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Bowie

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Everything posted by Bowie

  1. Of course. Postage stamp to jumbo-tron, at any viewing distance. 52.5 MIL's. Bowie
  2. An F/A-18C Lot 20 Cockpit that Looks and Feels... Right (56° FoV) The Mk.1 Eyeball - is a 1X instrument. It sees in 52.5 MIL's, or 52.5 ft. @ 1,000 ft./1° of angle. If one sees less, they are zoomed in with a reduced FoV(Field of View); more, and they are zoomed out with an increased FoV. And this is not about realistic relativity, but scale and proportion. Take a picture with a 1X lens, and that image will show a 52.5 MIL view regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 MIL's. To simplify DCS, the FoV of the A/C have been increased to allow panoramic viewing, reducing the need to pan. But it is no longer 52.5 MIL's, more like Twice that. This bends the image and reduces the size of objects, near and far, to get then to fit in the single Arcade view. Flat 52.5 MIL human sight requires that one point their nose in the direction of the new view - Pan. The difficulty lies with determining what is a 52.5 MIL view, if desired, from a user perspective. Subjective analysis - of how known things should look, in relation to other things, at understandable distances. F/A-18C Lot 20: (56° FoV) Save a 'RAlt+num0' cockpit view angle to get it implanted in the User 'SnapViews' file. With Notepad++, open C:/user/"user name"/Saved Games/DCS.openbeta/Config/View/SnapViews.lua. (make a copy first and rename it. e.g. "SnapViews - OEM.lua". Find the new "FA-18C_hornet" section. Change (copy/paste): SnapViews["FA-18C_hornet"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 56.000000,--FOV 60.000000, 56.000000, OEM 63.000000 "FA-18C_hornet" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap Center)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View -30.000000, OEM -15.700000 x_trans = 0.015000,-- Cockpit View In_Trans 0.015000(60/56°), OEM 0.130000 y_trans = -0.017000,-- Cockpit View Up_Trans -0.017000, OEM -0.008300 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, ... [13] = {--default view viewAngle = 41.000000,--FOV 44.180000(60°), 41.000000(56°), OEM 63.000000 "FA-18C_hornet" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.000000, OEM -15.700000 x_trans = 0.015000,-- Cockpit View In_Trans 0.015000(60/56°), OEM 0.130000 y_trans = -0.017000,-- Cockpit View Up_Trans -0.017000, OEM -0.008300 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, Set the Options/System/External field of view to 56° as well, for 52.5 MIL External viewing. For the Logitec Extreme 3D Pro, with 4 stick head buttons and a hat: UL (JOY_BTN5) = "camera view down slow" UR (JOY_BTN6) = "View Center" LL (JOY_BTN3) = "view left" LR (JOY_BTN4) = "view right" Hat (JOY_BTN_POV1_x) = default pan function This provides: (UL) Instrument Panel view (-30°), w/ additional down views. (UR) Gunsight view (dedicated) (LL) Fast Pan - left (over the shoulder from Gunsight view) (LR) Fast Pan - right (over the shoulder from Gunsight view) (Hat) Pan - from any view or location Pilot Views - from the F/A-18C Lot 20 Cockpit: (56° FoV) Give it a try. Bowie
  3. DCS OPTIONS (Main Page/gear wheel)/SPECIAL/F4U-1D tab/COCKPIT SHAKE LEVEL Like '60', for all A/C so far. Bowie
  4. Given the F4U's 100 MIL (100' @ 1000') inner gunsight ring, and the average fighter wingspan/fuselage length of ~ 35'? A 100 yd harmonization would equate to basically filling the 100 MIL ring with fighter, pretty handy in a fur-ball dogfight with more maneuverable Japanese A/C. The standard 1,000' harmonization puts that same fighter into 1/3 of the 100 MIL ring, equal spacing, which is easy to recognize in an attack. This is the 70 MIL ring P-51D gunsight, so 1/2 for a 35' wingspan/fuselage length fighter. The problem with the 100 yd. harmonization - is that at that short range, the angle rate of change of a maneuvering A/C is very high. But the lead required is also very short, so it's snap shooting at best. Bowie
  5. An F4U-1D Cockpit that Looks and Feels... Right (60° FoV). In an attempt to mitigate the canopy lumber, and to better proportion the wings, as all were somewhat foreshortened w/ the previous 55° FoV settings, have reset the entire hanger, and Options/System/External field of view, to 60°. Save a 'RAlt+num0' cockpit view angle to get it implanted in the User 'SnapViews' file. With Notepad++, open C:/user/"user name"/Saved Games/DCS.openbeta/Config/View/SnapViews.lua. (make a copy first and rename it. e.g. "SnapViews - OEM.lua". Find the new "F4U-1D" section. Change (copy/paste): SnapViews["F4U-1D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 60.000000,--FOV Cockpit Zoom 60.000000 OEM 85.000000 "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View 0.000000, OEM 70.000000 x_trans = 0.060000,-- Cockpit View In_Trans 0.060000, OEM 0.150000 y_trans = 0.040000,-- Cockpit View Up_Trans 0.040000, OEM 0.030000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, ... [13] = {--default view viewAngle = 