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Old 08-24-2006, 12:53 PM   #11 (permalink)
 
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Quote:
Originally Posted by Snake_Eyes
Rugg you should seriously consider giving VAC (Voice Activated Commands) a go.
I just uninstalled it. I use surround sound speakers and voice programs just don't like them.
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Old 08-24-2006, 06:33 PM   #12 (permalink)
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Quote:
Originally Posted by ruggbutt
I couldn't use Shoot, it was too buggy and I did all the voice training.

Andy, my upcoming F15 profile will have all commands available for each wingman. No more picking one button for which wingman, then another for what you want him to do. Just hit one button and it sends all the commands.

try gamecomander2, it dosnt require training, and works very well
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Old 08-24-2006, 06:46 PM   #13 (permalink)
 
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I have also been using GC2 for about 5 years now with no major problems. I like it a lot. But it's too expensive now I think. I got GC1 for about $29-39, and later a free upgrade to GC2.
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Old 08-24-2006, 08:30 PM   #14 (permalink)
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yeah its not worth upgrading to gc3, all it adds as far as i know is mouse gesture recognition, and upgrade from gc2-gc3 cost more than i paid for gc2
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Old 08-26-2006, 09:43 PM   #15 (permalink)
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Ok The new fantastic hidden comms-feature has been in planning stage for a while and I came up with a couple of problems. Maybe some solutions as well, but I'm better at problems.

First of all I'm going to need tabs that only change the content of the comms-tab, they wouldn't appear on the tabs list. That's what we discussed earlier.

However, it would also be useful to have an option to send a key when the player chooses the tab. I have no idea if this is actually already in the program or if it's planned. I just think it would be neat to automatically send the "comms" key to the game when entering the supercomms tab so that the first level of the comms menu is immediately visible when they enter.

More importantly I'm going to need a way to send the "exit comms" -keypress when the user exits the comms-tab. That's probably the only way to syncronize the supercomms properly. When the user goes to some other tab the comms tab will reset its status and so will the comms system in the game.

This would also mean that at least in my configuration there would be a "master tab" and "sub tabs. Only the master tab would be visible in the tabs list. Now when the user exits the special tab its status would either remain as it was on exit or revert back to the master tab default status (like in the comms-menu).

The system could be used for example in an "MFD" -tab, which would have radar, TWS or Weapon subsystems. Or a comms-menu like mine.
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Old 08-26-2006, 10:19 PM   #16 (permalink)
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Quote:
Originally Posted by Snake_Eyes
Rugg you should seriously consider giving VAC (Voice Activated Commands) a go.

I have used it for well over 6 months. BF2, Lock On, Falcon AF, GRAW, FEAR, Silent Hunter III. Without any problems whatsoever (I didnt even bother training it).

Main website (with Link to support page & review) is here:

http://www.dwvac.com/
I've heard good things about VAC, but never tried it. One thing to note, it seems some voice programs work well for some, not so for others. I had Gamecommander before Shoot, and I got about 85% recognition, which sounds ok until you jettison the works on the jet instead of getting a vector. Shoot is almost perfect for me. Might be inflection, or soundcard, but once you get one that works, it's pretty cool.
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Old 08-27-2006, 11:03 AM   #17 (permalink)
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Quote:
Originally Posted by AndyHill
First of all I'm going to need tabs that only change the content of the comms-tab, they wouldn't appear on the tabs list. That's what we discussed earlier.
Dynamicaly creating tab content is probably not going to happen. Hiding tabs might be possible, but dont hold your breath It would mean some heavy duty code changes, because the tab system relies on the tab actually being "real" and visible rather that "virtual" and not displayed.

Quote:
However, it would also be useful to have an option to send a key when the player chooses the tab. I have no idea if this is actually already in the program or if it's planned. I just think it would be neat to automatically send the "comms" key to the game when entering the supercomms tab so that the first level of the comms menu is immediately visible when they enter.
send macro on tab selection? Yeah, thats possible...

Quote:
More importantly I'm going to need a way to send the "exit comms" -keypress when the user exits the comms-tab. That's probably the only way to syncronize the supercomms properly. When the user goes to some other tab the comms tab will reset its status and so will the comms system in the game.
send macro on tab exit? Yeah, thats possible too.
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Old 08-27-2006, 11:57 AM   #18 (permalink)
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Ok I'm holding my breath as of this moment.

It would already help a lot if those tabs wouldn't appear in the tabs list, since I don't want the user to have direct access to them. Tha would kind of mess the comms system completely. If the tabs are hidden from sight and you can send command on tab entry and exit the only problem I can see at the moment with the aforementioned system is that I'd neet to know when the user exits any of the comms tabs to any of the other tabs.After that operation I'd need to reset the comms system status so that the original default comms tab appears in the tabs list in its original status.
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Old 09-07-2006, 12:19 PM   #19 (permalink)
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was thinking about this "hidden tabs" issue yesterday while sitting on the beach, and think I have a workable option that will do the job.... I will start looking at it over the weekend
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Old 09-08-2006, 12:56 AM   #20 (permalink)
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Yay, hidden tabs and probably full Lua export support next week.
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