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Posted (edited)

For information:

 

attachment.php?attachmentid=132819&stc=1&d=1452778707

 

PS: Common FOV in games is 60°... a 90° FOV is considered as a "wide view"... larger is "fisheye"

cp-fov.thumb.jpg.97df59f4edb410136bc84762598fd963.jpg

Edited by sedenion
Posted

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]

Posted
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.

Posted
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.

Posted
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]

Posted
: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.

Posted
: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...

Posted (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 by theGozr

Fly it like you stole it..

Posted

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...

 

attachment.php?attachmentid=132828&stc=1&d=1452796498

m2000-cp-view.thumb.jpg.2d2d527d48a9d6f11503125d5cd8d150.jpg

Posted (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 by theGozr

Fly it like you stole it..

Posted
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.

Posted

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..

Posted

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..

Posted (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 by sedenion
Posted

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.

Posted

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.

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I´m in for a ride, a VR ride:pilotfly:

https://www.youtube.com/channel/UCBX_-Hml7_7s1dggit_vGpA?view_as=public

Posted

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.

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