44.180000,--FOV Cockpit Zoom 44.200000, OEM 85.000000 "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (View Center)/(Camera Snap View Down)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.000000, OEM -11.500000 x_trans = 0.060000,-- Cockpit View In_Trans 0.060000, OEM 0.150000 y_trans = 0.040000,-- Cockpit View Up_Trans 0.040000, OEM 0.030000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, For the Logitec Extreme 3D Pro, with 4 stick head buttons and a hat: UL (JOY_BTN5) = "camera view down slow" UR (JOY_BTN6) = "View Center" LL (JOY_BTN3) = "view left" LR (JOY_BTN4) = "view right" Hat (JOY_BTN_POV1_x) = default pan function This provides: (UL) Instrument Panel view (-30°), w/ additional down views. (UR) Gunsight view (dedicated) (LL) Fast Pan - left (over the shoulder from Gunsight view) (LR) Fast Pan - right (over the shoulder from Gunsight view) (Hat) Pan - from any view or location Pilot Views - from the F4U Cockpit: (60°FoV) Pitch Inertia Mod.: 'F4U-1D.lua' file/'SFM': (added "1" to 'kjz') 894 kjx = 2.25, 895 kjz = 1.00125, Joystick Curves: Y Axis = 26 X Axis = 11 Gun harmonization: All: 300 yds. (900 ft) Use the inner Gunsight Ring: 100 MIL (100 ft. @ 1,000 ft.) Average Fighter Wingspan/Fuselage length ~ 35 ft., or 1/3 of the 100 MIL ring. Give it a try. Bowie
  6. Could this be linked to 'Active Pause'? Just figured out how to activate this in all player Aircraft/missions, at any time. It only stops the player's A/C. The rest of the world goes on. Bowie
  7. Update: Upped the curve on the Pitch to '26'. 894 kjx = 2.25, 895 kjz = 1.00125, Joystick Curves: Y Axis = 26 X Axis = 11 Give it a try. Bowie
  8. F4U DevGru - Check This "1". Pitch in the F4U was massless and twitchy, not so for Roll. Looked at the 'F4U-1D.lua' file, and came across this in the 'SFM'. 894 kjx = 2.25, 895 kjz = 0.00125, Guessed Roll and Pitch Inertia, respectively, as that's about like how they act. So added "1" to kjz: 894 kjx = 2.25, 895 kjz = 1.00125, Set the 'X' and 'Y' joystick curves to '11' and '21', respectively. Flies like a regular airplane now, with mass and rotational inertia in pitch as well as roll, in a proper proportion. My biggest FM gripe, as it was untenable, in the face of the F4U's reputation as an outstanding gun platform. Bowie
  9. Upped the Pitch and Roll joystick curves from 19 to 21. Took all the massless twitch out of the controls. Precision flying is now functional. Really flies nice, especially around the boat. Bowie
  10. Yeah... this is very good, maybe perfect. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Give it a try. Bowie
  11. Update: The 'x_trans = 0.118000'... just always seemed to be a little small and out of scale. And the 'feel' of being in the cockpit, requires that it all 'pops'. Otherwise, it's just a picture. So, moved in, and then backed out until it quit 'popping', then bumped it up. Ended up with 'x_trans = 0.124000'. Now, the whole plane looks/feels different than the scenery, especially the gunsight glass, as the affect is 3D with a target airplane in range. Will post up some picks. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Give it a try. Bowie
  12. On that note: Try the A-4E-C Skyhawk. Spent considerable time in the F/A-18C, in Launch/Pattern/Recovery cycles. Climb-to-level/speed, break to level 'on-speed', and then 90°/groove/ball/wire. Then transitioned to the nightmare A-4E-C. But after considerable effort to master this feral beast, it began to behave, and then perform. The F/A-18C is now a cruise ship. Train as hard as one can, as easier - is. Bowie
  13. Track Replay - an Alternate Reality Had a close call in a big fur-ball flying the P-51D-25, tracers all over me, but no hits. So decided to run a Track replay, to see who was the culprit, friend or foe. Track took me to the spot - and then the A/C was lit up like a Christmas tree, oil on the windscreen, the works. But continued through the routine, power, with no engine. This also explains why the gun targets are "invisible." Because they aren't there at all, in the alternate reality of the Track. This is a new install, down to the desktop icons, sans the latest update. Please Advise
  14. Update: Still felt a bit claustrophobic, so set to tinkering again. There appears to be a focal plane effect, maybe having to do with the resolution rendering. Where 'x_trans = 0.125000' felt a little tight, but the panel really popped, brilliantly, like 4K, like hunching in. Then, at 'x_trans = 0.120000', OEM, the cowling seemed diminished, like 2K, and somehow smaller. So tried what worked on the F/A-18C, Start back w/ everything looking the same, out and in, and then move the eyeball forward until the panel pops in 2K, as well as the cowling, and is distinguishable from the outside world, and then match the 30° panel view because of all the reference details. And at 'x_trans = 0.118000', the panel popped, and the cowling as well. So everything looks great and in proportion, except that the canopy bow is a little further out and in play, like comfortable in the seat. Runs a bit faster and smoother as well. Give it a try. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.118000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.118000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Enjoy. Bowie
