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Wolf Rider

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    2008
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Everything posted by Wolf Rider

  1. @ airdoc... wow... haven't seen that for a while :music_whistling: the problem isn't your math, it is in the application and the fact that you need to be looking at this from the other side of photography - that being flat screen projection, of a 3d world and FoV distortions (distortion when altered from the 'designed for' default FoV). The distortions are 'pincushion' and 'barrel'.. or if you like, concave and convex. iEdit - from your screenies, that's a very dark cockpit you're running... is your monitor contrast set correctly?
  2. :thumbup:
  3. F-15 not designed for carrier ops...
  4. experimental :book:
  5. is, the major part of the "problem" :thumbup:
  6. Invisible no... blend in -> yes
  7. dividing the width by the height gives the aspect ratio...
  8. old and no need for revival from the already closed first effort... let's see what the devs come up with
  9. 1920x1080 and 16:9 are both 1.778 ratio, so that is how it should be...
  10. Ave Atque Vale Robin Williams Inverential Peace
  11. secret war technology developed by Red Skull scientists and designed to confuse the enemy fighters and generally to just get in way of thiings :)
  12. yeah... LunaticFringe does seem to be saying like something similar to a telephoto lens type method (where the aspect doesn't change, but distance does)? careful though, not to misunderstand; the human eye doesn't behave like a telephoto lens either yes, there is something in your mention of Beyond Visual Range (BVR)
  13. the eye doesn't zoom... it has the convex on the lens changing, meaning the conceptual use is incorrect - in the real world, if that is your example above, there is no changing of the FoV... how the eye sees, is completely different to how camera sees. I can accept you've given some thought to the 'problem' some suffer with spotting a target and your idea of locking the FoV and altering the DoF could have some merit... at least it would be good for screen shots. Lighting, as you mentioned, and others have mentioned before, does factor in a bit - we'll have to wait and see what EDGE brings in there
  14. me?, I always thought boom'n'zoom or getting on your opponent's tail fin and shaving their rudder with your prop, whilst lobbing a few shots in, was the way to go :)
  15. similar to what the P-51 was ;) until it was realised as a full fledged model :)
  16. One misconception, is that the distance from the user's eye to the screen (and all the angulars equated to there) has nothing to do with how any image on the monitor is affected, at whatever FoV that image is projected onto the screen at... The closest photographic representation of how the human eye 'sees' is through tilt-shift lenses, and even then at that representation is still way off. The human eye doesn't 'zoom', it just focuses.
  17. lordy, its another storm in a D cup... the theme is fine :thumbup:
  18. Sport, you don't have a clue and are just cauldron stirring, whilst reeking of a sock puppet (considering your join date)
  19. waiting for the A6M2 Zero :)
  20. yes, we did like the clickable menu... much less cumbersome
  21. here's something which will help with monitor calibration... http://www.lagom.nl/lcd-test/
  22. if you know what it isn't then (Aniso should be set to Application Controlled and Antialiasing Transparency set to at least 2x Supersample) then you'll really need to look back into what you (after re-reading back through the thread) changed... could be something as simple as an inadvertent typo made in an Lua, or projector setting (kudos btw, on running a curved screen :) )
  23. is it present (as it should be) at the default FoV? What is your Anisotropic setting in your VGA card's control pane?
  24. It (post #12) is the distortion created by going to much too wide a FoV, which you're seeing there... notice? the white zebra lines are curved
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