YoYo Posted June 22, 2023 Posted June 22, 2023 Not too close? Seems to close. Maybe it's better to move your head a bit back in VR view? Webmaster of http://www.yoyosims.pl Win 10 64, i9-13900 KF, RTX 4090 24Gb OC, RAM 64Gb Corsair Vengeance LED OC@3600MHz,, 3xSSD+3xSSD M.2 NVMe, Predator XB271HU res.2560x1440 27'' G-sync, Sound Blaster Z + 5.1, TiR5, [MSFS, P3Dv5, DCS, RoF, Condor2, IL-2 CoD/BoX] VR fly only: Meta Quest Pro
Rainmaker Posted June 22, 2023 Posted June 22, 2023 VR default is a special option if you desire to change it. Certainly does not qualify as a ‘bug’ 2
Solution YoYo Posted June 22, 2023 Author Solution Posted June 22, 2023 I just noticed it. In the Special tab, I have an option to rearrange the position. The default is 5 which is too close, at least for me. 0 and 1 are a bit far away but 2 is already great! Cool idea, actually every model should have this option. Thanks Razbam for this idea! 3 Webmaster of http://www.yoyosims.pl Win 10 64, i9-13900 KF, RTX 4090 24Gb OC, RAM 64Gb Corsair Vengeance LED OC@3600MHz,, 3xSSD+3xSSD M.2 NVMe, Predator XB271HU res.2560x1440 27'' G-sync, Sound Blaster Z + 5.1, TiR5, [MSFS, P3Dv5, DCS, RoF, Condor2, IL-2 CoD/BoX] VR fly only: Meta Quest Pro
Timghetta Posted June 23, 2023 Posted June 23, 2023 (edited) Hi Yoyo, First, I hope all is well. Explaining a few things with relation to the view point and the Option in the Special Options Menu. null The green cross hair is 0,0,0 in the model and the virtual eye point of where the view originally positioned. The red line from the green 0,0,0 eye point is exactly 8cm to the Eye. Original 0,0,0 eye point is set there for people who do not have Track IR or VR setups to allow them to see the inside MPD buttons covered by the UFC's sides due to the perspective. It simulates as if the person has their head resting against the back of the ejection seat. If a person who wants to setup their VR to the exact spot in the model we have it set to default at 8cm and go to 10cm as personal preference. For the "Monitor Eyepoint Offset this defaults for none Track IR users are able to move to the desired position or to the correct 3D Model eyepoint of 8cm as well. Take care, Tim Edited June 23, 2023 by Timghetta 6 3 [sIGPIC][/sIGPIC] We take the Metal and bring it to Mesh
YoYo Posted June 23, 2023 Author Posted June 23, 2023 Great! Thx for explanation! Webmaster of http://www.yoyosims.pl Win 10 64, i9-13900 KF, RTX 4090 24Gb OC, RAM 64Gb Corsair Vengeance LED OC@3600MHz,, 3xSSD+3xSSD M.2 NVMe, Predator XB271HU res.2560x1440 27'' G-sync, Sound Blaster Z + 5.1, TiR5, [MSFS, P3Dv5, DCS, RoF, Condor2, IL-2 CoD/BoX] VR fly only: Meta Quest Pro
Mobius_11804 Posted June 23, 2023 Posted June 23, 2023 Hi there. is there a way to Change the Angle of the Pilot's Head moving in Relation to the Camera Position as well, or disable it in the Mirrors? I noticed that when i look straight into one of the Side-Mirrors, it appears like the Pilot's Head is already at a 90° Angle, which then blocks most of the Mirrors and causes some slight Motion-Sickness on my part.
Timghetta Posted June 23, 2023 Posted June 23, 2023 (edited) 2 hours ago, Mobius_11804 said: Hi there. is there a way to Change the Angle of the Pilot's Head moving in Relation to the Camera Position as well, or disable it in the Mirrors? I noticed that when i look straight into one of the Side-Mirrors, it appears like the Pilot's Head is already at a 90° Angle, which then blocks most of the Mirrors and causes some slight Motion-Sickness on my part. It's still being worked on. The reason the pilot animation and your 1st person view aren't lining up is due to the original DCS limitations on the pilot animation. In the beginning the Pilot models would only look left and right at 90 degrees. The F-15E pilots have much higher rotation value as to almost turning around in the seat. This presently causes a limitation and difference in the model and your 1st person rotation on your head. It should be sorted out in some time during EA. My apologies. 18 minutes ago, bies said: So which setting is close to real view in VR? 5-8? 8cm is the exact location of the eyes of the model in 3D space. Edited June 23, 2023 by Timghetta 1 3 [sIGPIC][/sIGPIC] We take the Metal and bring it to Mesh
Mobius_11804 Posted June 24, 2023 Posted June 24, 2023 Thanks for the explanation I'll flip up the Mirrors until then
SCPanda Posted June 24, 2023 Posted June 24, 2023 On 6/23/2023 at 8:18 AM, Timghetta said: If a person who wants to setup their VR to the exact spot in the model we have it set to default at 8cm and go to 10cm as personal preference. For the "Monitor Eyepoint Offset this defaults for none Track IR users are able to move to the desired position or to the correct 3D Model eyepoint of 8cm as well. Hi Tim, First, thank you for the explanation. But the quoted text above is where I am a little confused. You said default for VR is 8cm. In the special options, the default number for VR is set at 5. So 5 in game=8cm? The default for track IR is set at 0 in game. As a track IR user, how should I change to number to match the 8cm realistic eyepoint position. Is there a recommended number for track IR? Thank you in advance. Best, Nick
Timghetta Posted June 25, 2023 Posted June 25, 2023 My apology, I thought the coder changed it to 8cm as default, sorry for the misunderstanding. The numbers are the centimeters themselves, if that clears it up. Yes change the track ir to 8 to set it properly to the pilot model 1 [sIGPIC][/sIGPIC] We take the Metal and bring it to Mesh
Mobius_11804 Posted August 20, 2023 Posted August 20, 2023 Yaaay^^ The relative motion angles are fixed Many thanks for that!
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