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Posted

I don't see how specific servers blocking lua tweaking is ED's problem. Sounds like you have a setup similar to my old one, and I did not have a problem. Are you not using TrackIR or something? Even if you're using a HAT to look around.... just turn your head slightly....

Де вороги, знайдуться козаки їх перемогти.

5800x3d * 3090 * 64gb * Reverb G2

Posted (edited)

Please read the linked posts ...

 

On a triple screen monitor, vertical FOV is like this :

 

Screen_201011_162318.png

 

It's not a question of trackIR, it's just no good.

It should be like this :

 

Screen_201011_161959.png

 

Some tweaking in server.lua or in Cockpit/Views is required to make it correct (by correct I mean same vertical FOV as other DCS modules).

Problem is server.lua is overwritten by some servers (not all) and editing lua in /views does not pass integrity check.

=> you cannot have playable FOV in MP right now.

 

I don't see how specific servers blocking lua tweaking is ED's problem.

It is not.

 

Having a borked FOV is. Other modules do not have this issue.

Edited by kaymelkan

Badoo 4 | iPod

  • ED Team
Posted

Hi all, the team have said it is only possible if used in the monitor pre-set.

 

multiscreen users can adjust monitor pre-sets to override this FOV for example see here Config/MonitorSetup

 

Some examples below

 

 

x = 0; --viewport position in pixels in DCS window coordinates

y = 0; --viewport position in pixels in DCS window coordinates

width = 1024; --viewport width in pixels

height = 1024; --viewport height in pixels

useAbsoluteAnglesShift = false; -- if true then viewDx and viewDy will be threated as radians to rotate camera , otherwise as part of FOV

viewDx = 0; -- viewport camera rotation from basis , value depends on useAbsoluteAnglesShift value

viewDy = 0; -- viewport camera rotation from basis , value depends on useAbsoluteAnglesShift value

viewRoll = 0; -- viewport camera roll , always radians

useAbsoluteFOV = false; -- if true then FOV value for viewport will be taken as radians , otherwise as fraction of base FOV

FOV = 1.0; -- viewport camera FOV , value depends on useAbsoluteFOV value

 

Let me know if it helps

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal

Posted

Hello BIGNEWY,

 

Thanks a lot for your answer and the fix provided!

 

It works well indeed. There is a big drawback however : if I use an absolute FOV I completely loose the zoom feature/axis :(

Badoo 4 | iPod

  • ED Team
Posted

Thanks for the feedback,

 

not sure there is anyway around that sorry, and it wont be possible to change the initial problem.

At the moment this is the best work around.

 

thanks

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal

Posted

Uhm ... if the FOV issue can't be solved without editing some LUA file I have one simple question:

 

Why is the Ka-50 using a different camera than any other aircraft in the first place?

 

The camera is a fundamental feature and it makes no sense to me why it should be different. Hooray for spaghetti code -.-

  • 8 months later...
Posted (edited)

+1. Please, ED, use the same camera setup as in other aircrafts. When you run DCS on a monitor with an aspect ratio superior of 16:9, it just feels like flying with a letterbox as helmet.

Edited by Wawar
Posted

Maybe this could be fixed with Black Shark 3? Since it was such a difficult problem to solve, surely a paid update is reason enough to overhaul whatever is causing the issue.

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