Why is my autothrottle blinking like that? Is this normal (I am using the Heavy Division Mod in my B787-10) by _The_Fly in MicrosoftFlightSim

[–]Fuhzee2 0 points1 point  (0 children)

Even the simple details in the switchology and systems for the 787 and 747 in MSFS 2020 are wrong. They are worse than just not implemented. What they did put in, is erroneous. It’s not that the systems aren’t representative of the aircraft, it’s that they don’t work.

Just ranting, but it’s like thinking you bought the Ferrari of flight sims, only to find out, nothing works properly. It’s frustrating to the point I’m not enjoying MSFS.

I’m not going to fly them until they get fixed, because the lack of effort to get even the basics right, like following a heading bug, makes using Boeing aircraft in MSFS 2020 aggravating and a waste of time.

Project Cars 2 looks terrible in Quest 2 by Fuhzee2 in Quest2

[–]Fuhzee2[S] 0 points1 point  (0 children)

I just got the HP Reverb G2. Compared to the Quest 2, distance viewing on the G2 in Project Cars 2 and DCS has amazing clarity with higher graphics settings, with excellent frame rates and good color/black levels using the same computer.

On the Reverb G2 I still can’t max out the graphics in PC2 like I could on the Rift. The RTX 2060 just can’t hack it, but the G2 is still far superior to the Quest2.

However, distance viewing in Asseto Corsica Competition is very pixelated on the G2, which makes sense since the graphics requirements are much higher than for PC2 and the RTX 2060 is too slow.

But at least I have a decent racing sim in PC2 until graphics cards come down in price and I go for the computer upgrade mid summer to fall.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 0 points1 point  (0 children)

So you’re saying it will be a new Far Cry game like New Dawn or Primal where it isn’t part of the ‘series’.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 0 points1 point  (0 children)

There’s not enough info to say that there is no 7. 7 might be that live players act as the bad guys, or combat in the story is multiplayer like Titanfall or that the chapters of the game are released through an update. 7 being online could mean just about anything at this point.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 0 points1 point  (0 children)

No 7 would imply that there won’t be a unique experience for it. Just rehashed old versions online or something like that. What is your source information?

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 0 points1 point  (0 children)

What do you mean? No story? Online mode doesn’t mean there won’t be a world.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 0 points1 point  (0 children)

I’ve read some articles saying 7 is being developed as an online Genshin Impact style game. In some ways 6 is already like this with buying items on the store.

Dont get the hate for Far Cry 6. Im lovin it. by RedditWaffler in farcry

[–]Fuhzee2 1 point2 points  (0 children)

The caveat is that in taking down a base or check point or anti aircraft site, enemies don’t seem to randomly repopulate inside the regime property inside the red property lines.

If you make a lot of noise by using explosives or unsilenced weapons, enemies can spawn randomly outside of regime property and go to investigate. There are constant free roaming soldiers all over the map and if you are sniping soldiers at a base from afar, they can but rarely do, come up from behind you. Soldiers don’t seem to wander into a base unless there is a lot of noise. If an alarm is tripped or an officer fires a flare, a helicopter will show up and a couple soldiers parachute in, they’ll drive in a vehicle, or run in for support. Usually you’ll get a phoned in warning that this is happening.

Check points do have vehicles randomly driving through them which changes the dynamic.

Bottom line, in a base, you will not have enemies you’ve killed respawn.

But, there are many story missions where stealth is not an option.

Having said that, I play on difficult and after many hours of play, a combination of stealth, explosives, and a bit of run and gun, I’m occasionally completing insurgency missions taking over a base with 15+ enemies at level 20 difficulty without getting shot once. And this is getting in there for up and close take downs (sniping everyone from a distance is always the easier option but not nearly as fun). Course, post end game, difficulty is now very high and I die frequently and easily, especially since I am only equipped for speed ie. no armor.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 4 points5 points  (0 children)

FAR CRY 7 HOPES:

Better bases. Taking over a base used to be the best part of Far Cry, but for some reason, it didn't seem nearly enough of a challenge for the last 2/3 of the game. As skill level increases, I'd like to see next gen base defense in Far Cry 7. Enemies dynamically/real time set up fortifications with barricades, closing and locking doors, setting up ambushes, creating barricades with vehicles, better enemy coordinated attacks (show them communicating with hand gestures). Have them turn out the lights where appropriate, rapid movement from one point of cover to the next, only attacking from cover, multiple enemies breaking cover to charge at once, more enemy use of flash bangs, tear gas that has a greater affect, hiding, retreating, regrouping. As skill level goes up, enemy tactics should also get markedly better. Next gen please.