  15. Of course. Thank you for the spell-check. Bowie
  16. Any acknowledgement on this issue? #3 CAT still sends'em swimming. Really enjoy the boat, otherwise. Bowie
  17. Community A-4E-C v2.3 - 'On Speed' AOA. Really enjoy your 'Scooter', ... but its 'On Speed' AOA is just behind the Stall/Power curve. This results in: Excess/Insufficient power requirement to maintain 'On Speed', causing Pitch/Speed change, instead on simply altitude. A bubble effect late in the approach, if/when the wing hits its 'On Speed', and increases lift while reducing drag. Lands nice a little hot/high, but w/o the AOA, there is no simple indication as to just how hot/high. Please advise. Great A/C. Bowie
  18. Update: Decided to double back and make some "eyeball" location comparisons, starting with the 'OEM x_trans = 0.120000'. And it was still slightly small, but only slightly, like your head is against the headrest, and fine generally if preferred. What surprised me was that moving forward a measly '0.005', to 'x_trans = 0.125000', made a big difference, without making the gunsight glass and windscreen overly large, like the previous setting. The gauges "pop", as does the canopy bow, so it feels like being inside. And the MIL Ring size is not affected by "eyeball" position, only zoom(FOV), so the further away, the bigger it is relative to the reduced reflector glass, which is affected. Went back-n-forth between the two, alternating a quickstart 6 v. 6 mission, including combat landing afterward. Both work very well, but the 'x_trans = 0.125000' just feels better. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.125000,-- Cockpit View In_Trans 0.125000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.125000,-- Cockpit View In_Trans 0.125000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Enjoy. Bowie
  19. MIL Range... 6' dia. pattern, wing root to wing root, drifting back from the spinner. Passed this plane after maybe a 3/4-second burst, and looked back. Like an air-burst chaff cloud. Confetti. Bowie
  20. The P-51D, appropriately set up (40-30°), on the Normandy '44 map against 'trained' and higher Luftwaffe assets, both air and ground? Is simply incredible. An airplane that handles beautifully, with good physics, that one can experience 'in the seat' Mk.1 eyeball aerial combat against an aggressive and capable enemy. Technical fidgetry and systems management is all very cool, and has it's place in the ACM/flight regime environment. But for a 'seat of the pants' thrill-ride, with guns, nothing beats WWII/P-51D combat. It is Home. Bowie
  21. If you look at the question, the reconsideration/request is pretty clear: Who knows. Bowie
  22. CoreMods/WWII Units/Weapons: Weapons - (Bf 109G-6).lua Rename the OEM first, and then copy and rename this one 'Weapons.lua'. Bowie
  23. You like what you like. Me? CFS2. Took me quite a while to get DCS so that it didn't just absolutely suck. Now it's awesome. Driving your car, looking down the road, you can't see the dash, nor your side windows or mirrors. Look at any of those, and you cant see down the road. Same thing with this, except that one snaps/pans to point their nose, instead of turning their head. The eyes still wander around a ~55° FOV. Puts me IN the cockpit. And the Mil ring on the gunsite works. Fill half the ring with wingspan or fuselage, pull lead, and squeeze... and it's 4th of July on the other end. No superhuman zoom, no labels, no cheats. Just pilot stuff. Bowie
  24. Vision runs out long before the edge of your screen. Requiring a change in focal point. This is the same condition for both setups. Except that on your setup, you can do it in a single view, where as on mine one must soon 'point their nose' in the direction desired to produce the new field. But what does one get? Stare at the gunsight of the pic above, and try to read the gauges. Stare at the wingtip of the other plane and try to determine which gunsight is presented. Have to look back, on both setups. But what else do you get with that setup? A bowed, distorted view of the cockpit from the back seat. And objects at distance far out of scale. Then, consider the OP. Views that are proportional to the front seat cockpit view, optically flat, and easy to read gauges. Outside views are also proportional and flat, to the same 55° FOV as the external view itself. The only catch, is that it requires one to pan to a new view sooner. With a little practice, situational awareness and theater-of-the-mind builds the holodeck, like driving your car, and the scan pattern just updates the global image. A little more work from the 'arcade' setup, but a huge payoff in realism and immersion. Won't know until you try it, long enough to get the hang of it. No supernatural zooming or labels, no warped, backseat views. Bowie
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