sedenion Posted January 14, 2016 Posted January 14, 2016 (edited) For information: PS: Common FOV in games is 60°... a 90° FOV is considered as a "wide view"... larger is "fisheye" Edited January 14, 2016 by sedenion
bzhnono Posted January 14, 2016 Posted January 14, 2016 So, when full back on seat, it's impossible to see the AOA gauge, is it like this IRL ? [sIGPIC][/sIGPIC]
TomCatMucDe Posted January 14, 2016 Author Posted January 14, 2016 in real you see it. But when you transpose this on a 3D module while keeping the real dimensions of the HUD, it becomes hidden.
bzhnono Posted January 14, 2016 Posted January 14, 2016 I think I'd prefer to be "less realistic" and reduce the size of the console and be able to see everythin but that's just my opinion [sIGPIC][/sIGPIC]
TomCatMucDe Posted January 14, 2016 Author Posted January 14, 2016 I think I'd prefer to be "less realistic" and reduce the size of the console and be able to see everythin but that's just my opinion i dont think it makes it less realistic. In fact we would see it like a real pilot would see it. Compare it with the map of the world, or any map of any country, especially far away from the equator. When you draw boarders land and see you distort them because the earth is a globe and the paper is flat. It doesnt make the map less realistic, it is only a representation.
PiedDroit Posted January 14, 2016 Posted January 14, 2016 in real you see it. But when you transpose this on a 3D module while keeping the real dimensions of the HUD, it becomes hidden. Yep, because IRL our viewpoints are shifted left and right... Eyes... In the sim, a single centered viewpoint makes it harder for specific cases like this.
bzhnono Posted January 14, 2016 Posted January 14, 2016 Yep, because IRL our viewpoints are shifted left and right... Eyes... In the sim, a single centered viewpoint makes it harder for specific cases like this. :doh:Jsuis bête... [sIGPIC][/sIGPIC]
PiedDroit Posted January 14, 2016 Posted January 14, 2016 :doh:Jsuis bête... :lol: Oculus users will be able to see the indicators better :D For the others, maybe make the console a bit less deep. That's another case of "unrealisticly hard". If I had to choose, I'd go for a slightly smaller HUD console and no additional symbols in the HUD.
sedenion Posted January 14, 2016 Posted January 14, 2016 :lol: Oculus users will be able to see the indicators better :D As it is currently, i don't think oculus would help much... However, i don't understand why everybody want to modify the 3D model or add something on the hud symbology, while the only thing needed is: - Allow to go more far back in the seat - Adjust Hud symbology projection to better fit with the new "head" default position...
theGozr Posted January 14, 2016 Posted January 14, 2016 Huu! no one see this ? http://forums.eagle.ru/showthread.php?t=157965 Fly it like you stole it..
theGozr Posted January 14, 2016 Posted January 14, 2016 (edited) The problem is not allowing to go far back we are already too much far back.. I am against this.. Razbam added some kind of neck to it's vertical sight somewhere.. the eyes point is a bit wrong and the neck make it all bad. I've removed the horizontal setting and it's better. Now in an aircraft you wont be able to see from behind the seat and it's a very annoying DCS bad settings .. so far back is not the solution.. solution is simple. Edited January 14, 2016 by theGozr Fly it like you stole it..
theGozr Posted January 14, 2016 Posted January 14, 2016 Try this one..ViewsMirage2K.rar Fly it like you stole it..
sedenion Posted January 14, 2016 Posted January 14, 2016 Got it. Problems: 1) The hud is not adjusted for this position 2) In this position the camera is IN the seat which is a problem when we turn head (that i would workaround by inverting some polygon's normals, but, i'm not the dev) except that: 1) We have a good view and proportion event with the mirror (which is not realy the case in current default position) 2) Instruments are readables 2) The 60° FOV is standard and pretty good for default At least, now, we know what is possible how, and what is not, what is good, what is not...
