using the same graphics card on an "equal" version Intel CPU, if it means the work I do in between gaming is completed that much faster.
  9. We are working on this idea. For now, CobaltUK has been testing out some of the other flavors of the included KTO campaigns, as we've always run Rolling Fire, and there's plenty more fun to be had before even leaving Korea. On the front of actual non-Korean campaigns, we will be investigating a way to run (in addition to the KTO server) another Falcon BMS server hosted off our headless dedicated server in Germany which hosts the rest of our games and TeamSpeak. If not possible due to lack of CPU overhead, then at sometime in the near future when we upgrade that dedicated server (possibly later this year).
  10. I watch all the alien and UFO stuff, and even if some of it really is fake, or very speculative, I still believe that 'they are out there' (or maybe already here) - and I also believe that humans will fuck with other humans, so there's that, too... (not instead of - could be both) The truth is out there!!
  11. How about a 'retreat' bleed? BLUFOR has capped all zones, and admins would otherwise need to 'run next' or kill bots streaming out of main for 30+ minutes, so instead, the system notices and issues a 'retreat' which causes OPFOR ticket bleed to increase dramatically and swiftly? When no admins present, this would allow map to progress swiftly to next map without someone seeking out an Admin just so players don't need to 'run out the clock' as it were.
  12. Ya know, some good points where brought up here that made me come to some odd conclusions and I don't even know if this line of thinking is productive, or these things possible... Say it's low population - the system knows that it shouldn't pelt them with too many bots, so it does what you designed it to do... how about the scenario where no new players join, but this same small team starts killing it - like not just taking points, but steamrolling them. Can the system have functions to differentiate such swift advancement from what we could term 'standard flow' advancement which typically only sees one to two points capped in a sort period (but not 3, or 4)? What I'm thinking is that the system could figure out if it's gone 'too' easy on a low pop scenario and adjust accordingly... maybe the 7 people that are on have 4000+ hours each in the game, right? But it needs to be able to 'be easy' for 6 noobs and a single trained regular player, too, right? Just thoughts - not trying to make extra work, or anything like that... merely posing the idea or question of possibility (dynamics within dynamics). The more I read about this, the more I'm feeling we should make it happen - even if it means some minor requests if feasible, or fine tuning based on feedback from our PR Server Managers here (if you don't mind, of course). I think the future of PR COOP might very well need this, since the population swing is more of an issue the more PR ages.
  13. ?? That's DCS in VR... I though you were asking who makes the 'S' bracket to hold the stick on the desk like that at first - lol - then I watched the video. Looks like the user has done a decent job of positioning his real life hardware to the location it appears when in VR, even down to the location of the Thrustmaster MFD's (I bet they are taped down so they don't move) and that way when he reaches out his hand in VR to where they visually appear, they are in the same approximate location in the real world. Even though he would be unable to see his own hand in VR, the kinesthetic effect would still make it feel very natural. Being "blind" to the real work while in VR is a pain in the ass, I find myself trying to peak through the gap by my nose, but one day whenever they release a 'better than 2nd Generation VR' kit, with all the things I'd want, I'll upgrade. VR is absolutely amazing right out of the box for anything with a "cage" around you - talkin jet/aircraft, race car, big old 18-wheeler truck, spaceship, roller coaster, etc. etc. BUT then that is ONLY for those which support VR, and are 'easy' to play - I tried DCS in VR, and you might as well kiss situational awareness goodbye, let alone being able to see anything at any distance due to the limited pixel density - things can only get so small and retain definition when you mount your PC monitor to your freakin face Flying in War Thunder in a simple WW2 analog airplane: perfect and best experience I've had in VR... Flying a sim in VR: terrible, can't read tiny text on important gauges, can't see far outside the cockpit.. worst experience I've had in VR... What needs to improve is the 'walk around and shoot stuff' type of VR experience - because any slow latency or dips can cause a nauseating effect that doesn't just make you a little ill for a few moments, but queasy for a couple hours. Throwing the most powerful PC with the most demanding and capable VR headset (despite any of it's other features, or lack of, or shitty head mount) is still technologically limited by the software and other current gen issues. VR is incredibly expensive, you can pretty much only buy one of the many different brands "sight unseen, untested", unless you are somehow able to find a place that lets you demo all of them side by side - it's a thing that reminds me of those comic book ads from way back... looked great on paper, but in real life there are so many compromises that unless you can really know which one is best "FOR YOU", and which are just total marketing gimmick BS to try and 'get in the game' of selling VR headsets, you best save your money and do your research.