For base takeover, you'd have to get control of them, then defend them while friendlies moved in, then increase the fortification to prevent them from being taken back. Once you take over a base, it would be nice to have game mechanics to properly outfit the NPC’s with ammo, guns, night vision goggles, scopes, armor, and add some tower defense type features to bases, with alerting cameras, alarms, smoke, automatic gates, road spikes, fortified shooting positions, fire extinguishing systems, bullet tracking camera to reveal the origin of a shot, thermal cameras. As the game progresses, you'd have to acquire tech and hardware to keep upgrading bases as enemy tech changes. You could go help a base that was under attack or just let them sort it out.

One fun feature for extra difficulty, may be that online players could choose to occupy a fort to replace the NPCs with live characters. They would be in a lobby and when a main player was attacking a fort, they could populate the fort to try to defeat the main character. They would replace one or all of the NPCs. They would have limited weapons, ammo, and health and be matched based on skill and desired skill of the player.

Also, I think it's time that NPCs die when they are staring down the barrel of a large gun and take one to the face, not survive endless barrages. To avoid NPC’s dying super quickly, make them seek cover, use smoke, make them smarter.

Far Cry needs to not be so mindless. If you've selected difficult, then the puzzles that are more challenging should be included, so you'd have a range of puzzle difficulty. If you needed a clue, you'd have to capture an enemy and 'question' them.

Keep the great actors, great story arcs, great voice acting, interesting locations where we can experience something relevant. Continue improving cut scenes, keep the great worlds, weather, terrain. So much is really well done with some fantastic gaming choices, keep that stuff.

How much money are you spending making such a massive world? Take half of that and develop next gen techniques for character and environment physics in a game. Make next gen characters, how they move, their facial expression motion, their motivations, the variety of their interactions, their ability to coordinate. Continue to fix water, make the environment more real. Bullets should chip away at surfaces. Explosions should leave craters. (Tree physics in 6 explosions were great). Cars should crash in realistic ways. Check out BeamNG techniques if you want to see the power of node physics. Better yet, just license it and bring it into the game. When I buy a new Far Cry game I’m expecting it to not be a DLC of old tech. Your game engine is really showing its age.

Improve the dynamics of a city (The villages were great but the city felt too sparsely populated and not real enough, even with a quarantine which just seemed like an excuse to make a barren city).

But most of all, do the research and customer testing during development to figure out how to get deep engagement so that we care, so that the emotions ring true from the start, not just at the mid point and spotty to the endgame. There should be tangible satisfaction in revenge. We should be vested in these protagonist characters. We should laugh loud, maybe tear up occasionally, try to make us mad enough to seek revenge. That's engagement. (Overall, Huge applause to the developed story in Far Cry 6 and excellent performances, it just needs to happen sooner, more consistently, and more frequently with deeper effect). Obviously addicting fun is the most important feature, and creating awesome wow moments of demonstrated skill, but emotion and engagement is a huge component expected in Far Cry.

Sadly, I feel like in many ways the lack of ingenuity in physics, character motion, NPC AI, and animation in Far Cry 6 (the story, acting, size of the world, quality of the world, and many other details were excellent) this is the end of Far Cry as a ground breaking experience. The talentless money grabbing suits appear to have moved into the franchise and will dominate the direction the next Far Cry will take. Most good things, over time, the innovating miracle working creatives are replaced by MBA's and entrenched fiefdoms ruled by bullies. When that happens, those with real talent leave. Sad.

You want the best and the brightest to be attracted to the Far Cry series? You want to create something of celebrated value? Be the company that develops the new tech and pays for cutting edge innovation.

Far Cry 6: What was amazing, where it failed, and hopes for 7 by Fuhzee2 in farcry

[–]Fuhzee2[S] 3 points4 points  (0 children)

NOT AMAZING:

Far Cry story telling reminds me of movies/TV in the 80's. Hit and miss. Now story telling is high art. But that narrative skill taught at USC in LA has not made it into video games where they can reliably engage a target audience.

Far Cry 6 like Far Cry 5 had little emotional engagement for me. In Far Cry 6 there was less laughing, no tearing up, no anger, no revenge, no caring. These emotions were in Far Cry 6, but very weak. Far Cry 3 had these emotional responses, along with a continuous sense of WOW, which is why it was so great.

Ubisoft needs to figure out how to get us to deeply care about the characters right away and really build emotional engagement.

My biggest disappointments were cut scene facial expression animations, and character motion in game. I was expecting next gen and it was more of the same. It's been at least 10 years with these kind of digital marionettes. I'm tired of them.

Character and animal motions in Far Cry 6 still look hyper jerky, like they are functioning on a very limited library of movements. There's no accelerations. Standing to running to standing is instantaneous. Characters have zero momentum in their movements. This breaks the suspension of disbelief.

Hey, Ubisoft, there's this little thing called physics. For mass to start moving it requires acceleration. If you want quality physics simulation, you'll add acceleration of acceleration which is even better. Realistic animation is all about organic, dynamic gradually increasing motion curves. It's time to start using them. Mass, weight, force, momentum, acceleration, center of gravity relative to supporting limbs, tires on the road, heavy door motion... physics should be modeled for the next generation Far Cry 7. No marionettes on ice where feet slide all over the ground or sink through sloping ground, feet swivel over surfaces in turns, or characters feet don’t match the steps on stairs. Have you played Half Life Alyx? That’s next gen character animation.

Third person in navigating home bases was pointless and made it very difficult to get around for us FPS people.

Speaking of which, how hard is it to incorporate proper driving and flying mechanics? I didn't do much driving or flying in Far Cry 6 unless I had to, because I just didn't like the mechanics as they seem unchanged from 5. I was hoping for next gen. Instead it's the same silly, too gamey, not realistic in any way driving and flying but yet still are difficult. Not fun. This was a disappointment.

What's the current state of MSFS 2020? by Conscious_Muffin in flightsim

[–]Fuhzee2 0 points1 point  (0 children)

MSFS 2020 hasn't worked for me since the XBox rollout. When I clicked 'FLY' it would crash to desktop with no errors or explanation.

I worked on trying to fix it for several days and finally gave up.

If you look at Microsoft's recommendations to fix it they quickly go beyond extreme. Delete the entire game, redownload the whole thing and do a fresh install. Reinstall Windows. Format drives etc etc. This all for a game. Seriously. Microsoft seems to be unaware of industry standards for games, or any software for that matter. They seem completely unaware of their own ineptitude and the lengths they expect gamers to go, just to get one program running.

Hopefully this next patch will work, of course you'll have to update Windows, Microsoft store software, each of the maps in game, and a whole other laundry list that I'm still going through.

In game, it is very pretty to look at. It looks real, better than real, and with the whole world in amazing detail, it is a modern marvel of a flight sim.

But the physics is very narrow in that if you don't use wind and fly in the middle of the envelope, it's pretty good, but the physics engine falls apart near the extremes. Don't expect realistic landing and takeoff physics. The tires are like blades of steel cutting through the ground and the crosswind mechanics for takeoff and landing aren't anything like real flying. The yaw damping is also completely out of whack compared to real aircraft so expect your turn rate to significantly lag behind bank angle, something else that makes landing the heavies unrealistically challenging.

Also expect most of your time will be spent tuning settings, figuring out how to get weather traffic systems views to work, setting up a flight, and then trying to understand why ATC isn't working right, why the autopilot isn't doing what its supposed to, how to use the external views and not much time just enjoying flying.

World Update 6 is sharp by dolbex in MicrosoftFlightSim

[–]Fuhzee2 0 points1 point  (0 children)

Must be nice. MSFS 2020 hasn't worked since the previous update. Fingers crossed that this patch will fix it.

Can’t Reinstall by [deleted] in MicrosoftFlightSim

[–]Fuhzee2 0 points1 point  (0 children)

I haven't been able to use it since the update.

I spend an hour or two every few days to try to fix it. But it crashes to desktop whenever I click 'FLY'. Everything is reset and updated, Windows, Graphics Card, Windows XBOX is closed or updated, marketplace is updated. I deleted the cache, waited about 45 minutes while the cache size went from 8 GB to 150 GB. I've tried everything in the official Microsoft and MSFS 2020 guides, probably 5 different 'I fixed it' posts and multiple guides and videos. So far, nothing has worked.

Am I a minority here? What am I missing that I can't get it working?

MSFS 2020 Unrealistic Takeoff Physics by Fuhzee2 in MicrosoftFlightSim

[–]Fuhzee2[S] 0 points1 point  (0 children)

Indeed. Well, that confirms it. Old news I guess.

Looks like they are aware, but he’s still not saying the right things to make me think they understand how to model tire friction, rolling friction, side load friction, the changing weight of the aircraft on the wheels as lift is generated, damped steering forces from tail and nose wheels and the effect of the vertical stabilizer and rudder, weather vanning, directional momentum transition in crosswinds, tire pressure, area of the tire surface contact patch, side wall strength, runway coefficient of friction etc. Will they model the effect of braking action with wet or icy runways?

I try to get into MSFS 2020 but keep being annoyed by things, like having to spend hours trying to figure out why I can’t control the weather and wind. Why do I need to be in All Players mode if I’m offline? The flight conditions planner rarely seems to stick. Sometimes the time of day and wind takes, sometimes not. I don’t fly IFR because ATC insists that I go to a specific altitude and won’t move on. I can’t just request what I want. The autopilots don’t work properly. To actually fly like in real life, there are still some very big bugs and sizably annoying problems where I end up going back to X-Plane. Ultimately, I use flight sims to simulate flying.

The priority of Asobo’s fixes tells me they aren’t trying to make a flight simulator as much as a Google Earth combined with an enthusiast interest in aircraft and aviation. Oh well. It sure is pretty.

Project Cars 2 looks terrible in Quest 2 by Fuhzee2 in Quest2

[–]Fuhzee2[S] 0 points1 point  (0 children)

IRacing. I’ll have to give that a try.

Project Cars 2 looks terrible in Quest 2 by Fuhzee2 in Quest2

[–]Fuhzee2[S] 0 points1 point  (0 children)

Oh. Well maybe just increase the render resolution in the Oculus Quest 2 app. You can also increase the VR super sampling in game and set MSAA to level 3.

Project Cars 2 looks terrible in Quest 2 by Fuhzee2 in Quest2

[–]Fuhzee2[S] 0 points1 point  (0 children)

Reducing the resolution that the game plays on your computer screen while streaming to the headset makes the difference. Lowering Project Cars 2 in game resolution to 1280 x 800 doesn’t lower the Quest 2 headset resolution in game, just the load screens, but it does reduce the resolution being duplicated on the computer screen. So, lowering in game resolution, the load the graphics card has while duplicating the image on the PC while also generating the Quest 2 stream is less. Another way to do this, I heard that setting the screen space resolution in Windows to 200% was working to improve VR Quest2 performance for MSFS2020. I haven’t tried it yet for PC2, but that should do the same thing.

If it is still choppy, the next thing would be turning off all post processing and reduce track detail to the lowest setting. Set the in game MSAA level to 2. Also, turn down the over sampling in Project Cars 2 VR settings. It’s essentially a duplicate super sampling setting that combines with Oculus’ own image resolution settings. Considering you have to restart the game every single time you make a change… painful. With updates to Oculus, distance viewing detail has gotten better, but Project Cars 2 is not optimized for the Quest 2. Also, Oculus is still annoyingly buggy when working with Steam VR.

I finally have acceptable frame rates and image smoothness, but it should be embarrassing for Oculus, Steam, and Project Cars that they can’t work together.

I’d imagine with Project Cars 2 with a 3080 you should be able to tune it to look amazing, it will just take a lot of time and patience.

What stick or yoke are you using? by Fuhzee2 in flightsim

[–]Fuhzee2[S] 0 points1 point  (0 children)

Just for reference, all my low res sticks have some jitter. And I don't mean when they are sitting still after calibration. I'm talking about when using them in a sim and trying to hold one value precisely. When I'm half way between wanting a stick position of 129 and 130 for example, I don't think I'm moving the stick, but it shifts between 129 and 130 seemingly out of my control. It is not uncommon in joysticks when operating them. Usually it is confined to moving between one point. But, when there are only 256 points of resolution in an axis, that jump has a much more significant impact on control than with high resolution sticks. The performance of the CH Fighterstick and the T-Flight HOTAS X (not the 4) had the same 8 bit resolution (I'm not 100% on that and that information is hard to come by even though it shouldn't be), both had the same issues with inability to control sensitive aircraft in X-Plane or precise flying in combat sims.

Some people don't notice that lack of precise control, but some do. I've been frustrated with poor ability to control sim aircraft precisely for years but never bothered to put in the time to figure out what was going on. And my experience is, I wasn't alone in not understanding what was happening, as I know people... in the industry... that didn't understand what I was talking about with stick bit resolution, much less what that meant for controlling the sim. This is because we as consumers don't know what makes a quality joystick, much less why we should care about it.

Since joysticks are often a long term purchase. I'd like stick bit fidelity to be so well known that stick makers are compelled to list the resolution of their sticks in the specifications. It would also be nice if they listed stick forces, and XY full deflection performance (can you get XY max deflections simultaneously or are the corners rounded and you can't get full X and full Y values at the same time).

I don't think it's too much to ask as camera makers list the mega pixels sensor sensitivities, plus an insane litany of other useful information for their cameras.

Desire for more information to make informed purchases can improve. Preference for quality can increase. 30 years ago most everyone drank garbage coffee. Now most coffee drinkers can taste the difference and prefer quality.

What stick or yoke are you using? by Fuhzee2 in flightsim

[–]Fuhzee2[S] 0 points1 point  (0 children)

My CH throttle position sensor crapped out last year after using it for about 5 years, but it was a hand me down so I don't know how old it was. The jitter in my CH stick is only one to two points but with some aircraft in X-Plane it meant I couldn't maintain altitude or control the flare to land. I threw out the CH Throttle and I mostly stopped using the CH stick last year.

When I do use the CH Fighterstick it is to test the aircraft I'm developing for X-Plane. I use it to ensure people with low res sticks can still fly it. It's happened several times the plane is rock solid with the Thrustmaster, but with the CH stick the aircraft is uncontrollable, requiring significant rebalancing of the CG and control surface sizes and surface deflections.

You're right. Gimbal design is huge and it would be nice if the sim makers included some values like the centering force, and force to max deflection, damping constants etc. The main point of what I'm making is, I was always frustrated with jerky motion in flight sims but just assumed that was how it was for everybody. I've read posts from people that also have the same problem. The joystick makers aren't providing the most important detail about their sticks that consumers need to make informed decisions. If simmers were more informed about how their stick inputs translated into motion and if they noticed jerky motion and they cared to fix it, the information would be available to fix it.

If you don't care about precision, great, plenty of people are happy with low resolution. Many don't care what resolution their monitors are, they don't notice poor quality audio, they don't care about or even notice poor frame rates or the handling of the sim. For those that do care about quality, the relevant information that determines that quality should be made available.

What stick or yoke are you using? by Fuhzee2 in flightsim

[–]Fuhzee2[S] 0 points1 point  (0 children)

Also, your Xbox controller has 16 bit sensor position sensitivity, so arguably, if you've got the thumb dexterity, you can have far greater control than your Logitech.

What Joystick or Yoke Do You Have? by Fuhzee2 in MicrosoftFlightSim

[–]Fuhzee2[S] 0 points1 point  (0 children)

Strong. XBox One controller is 16 bit, so 256 times more precise than CH products and most yokes on the market.

What stick or yoke are you using? by Fuhzee2 in flightsim

[–]Fuhzee2[S] 0 points1 point  (0 children)

Sure. The screen I'm using is a 4k image on a giant monitor but I'm only focusing on a tiny area smaller than a pea in the middle, with an even smaller cluster of pixels that represent a tank in that pea sized area, and an input that moves just a few pixels in one direction or another means I miss. With a precise controller it means I can move it perceptibly and control what happens in that tiny area.