Recent Posts

Pages: < Prev 1 2 3 4 [5] 6 7 8 9 10 Next >
41
FreeSpace & FreeSpace Open Support / Re: VR resolution (24.2.0)
« Last post by Mr_Maniac on December 30, 2025, 03:44:01 pm »
I think I'll settle for 2500x2500 with SMAA. Actual missions are looking pretty good... I think big ships far away are the main "problem" (looking more blurry)...

My new Joystick arrived today and I started FS2 campaign in VR - played until first mission in nebula just now. Yes, cockpits are very nice (switches/displays in cockpit - ATM Herc2 - are looking a bit small sometimes - should I play around with FOV or something?) and it's also nice to be able to look around and follow my target with my head.

Only the "floating" HUD elements (targeting rectangles etc.) would still need some work in FS2, I think. They're only correctly aligned with target when in center of my view and then it looks somehow... Strange... The Z axis seems to be misaligned sometimes. I don't know how to describe it best (but I can imagine that it's hard to align a 2D HUD element to a 3D model in a 3D/VR view)...
But it's a very solid VR experience / VR space sim and especially considering it's something implemented in a near 30 year old game (oh, I'm old...) by a still very active and awesome community!

Big thanks to everyone involved with FS2 SCP / FS2 Open and all Asset/Mod/Mission creators!
42
FreeSpace & FreeSpace Open Support / Re: VR resolution (24.2.0)
« Last post by Mr_Maniac on December 29, 2025, 01:00:17 pm »
Yes! Changing resolution with 25.0.0RC8 works great. But I'm a bit confused... The Valve Index doesn't have a very high resolution (1440x1600 per eye). So 2500x2500 (default) should already be quite above that. But it seems that it only starts looking better/good at about a resolution of 3000x3000 or higher (also HUD is looking blurry+aliased at lower res)...
Which can be bit more demanding performance-wise - it runs smooth until there's a certain degree of action (like dozens or more beams^^) (still running good enough - but noticable).

Maybe I'll play around a bit more with resolution and Anti-Aliasing Settings (3000x3000 and Medium SMAA for now looking quite good for things that are "near", but big ships that are more far away can still show quite some aliasing - especially textures with straight lines)...

Do other games use any "tricks" to look good in VR? Any tipps/advice for settings/mods/something I could try to make FS2 VR look even better? ;)
43
General Discussion / The Size of the Universe
« Last post by BengalTiger on December 28, 2025, 04:08:39 pm »

So this video says that the whole visible universe is less than 1000x that of the Planck luminosity.
Thus I declare that the Big Bang was at most 1000-something times bigger than all the stars in the visible universe.

Since energy cannot be created nor destroyed, the Big Bang dissipated into the universe, and therefore the universe is 1000-something times bigger than what we can see.

How's that for being a nerd?

For the lazy, the d00d comes up with this at just after the 7:30 mark in the video.
44
FreeSpace & FreeSpace Open Support / Re: VR resolution (24.2.0)
« Last post by Mr_Maniac on December 28, 2025, 02:56:41 pm »
Thank you very much! Will try a newer build (tomorrow or tuesday). In 24.2.0 I tried opening the in-game options, but did not see matching resolution options (only could choose my normal displays and choose their resolutions).

Yes, I'm using current Knossos.NET and already noticed "Play in VR" under advanced. It works - only the resolution did not up until now...

I also used the recommended ship interiors which are very nice. Only the target display in the Erinyes is VERY small and far away^^ I had to move my head pretty near it to see health percentage of target. But those things I can still try out and maybe tweak a bit...
45
FreeSpace & FreeSpace Open Support / Re: VR resolution (24.2.0)
« Last post by wookieejedi on December 28, 2025, 01:52:21 pm »
Those options to increase the resolution for for res and window res are indeed now in the new in-game options. Also, if you try a recent build, such as 25.0.0-RC8, and are using the current version of KnossosNET, then you can simply cllick the `Run in VR` button in KnossosNET and then configure options using the in-game options :)

Happy to answer any details or provide any extra information, too!
46
FreeSpace & FreeSpace Open Support / VR resolution (24.2.0)
« Last post by Mr_Maniac on December 28, 2025, 01:38:31 pm »
Hi y'all.

I haven't really played FS2 in quite some time and wanted to hop in again - in VR and with my own "Mod" (just some tables, old, collected assets from here and a few own custom missions).

VR itself is working, but it seems that I can't set the resolution or, at least, I don't notice any changes... The resolution seems quite low. Everything is quite blurry and very "aliased". I followed the wiki and tried
Code: [Select]
-window_res 1000x1000 -res 2500x2500 (and other resolutions), but it seemed to me that nothing changed...

Enabling anti aliasing only helps a little.. I have to get pretty close to ships until they start to look good/okay.

I haven't tried switching back to FSO Build 24.0, yet... Maybe the in-game options are somehow making problems here?

I have a Valve Index and am playing via SteamVR, of course.

Does anyone playing FS2 SCP VR and have any suggesions?

On another note - OT: Win11 does not seem to like my old, trusty Saitek Cyborg Evo Force anymore :( Windows itself recognizes it (generic HID) and I can "calibrate" it, but some games - FS2 included - won't start anymore when it is plugged in. Time to get a new Joystick, I guess... Well, force feedback did not work since win10 anymore anyway, but the Joystick itself was still OK and I liked it...
47
The Modding Workshop / Re: Ship Interiors Project
« Last post by Zarkov on December 28, 2025, 07:06:45 am »
Great work, the cockpits work well and really help immersion if you use VR to play the game.  I was wondering if you could give me a few pointers on how to incorporate the mod with modifications?

I love playing the Wingcommander saga mod in FSO. I've managed to get the the placeholder cockpit from ShipinteriorsFS1 working. But I'm not entirely sure how I did it. :) I've also tried to copy over the Ulysses cockpit but that just gets ignored.

 I've done the following copy over all the files in hud, maps and models. After that I've copied over Placeholder1-hdg.tbm and Placeholder-shp.tbm to tables.

I've replaced all the ships mentioned in the placeholder1-hdg.tbm "$Ships:" line with the ones mentioned in the Wingcommander saga files. I've then edited the placeholder-shp.tbm to include the WC saga ships and refer them to "GTF_HerculesM2_CP.pof".

After this I probably did something else but I can't figure out what because there are no other modified files that I can find. When I tried to move one of the ships over from the placeholder to the Ulysses cockpit nothing happened. Some tips would be greatly appreciated.

Sorry I am late to this. I don't check this as often as I should. Did you resolve this?

No worries, I also only occasionally stop by.

No I kind of have up and just used the one cockpit that I got working.

However with the new cockpits there's extra motivation to try again.

A few tips on which files to edit / copy over would be great though.




48
Nightly Builds / Nightly: 28 December 2025 - Revision 4dfdddf4d
« Last post by SirKnightly on December 28, 2025, 12:50:57 am »
Here is the nightly for 28 December 2025 - Revision 4dfdddf4d



Group: Linux-arm64
nightly_20251228_4dfdddf4d-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20251228_4dfdddf4d-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20251228_4dfdddf4d-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20251228_4dfdddf4d-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20251228_4dfdddf4d-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20251228_4dfdddf4d-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 4dfdddf4d
Author: Daniel Cazares
Commit: GitHub

    fix(model): capture driver inputs by value (#7163)
 code/model/animation/modelanimation.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
49
Gaming Discussion / Minecraft Multiplayer
« Last post by Venicius on December 27, 2025, 08:50:16 pm »
Hey, used to play on the Kyad's HLP minecraft server but that's long dead. Does anyone on here have a server they run that they'd like to share with old HLP minecrafters?
50
FS2 Open Coding - The Source Code Project (SCP) / Release: 25.0.0-RC8
« Last post by SirKnightly on December 27, 2025, 02:51:39 pm »
Change log: (chronologically ordered)
PLACEHOLDER

Deprecations:
PLACEHOLDER

Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods, we have the mod table feature "$Target Version:" with which a mod can specify what version of FSO it was developed with. Any features listed under Deprecations will be removed or changed when the target version of a mod is at least the version released in this post.

Previous 23.2.1 Release Thread

Launchers, if you don't have one already:
All platforms: For every day use, we recommend Knossos.NET, an integrated solution for downloading and launching mods.

Hidden Text: Alternative Launchers • Show
Cross-platform: wxLauncher 0.12.x Test Build (legacy project for a unified launcher)
Important: For best compatibility with FSO 3.8 and later you should use at least wxLauncher 0.12.

Windows:  Launcher 5.5g (Mirror) (Mirror) Not compatible with Windows 8+, use wxLauncher above
OS X:  Soulstorm's OS X Launcher 3.0
Linux:  YAL or by hand or whatever you can figure out.

Windows (32/64-bit)
Compiled using GitHub Actions on Windows Server 2019 (10.0.17763), Visual Studio Enterprise 2019

64-bit: fs2_open_25_0_0-RC8-builds-x64-SSE2.zip

32-bit: fs2_open_25_0_0-RC8-builds-Win32-SSE2.zip
This one is based on the SSE2 Optimizations from the MSVC Compiler.

Hidden Text: Alternative builds • Show

64-bit AVX: fs2_open_25_0_0-RC8-builds-x64-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler (fastest build if your CPU supports AVX instructions).


32-bit AVX: fs2_open_25_0_0-RC8-builds-Win32-AVX.zip
This one is based on the AVX Optimizations from the MSVC Compiler.

What are those SSE, SSE2 and AVX builds I keep seeing everywhere?
Your answer is in this topic.
Don't want to deal with that? Use Knossos.NET and it will download the best build specifically for your PC!

Linux
Compiled with Ubuntu 20.04 LTS, GCC 9
x86_64: fs2_open_25_0_0-RC8-builds-Linux-x86_64.tar.gz
arm64: fs2_open_25_0_0-RC8-builds-Linux-arm64.tar.gz

These builds use a mechanism called AppImage which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.


macOS
macOS 10.9+
Intel (64-bit): fs2_open_25_0_0-RC8-builds-Mac-x86_64.tar.gz
Apple Silicon: fs2_open_25_0_0-RC8-builds-Mac-arm64.tar.gz

These builds are not signed and so by default will fail to launch. To run them simply right-click on the app, click open, then click open again on the security confirmation dialog. You should only have to do this once for each app.
If running the game through Knossos or Knossos.NET this step should not be necessary.

NOTE: macOS builds currently have limited support and may exhibit issues not present on other platforms.


Hidden Text: TrackIR Users • Show
Important!!
An external DLL is required for FSO to use TrackIR functions.  The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
TrackIR SCP DLL (Mirror) (Mirror)

Known issues:
Pages: < Prev 1 2 3 4 [5] 6 7 8 9 10 Next >