Octav Posted January 12, 2005 Posted January 12, 2005 Hello guys, One day, I was thinking about this issue, of the way mirrors are made almost useless, by the fact that the pilot's field of view is just rotated around the Z-axis, instead of translating among the Y-axis (left-right, so there aren't any confusions) as well. In real life, you don't just rotate your head, you usually couple that with a Y translation, to improve your FOV, especially when looking backwards. This combined movement, if implemented, would put the mirrors to a better use, and provide more situational awareness in a furball, in a more realistiv way. I don't know how are the mirror images rendered (depending on that, this could be easy or vrry difficult to implement), but I'd like to hear an opinion regarding this, from the devs and the rest of you. Would you like to see something like this, and is it possible? Octav
britgliderpilot Posted January 12, 2005 Posted January 12, 2005 Re: Natural head movement, combining turning with tilting I'd like it, but I imagine it would be subject to the same problems that the TrackIR 3 Vector Expansion brings . . . . . I can't remember the details, I'm sure someone can fill in. The head actually moving would be awesome, though - even if just within preset limits. http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
Octav Posted January 12, 2005 Author Posted January 12, 2005 Re: Natural head movement, combining turning with tilting The head actually moving would be awesome, though - even if just within preset limits. Of course within limits - the real limit is until your head hits the canopy's plexiglass. :D Octav
jeroen79 Posted January 12, 2005 Posted January 12, 2005 How about putting the camera slightly in front of the pivotpoint? That would translate the camera as it is rotated and it would keep controls a bit simpler. In the same place: http://www.geocities.com/jeroen_huijben/noparallax.txt Camera move forward: http://www.geocities.com/jeroen_huijben/parallax.txt (links will open as pictures)
Octav Posted January 12, 2005 Author Posted January 12, 2005 How about putting the camera slightly in front of the pivotpoint? That would translate the camera as it is rotated and it would keep controls a bit simpler. In the same place: http://www.geocities.com/jeroen_huijben/noparallax.txt Camera move forward: http://www.geocities.com/jeroen_huijben/parallax.txt (links will open as pictures) I don't know if this would simplify matters, in programming - the offset rotation would still be calculated as a rotation+translation movement. And to provide enough, the camera would have to be WAY OFF the pivot point - don't forget that human eyes aren't on the pivot point of the head either, but we still have to translate our heads, to improve FOV, if the torso is fixed. Octav EDIT: if you are referring to the controls, and not to the actual movement implementation, I am suggesting combining by default the rotation with the translation - so if you rotate the head (with the left/roght controls), automatically the head will also be translated in the appropriate direction - no separate controls for rotation and translation - the keyboard is already full.
jeroen79 Posted January 12, 2005 Posted January 12, 2005 EDIT: if you are referring to the controls, and not to the actual movement implementation, I am suggesting combining by default the rotation with the translation - so if you rotate the head (with the left/roght controls), automatically the head will also be translated in the appropriate direction - no separate controls for rotation and translation - the keyboard is already full.That was exactly what I was meaning. Rather than sitting on one point (no translation) the camera would sit on a sphere. The simplicity would be in the controls for the player. Instead of having to control x,y,z translation manually (add two hats) it is done automatically with the x,y panning.
Trident Posted January 12, 2005 Posted January 12, 2005 If ED manages to make their next full project TrackIR Vector compatible Jeroen's suggestion shouldn't be that hard to implement. It would offer a simple method of giving Players without TIR some of the same benefits. Given that the cockpits may have to be redesigned for this to work I wouldn't expect this to happen soon though.
SUBS17 Posted January 13, 2005 Posted January 13, 2005 I think that the field of view is improved quite a bit in v1.1. Someone mentioned that you sit higher in 1.1. Which would be closer to the field of view you have in F4, which is much better. At the moment the view is as if an 8 year old were flying the aircraft, and we are sitting too low. BTW if in any future sim they made 2 seaters, it would be nice to see the front seaters head moving side to side in relation to the pilots view point. Just like we have now, except viewed from behind. Also likewise in Multiplayer, too expand head movement to correspond to other players view point in other aircraft. Of course in a 100/1000 Mbit network this would work but at the moment over the Internet it might slow things down a bit until someone finds a way to make faster internet broadband!100Mbit). cheers Subs [sIGPIC] [/sIGPIC]
Klopsik206 Posted January 14, 2005 Posted January 14, 2005 That's easy to fix - support TrackIR Vector Expansion and you will be able to move your head around the cockpit in 6 degrees of freedom :mrgreen: :
169th_Jaws Posted January 15, 2005 Posted January 15, 2005 Yeah but those 6 degrees of movement are not compatible with the textures of LOMAC. You'll end up seeing things you're not intended to. Just when you thought it was safe to go back over the water... Flight Lieutenant "Jaws" 169th Panthers
SUBS17 Posted January 15, 2005 Posted January 15, 2005 It would be good if such a feature were compatible in a patch later on. Very cool. 8) [sIGPIC] [/sIGPIC]
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