  14. You'll absolutely need a Display Port cable, and like Keed said, it runs from the Display to the Graphics card. It is the standard for monitors with refresh rates of 144Hz or higher and you're is a whopping 240Hz. I'm not even sure if the latest revision of HDMI can do that if it wanted, but older HDMI was capped too low and took to long to upgrade, so Display Port was the one that came on scene faster and took the lead as the 'common' standard for high refresh rate video. Also, don't get fooled by the hype: no gold plated connections or anything fancy is needed (it's a shitty marketing gimmick, won't really hurt, but it's actually less optimal to plate connections in gold) - in the end any DP cable with the length you need is fine, and the shorter the better, just the distance you need with some slack for cleaning or moving the monitor around a bit, etc.
  15. The Samsung Odyssey G7 240hz monitor is a very good monitor, but I wouldn't pay $800 for it - not sure if you found a better price elsewhere. BUT if that is the price range you're shopping in, it's a helluva monitor for sure. Also, the other two you listed are specifically designed for AMD video cards, and while they'll work great with any Nvidia video card, there are specific sync options built in to work right out of the box for AMD video cards. Those companies have nearly an exact version of the same monitor(s) designed with Nvidia in mind, too, and since those are out there, be looking for gaming monitors of that same type/brand/size/etc. with the tag "G-SYNC" .... sometimes they also have FreeSync, etc. - but if you find the version of a monitor purpose built to talk to your brand video card right out of the box, you don't have to do any leg work later if you want to use those brand-specific features. So -- I'd say, I like #2 (the middle link) but if you could find it in a "G-SYNC" version
  16. I'll quote myself from the chatbox, typing out VG Discord will now automatically turn into a link to our Discord. In fact, it's gonna do it to the text I just posted here, I didn't add these links. Same with your posts above -- all links now. Cool stuff, eh?
  17. If you can get the link to that page from your browser history, toss it up here and I'll edit whatever broken discord link is on that page/post so no one else has to go though that. There was a period before we created the present perma-link, and I've not exactly been able to hunt down all the old ones. (I even found an older version of the VGDISCORD clicky-block that sits above chatbox on another page with a broken link!) Happy to help fix anything with the site to make it work proper and look great!!
  18. That's some impressive scritping there, X0R! Can I assume you've tested this already? Or is that something that would require a dedicated server and a live environment? @=VG= Melon Muncher @=VG= Fastjack Thoughts? Notes? Feedback? Can we implement this, or would there be compromises to doing so that would make it undesirable? If this gets to the live testing phase here, it could be done on our Event Server since it remains offline most of the time, so long as we can set up a proper test environment (maybe dumbed down the key numbers to call a full server "10 people" and low pop "2 people", then scale it up to proper numbers after testing? This is all assuming that this system does not require a server restart, and that the next map loaded bot count is based on currently connected players. Yes, we are all about running a stable ship, and it was a year or more before we implemented the VG Maplist Randomizer for 'reasons', but all it takes is time to evaluate all reasons and outcomes, and then take a chance (or not). We can always roll back or undo any changes if they don't pan out over time. Happy to have an open discussion about this finally, when 'dynamic bot count' proposals get put on the back burner, it is so they can be brought to the front again before too long, and this is not the first time this has come up. It deserves proper attention and deliberation for implementation, or good reasons not to.
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy