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51
FreeSpace Discussion / Re: Screencap Contest: December 2025
« Last post by Colt on December 31, 2025, 06:10:50 pm »
God a couple Typhons to add to the mix  :p


52
General Discussion / Re: The Size of the Universe
« Last post by Mobius on December 31, 2025, 12:10:17 pm »
Not quite my field of expertise, but this reminds me of the controversial dark flow hypothesis (there's a rather interesting video by PBS Space Time about this particular topic), as it also points to vast regions of the broader universe located beyond the cosmological horizon.
53
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!
54
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? ;)
55
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.
56
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...
57
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!
58
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...
59
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.




60
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(-)
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