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Posted

Does anyone know how to increase the allowable field of view beyond the ~120 its set to? I've got a 270degree screen and I cant get the game to output the real field of view.  When you zoom in and out with / and * that affects the FOV but its limited.

I know its wrong because when you jump into a mission and the jets are all lighted up wing abreast when i look at my screen 90d to the right i should see the next jet in line and I don't.  Ive tried changing each of the settings in the views.lua for the F16 (Mods\Aircraft\F-16C\views.lua) but they don't seem to affect that instead the affect how far you tan turn the virtual pilots head.

My viewports are configured as 3 projectors merged into a single display using nvidiaSurround and fly-elise warp.

All my searches on this subject pointed me to people asking how to save or specify a FOV at startup but nothing about setting the max FOV higher.

Does anyone have any other ideas where in the LUA I can adjust this setting, essentially making the pilots vision wider to match my real screen perspective.

 

Posted

You want to save the 13th (or 14th if VR) snapview in \Saved Games\DCS\Config\View\SnapViews.lua. As it comes out of the box DCSW does not have the Options>Misc>User Snap-View Saving enabled. Enable it.

SnapViews.lua won't exist until you save the first one. So one might save to custom slot #9 by pressing LWin-Num9, then adjust view with keyboard keys as desired, then press RAlt-Num0 to save cockpit angles. Do this without TrackIR, VR, or other head tracking device. Don't worry about which slot. We're only using it to get the numbers. That should write to the file SnapViews.lua and have the following lines.

    [10] = {--LWin + Num9 : Snap View 9
        viewAngle        = 63.000000,--FOV
        hAngle            = 0.000000,
        vAngle            = -7.000000,
        x_trans            = 0.021000,
        y_trans            = 0.083000,
        z_trans            = 0.000000,
        rollAngle        = 0.000000,
        cockpit_version    = 0,

Search for "F-16C_50" to find the section that applies to the F-16. The file can be viewed with any text editor like Notepad. Then look down a bit to see section [13]. Copy the numbers lines (viewAngle, hAngle, ...rollAngle) from the area in [10] to [13] and/or [14] if you use VR. viewAngle is how much zoomed in you are with smaller numbers being more zoomed. Save the file and reload the cockpit (leave back to menu and then join an F-16 again). The changes should apply as the default view.

  • Like 2
Posted

Thanks for the reply but that doesn't solve my problem, that only saves the view you have.  The issue is no matter how much you zoom out you can never get 270degrees.  I also  tried manually changing the viewAngle in a saves snapview and it wont go beyond maybe 120 degree.

 

 

Posted (edited)

The CameraViewAngleLimits variable is defined in the Views.lua files. They are mod specific and can be checked by the MP servers (if set by admin).

And overwritten by every update...

Edited by yoyo_332nd

Alpha Tauri - 322nd Dutch Virtual Air Defense Squadron

 

Posted (edited)

Then you probably have configured DCS with one instead of three screens/viewports. With only one screen/viewport you can never get past 180 FoV. The CameraViewAngleLimits is per screen. If it is 120, you can get to 3x120=360.

Edited by yoyo_332nd

Alpha Tauri - 322nd Dutch Virtual Air Defense Squadron

 

Posted
19 hours ago, yoyo_332nd said:

The CameraViewAngleLimits variable is defined in the Views.lua files. They are mod specific and can be checked by the MP servers (if set by admin).

And overwritten by every update...

 

You can edit the max and min fov in the server.lua in the savegames folder. But I don't know if you can go further than what is set in the view.lua in the main game folder. Just check.

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted
15 hours ago, yoyo_332nd said:

Then you probably have configured DCS with one instead of three screens/viewports. With only one screen/viewport you can never get past 180 FoV. The CameraViewAngleLimits is per screen. If it is 120, you can get to 3x120=360.

 

I think this is the key, I have one viewport because I'm using fly-elise and nvidia span.  I just played around on my other pc with 2 viewports and made some progress.  I'm going to try on the 3 projectors tomorrow.    I'll post my files if i get this working for the next person.

I found a note somewhere about putting this inot your viewports configuration, does anyone know if FOV is indeed an arctan?

          useAbsoluteFOV = true;
          useAbsoluteAnglesShift = true;
          FOV = .448; --I think this is an arctan

 

 

Posted

I was able to get it mostly there using 3 displays and playing with boxh viewDx and FOV.  At the view seam its still alittle wonky but I'm going to see how this goes for a while.  For those playing along at home here is my lua file

_  = function(p) return p end
name = _('HeliosProject')
description = 'Generated from compatible Helios Profiles'
F_16C_DED = { x = 7027, y = 45, width = 263, height = 67 }
F_16C_EHSI = { x = 6529, y = 789, width = 278, height = 265 }
F_16C_LEFT_MFCD = { x = 5789, y = 547, width = 532, height = 507 }
F_16C_RIGHT_MFCD = { x = 7027, y = 541, width = 519, height = 507 }
F_16C_RWR = { x = 5978, y = 57, width = 378, height = 388 }

Viewports = {
  --Center = {
  --  x = 0,
  --  y = 0,
  --  width = 5760,
  --  height = 1080,
  --  aspect = 5.33333333333333,
--    --useAbsoluteFOV = true;
--    --useAbsoluteAnglesShift = true;
--    --FOV = 270; --2.667318;
 --   dx = 0,
 --   dy = 0
 -- }
  P1 =
    {
        x = 0;
        y = 0;
        width = 1920;
        height = 1080;
        aspect = 1.777778;
        --useAbsoluteFOV = true; --makes it so you cant zoom
        useAbsoluteAnglesShift = true; --no idea
        FOV = 1.28044768085;--1.57;--0.889106;
        viewDx = 1.7;
        viewDy = 0;
    },
    P2 =
    {
        x = 1920;
        y = 0;
        width = 1920;
        height = 1080;
        aspect = 1.777778;
        --useAbsoluteFOV = true;
        useAbsoluteAnglesShift = true;
        FOV = 1.28044768085;--0.889106;
        viewDx = 0;
        viewDy = 0;
    },
    P3 =
    {
        x = 3840;
        y = 0;
        width = 1920;
        height = 1080;
        aspect = 1.777778;
        --useAbsoluteFOV = true;
        useAbsoluteAnglesShift = true;
        FOV = 1.28044768085;--0.889106;
        viewDx = -1.7;
        viewDy = 0;
    }
 
}
UIMainView = Viewports.P2
GU_MAIN_VIEWPORT = Viewports.P2

 

Posted (edited)

I don't use fly-elise, but I know someone who has (for an other sim). I understand it is better to create some view overlap so fly-elise can better do it's merging.

So instead of having 3x90 to get to 270, position the beamers at 90 degrees but let them display 100 or so degrees. With overlapping pixels.

Edited by yoyo_332nd

Alpha Tauri - 322nd Dutch Virtual Air Defense Squadron

 

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