theGozr Posted January 14, 2016 Posted January 14, 2016 (edited) The 60° FOV is standard and pretty good for default No look down you seat and tell me where you are at >? I do understand that from start there is a problem and we are trying to accommodate this and we shouldn't really. The 60 is wrong from start to have a good 3D pit proportion.. but the seat placement is bad .. or maybe the dash board itself 3D angle is wrong.. Need more time to check things out Edited January 14, 2016 by theGozr Fly it like you stole it..
sedenion Posted January 14, 2016 Posted January 14, 2016 look down you seat and tell me where you are at >? Don't understand the question, sorry... 60° FOV is pretty standard in 3D games and sufficient... The problem here is that we are in the seat in this position, and yes, we see "inside" the seat when we move the head.
theGozr Posted January 14, 2016 Posted January 14, 2016 For a 3D modeler finding a blueprint for a cockpit is real hard.. real hard so lots is made by guessing from the artist point of view.. an artist that not necessary know the Track IR or VR or even fly on DCS is also another problem to find the right ratio. SO yeas all the feed back is good for them. Fly it like you stole it..
theGozr Posted January 14, 2016 Posted January 14, 2016 Yes standard and it's wrong period. If you see inside the seat while moving the head you are far to back.. at 60 FoV 30 40 or 120 you shouldn't.. But anyway lets see what they can come out of it .. and as long as they do not hard code the neck settings .. we are all good Fly it like you stole it..
sedenion Posted January 14, 2016 Posted January 14, 2016 (edited) Yes standard and it's wrong period. If you see inside the seat while moving the head you are far to back.. at 60 FoV 30 40 or 120 you shouldn't.. The FOV does not change what part of the seat you see (or not) when you move the head... the camera's position does. The main problem is: There is ALWAYS a gap between the reality, and how 3D maths + screen projection works and how you are able to see things in the real life, and how to see things from a virtual point of view... The reality, is that you always have to cheat in virtual 3D... for example, by positionning the camera a little more back than the real eyes of a real human... that produce some border effects in this case. Edited January 14, 2016 by sedenion
gospadin Posted January 14, 2016 Posted January 14, 2016 Well, a possible solution (just a possible one) that would help without destroying reality, would be to reduce the physical depth difference of the HUD console by, say 50% for non-oculus users. This would minimize the differences in instrument visibility for those with "2 eyes" and those with a single eye worth of view/flat projection. It'd be a really neat idea for an option, and while "fake" would ultimately result in a more realistic experience for the monitor crowd. My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E
Fab Posted January 14, 2016 Posted January 14, 2016 I use Oculus, and not your flat screen vision. In Oculus this plane is the one working best. I disagree that is overdone, compare to the original plane. But bwcause you are using flat 2d vision and you try to make a human 3d FOV on your screens, you might get some troubles. Intel Core i7-6700K Cpu 4.00 GHz OC 4.8 GHz Water Cooled|32 GB DDR4 ram OC| Nvidia RTX 2080Ti| TrustMaster Warthog|Saitek Battle Pro Pedals | Logitec G13| Oculus Rift S :joystick: I´m in for a ride, a VR ride:pilotfly: https://www.youtube.com/channel/UCBX_-Hml7_7s1dggit_vGpA?view_as=public
Deezle Posted January 14, 2016 Posted January 14, 2016 Doesn't bother me really, the info is displayed in the HUD when master arm is on anyways. As it is currently, i don't think oculus would help much... No, they're more or less visible in the Rift. Intel 9600K@4.7GHz, Asus Z390, 64GB DDR4, EVGA RTX 3070, Custom Water Cooling, 970 EVO 1TB NVMe 34" UltraWide 3440x1440 Curved Monitor, 21" Touch Screen MFD monitor, TIR5 My Pit Build, Moza AB9 FFB w/WH Grip, TMWH Throttle, MFG Crosswinds W/Combat Pedals/Damper, Custom A-10C panels, Custom Helo Collective, SimShaker with Transducer
BravoYankee4 Posted January 14, 2016 Posted January 14, 2016 Well, there is a solution - implement the FSX 2D panels in DCS :clown_2:
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