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SkEpTic

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  1. New cockpit Although when I asked 9line he said the new A10C cockpit would only be a texture change, this would be the perfect opportunity to fix the scale and sizing issue. Apparently we are getting an updated cockpit by the end of this year.
  2. Exactly my point, the actual size is wrong. Mil-specs don't lie *hopefully*, so if they say the width of the ADI bezel is 5 inches but the .EDM says ~5.2 then there is an issue.
  3. That's one way of looking at it. Or you could look at it from the POV that I am pointing out a easily addressable discrepancy with their product which has led to many confused threads about the size of the cockpit. I am not blaming ED for anything, as when they initially made the module this wasn't an issue; however, with the VR age coming it is an issue that needs addressing and it is also an issue that affects many people, not just me. I am asking them to simply change the export scale of the file. *Im pretty sure* that's all that needs doing, however I don't make DCS and there could be some 3rd person things that need smoothing out. Plus I want to make my thing the correct way.
  4. Does the IPD affect the 3D space? It may change perspective of the space but not I dont think it changes the 3D in-engine space meaning my physical cockpit still wouldn't line up with the virtual.
  5. The way I measured was by using the .EDM file (the model) and measuring it. Another way is to load up DCS and use VR controllers which are a fixed distance apart to gauge size. However I don't have a headset right now as i'm waiting to see if the real reviews for the Pimax8K are any good.
  6. I haven't started making it yet, only making 3D models etc. When using their model to get measurements etc I noticed the size issue and have halted all progress until I find a solution.
  7. I would have to make everything identical to their model (4% to big). I then wouldnt be sitting in a accurate HogPit but instead a 4% wrong one. This might not be enough to erk most people but for me it is. Especially if I cant get it changed. Another compromise might be making the actual pit to mil-spec and then scaling head tracking and hand tracking but I don't want to have to fiddle with that.
  8. The point of the thread is to get ED to change it so I can go ahead with making my Hogpit. If I start making it now 4% bigger there is a chance that when they rework the A10 cockpit, they change the model size, despite 9line telling me it would only be texture changes. I dont want to waste my time if I can get it changed now. + I want to do this the correct way, not 4% wrong.
  9. There are new complaints every month about how the A10 cockpit feels 'wrong' in VR compared to the F18. The reason is because it is the wrong size. You would think people dont notice however with the F18 to compare it to it becomes very obvious. Im pretty sure that all ED need to do is change the export scale as all of the animations and 'clickyness' is baked into the .EDM file *I think*.
  10. This is a VR issue. I am trying to create a mixed reality cockpit. You would use a VR headset and hand tracking - both pretty much feasible right now. However there would also be a physical cockpit in the real world so what you touched in game you would touch in real life. The hand tracking would be passive and switches, knobs etc would work. The issue of the actual model being 4% is major for VR users. The reason it hasn't mattered up until now is because 2D monitors don't give you that level of immersion. When they modeled the cockpit in the 2000's they only did it to reference models and not to mil-spec; however, today with VR everyone seems to notice. I want to create my pit to be exactly like the real A10 but if I want it to feel identical to the in game model I need it to be... Identical. Hence 4% to big and wrong. I am 100% sure of the size difference as you can measure the .EDM files using simple programs.
  11. The actual .EDM file model in DCS is the wrong size. For a long time people have complained about the A10C cockpit feeling 'to big' or just generally off. No one seemed to have a real answer to those complaints other than 'the real cockpit is quite large compared to f18 etc'. However if you actually measure the .EDM file (the model file) you can find measurements such as the width of the MFCD or width of the ADI bezel. These measurements can then be compared to the real A10C using mil-specs (military blueprint things). After doing this I found the whole A10C cockpit model is 1.04x bigger than the real thing. The ADI bezel should be 5 inches wide but was roughly 5.2 inches. The MFCD should have been roughly 171mm but was 178mm. This trend continues throughout the cockpit. Every measurement is wrong by 1.04x. If ED just changed the export scale of the model to 0.96 then I believe all of the issues with the cockpit model would go away.. 4% doesn't sound like much but it's enough to make a difference. Please fix this ED <3 so I can make my HogPit accurate and not have to compromise. Thanks! <3
  12. TL;DR - Is the A10C's cockpit model the correct scale because when imported into Fusion360 (CAD) the cockpit model seems to be 1.041x the correct size. I am trying to create a mixed reality cockpit using VR (hopefully the Pimax8k if it lives up to the hype), a physical mock up of the A10C cockpit and hand tracking. This would allow you to feel like you are touching what you are seeing through the VR headset. The switches would really work and the hand tracking would only be used to give feedback on your hands position, as you cant see them in VR without it. So to make the physical mock up of the cockpit I was initially going to use MIL-Specs and accurate dimensions from the actual A10C, however the model ingame isn't entirely accurate to real life. I changed my approach and using a blender addon was able to extract the .EDM file (Eagle dynamics model - I'm guessing) into blender. This gave me the actual cockpit model so I could model my physical cockpit to exactly how it is ingame - meaning everything would feel in the right place. I then put the model into Fusion360 as a mesh (.STL) for measuring and modelling. This is where I found an issue. I know that the width of the ADI instrument panel (ARU 2B/A) is 5 inches exactly due to milspecs. However when I measured the model in Fusion360 the width came out as ~5.2 inches. After measuring the MFCD as well I found the whole cockpit seems to be off by a scale of 1.041x. If I export the .STL from blender at a scale of 0.96 then the measurements in Fusion360 match the real life measurements. So after all that, my question. Is the cockpit ingame off by the same scale factor or is it imported into the engine at a different scale and only modeled at the wrong size. If I were to create my physical mock up using the raw model dimensions the I would end up with a bigger cockpit which wouldn't feel right but if I scaled it down then the in game cockpit and physical cockpit wouldn't match up and so my hands would be flailing for a switch that would really be somewhere else. Possible solutions are - Measure in VR. Right now I don't have a VR headset as i'm waiting for Pimax reviews but it should be possible to measure the width of the ADI panel in VR to see wether its 5 inches (correct) or ~5.2 inches (incorrect). If it is incorrect, could scaling the hand tracking fix it if I made the physical mock up the real (correct) size, so that the hand tracking moves further than IRL. These are all things I want to find out before I go any further with modelling and design. Also, why would the devs model the cockpit so its off by such a weird scale. Thanks for reading, any insight into whats happening and how it works in game would be very helpful!
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