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Crash

3. Danger Dogz
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Everything posted by Crash

  1. As I understand it you set your soundcard as input 1 usb headset as input 2 and your seat would be input 3, as windows will see 3 audio devices. The sliders under the inputs like my Rift (input 1) sets the volume of the mic for that device. The buttons underneath select where the mic sound goes. If I select A1 I will here what I say in my Rift headphones and as I havnt selected it it goes straight to TS and VoiceAttack via virtual channel B1. The 2 virtual inputs to the left of the Hardware inputs are your game/system sounds so you could separate TS output from Game output. You select you headphones/speaker/seat A1 A2 A3 here. As you can see I have Rift, USB and onboard sound all selected on both channels although TS is the right hand slider and I need to deselect A3 as I dont want TS to go to the BK. The sound then goes to the mixer on the right and you adjust the outputs to the 3 devices plus the virtual game/system sounds and for me TS here. You also need to set your mic volume in the widows sound settings as this will affect your mic volume as well. It gets very confusing as you set the default input to voicemeeter output (I think)
  2. The problem is I have a USB headset, OR, and an output for the BK. Not an issue if you have 1 usb headset as you set the sound input to listen to this device and send it to usb, but if you have 2 usb headsets to set the BK up you have to rearrange the Windows sound preferences each time. Also it is possible to send the TS output to a different channel so preventing the BK doing its thing if anyone has a deep voice. Setting up diffent levels for each mic is also important as I also use VoiceAttack to toggle icons open and close map and other stuff.
  3. An interview with Jason https://stormbirds.blog/2019/02/06/part-1-an-interview-with-jason-williams-and-daniel-tuseev-il-2-great-battles-series/
  4. It MIGHT be playing nicely with Teamspeak and VoiceAttack
  5. Has anyone else booked a room apart from Nick and me?
  6. Sympathy for the Devil, however I really like "start me up"
  7. So was Fen "working from home" or has he installed it at work?
  8. I got trim on a rotary encoder http://www.leobodnar.com/shop/index.php?main_page=index&cPath=98_75 just switch it for the pot
  9. Crash

    LoLz!

    Use the Force Luke
  10. Another update The year has just begun, but we're already preparing the new update for you. Version 3.010 will be focused on improving the functionality of several modules of the sim and some of the changes are long-awaited and important. In the meantime, the work on all the Early Access projects progresses according to the schedule and many new things will be ready shortly after 3.010 release, in Q1 2019. Our map designers are finishing the map of the Southern Kursk salient that includes Prokhorovka. As we announced before, it will utilize the higher detailed landscape wireframe and higher detailed buildings damage. When it is finished, the work on the scenario campaigns for "Clash at Prokhorovka" will begin. The campaigns will recreate the large scale historical events of July 1943 to the South-West of Prokhorovka. Today we can show you several screenshots of this map: We plan to show you the new tanks soon - M4A2 Sherman, Pz.Kpfw.III Ausf.M (to be released at the end of the Winter) and T-34 mod. 1943 and PzKpfw IV Ausf.G (to be released at the beginning of Spring). We also started the implementation of the major feature - animated tank crewmen. This is a very laborious and time-consuming task since each tank has 4-5 crewmen and each one of them has his own unique pose and animations (many can also lean out of their hatches). This forced us to find new technical approaches for character animation that open new prospects not only for the Tank Crew but also other projects: For "Flying Circus" project we're making the map of 100 km front line near Arras (Spring 1918). It will be made using the same techniques we're using for the creation of the large Bodenplatte project map, so it should also be a step forward visually. Here are first in-game screenshots of Sopwith Dolphin and Fokker D.VII which will be ready soon: For our main project, Bodenplatte, we're preparing the next wave of the new aircraft. FMs for P-51D, Fw 190 D-9 and Me 262 A-1/2 are already in the works, while artists create 3D models of Hawker Tempest Mk.V, P-38J-25, P-51D-15, Me 262 A-1/2 and B-25 Mitchell-II (non-playable). Here are some screenshots of Me 262 A-1/2 (its paint schemes and cockpit are nearly ready):
  11. Finally got arround to booking a refundable room.
  12. quote from Jason the Pony is scheduled for end of June, but may slip a little.
  13. Maybe not so perky now, he is getting on a bit;)
  14. Fix reinstall 3dmigoto this one https://forum.il2sturmovik.com/topic/39748-3dmigoto-mod-icon-masked-by-cockpit-zoom-for-vr-color-change-sight-strengthened12-features/
  15. Er well yes I do have the Haynes so if it breaks "can we fix it, Yes we can"
  16. Crash

    Oculus

    It all seems to work fine and Voice Attack recognises most of the comands. On test I told it to put the landing gear down and it baled me out still I think that was a volume setting on the mike input. That Voicemeeter Banana is a bit hard to get my old brain around.
  17. Crash

    Oculus

    Well I unplugged the usb plug and reinstalled Oculus software and plugged it back in. I knew I was going to be asked if I had done that and lo and behold it worked again So the good thing is I still have a year left on my gaurentee and I know where the reciept is. This afternoon I will give it a good work out.
  18. Crash

    Oculus

    I will find out tomorrow. I have the box in the loft and will take all the bits back but I think it will have to go away
  19. Crash

    Oculus

    Looks like the mike is stuffed so it goes back to currys tomorrow. Good job it has a 2 year guarentee
  20. We might soon be able to do campaign coops quote from Pat Wilson That is in development right now. PWCG currently supports coop with one squadron. Unfortunately PWCG is a desktop application, so users other than the host have no UI. They can only fly the missions. First step (in progress) is to create a web based code that the host can run. Players in the campaign will be able to access the servers on the hosts machine and interact with it to see the campaign in a view that will replicate the information available in the PWCG desktop app. After that comes the more challenging part: extending PWCG coop capability such that any number of players can play for any side. In 5.0 PWCG added the ability to handle ore than one human player, so that is already out there. That concept has to be extended to human players in any squadron. Some of the uses are obvious: a continuous campaign being played by multiple users. It is not MMO - participation will be controlled by the host. But once this is in place a group of fliers will be able to play either side. Squads can use PWCG for online wars. I'm sure that there will be any number of uses.
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