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Posted (edited)

Had an interesting turn of events on this project.

Was thinking that a "look down" button would be useful, as there are the fuel switch/gauges, as well as the side panels to deal with.

So switched settings/assignments for the two upper snap view buttons.

... and, with the other corrections, the views were the same, as 30º view angle change w/ the "40" zoom is native.

 

Zeroed the "vAngle", and tasked, instead of "Camera view up slow", "View Center" to the upper right(JOY_BTN6) button. (gunsight view)

And tasked, instead of "View Center" w/ the - 30º depression angle, "Camera view down slow", to the upper left(JOY_BTN5) button. (panel view)

 

So, now, the upper right button is all/only "gunsight view", without the annoying double-clutch higher views from the "Camera view up slow" function.

And, the upper left button is "panel view", and "lower panel view" with the second push, and pan from there.

Also, once the lower panel view is altered, even by just bumping the pan hat, the upper left button will bring back the "panel view", moving the view back up.

This also effects panning in the "panel view" itself, as the upper left button will reset to initial "panel view" as well.

 

This is very fast for in-cockpit work, like start-up and monitoring flight parameters and fuel.

Really Good - got better.

0-015-Formation2.jpg

 

Bowie

Edited by Bowie
  • Like 1
  • 9 months later...
Posted

UPDATE:

Refined this, to precisely match the Options/System/External Field of View = 55°.

Found that the [1] 'snap view' (keypad "0") could be re-tasked to an Instrument Panel "Look in/back" from a off-axis panned view.

Really handy both fighting and landing, for a quick check of the gauges.

Noticed this view was a little off of the 55° Ext. FoV setting, though always very different from the [13] 'default view', and figured that since they were on different scales, the 'snap view' was probable the same as the External.

So, set the [1] 'snap view' to 55°, and then readjusted the [13] 'default view' by selecting the 'Panel View' w/ the control stick button, and then (keypad "0") snapping back and forth to it, looking for anomalies.

Wiggled it into a perfect match, which is a little wider than the original "40", which is good for FoV, but not enough to create an unwanted effect.

Win/Win.

SnapViews["P-51D"] = {
[1] = {-- player slot 1
    [1] = {--LWin + Num0 : Snap View 0
        viewAngle        = 55.000000,--FOV Cockpit Zoom 55.000000, OEM 80.000000 "P-51D"
        viewAngleVertical= 0.000000,--VFOV
        hAngle            = 0.000000,--    (Snap View)/(Cockpit panel view in)(-30°)
        vAngle            = -30.00000,-- Cockpit View Angle -30.00000,  OEM -9.500000
        x_trans            = 0.160000,-- Cockpit View In_Trans 0.160000. 0.150000, OEM 0.120000
        y_trans            = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000
        z_trans            = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000
        rollAngle        = 0.000000,
        cockpit_version    = 0,

[13] = {--default view
        viewAngle        = 40.200000,--FOV Cockpit Zoom 40.200000, OEM 80.000000 "P-51D"
        viewAngleVertical= 0.000000,--VFOV
        hAngle            = 0.000000,--    (View Center)/(Cam View Dn-Slow)(-30°)
        vAngle            = 0.000000,-- Cockpit View Angle 0.00000,     OEM -9.500000
        x_trans            = 0.160000,-- Cockpit View In_Trans 0.160000, 0.150000, OEM 0.120000
        y_trans            = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000
        z_trans            = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000
        rollAngle        = 0.000000,
        cockpit_version    = 0,

Enjoy.

 

Bowie

Posted
On 8/6/2024 at 7:40 AM, Doughguy said:

You can calculate the correct FOV according to your monitor and distance from monitor to your eye.
Theres some stuff on the web that does that for you if that helps.

For red AC I have an ACHS -1 clock I found in Vietnam (keeps pretty good time).

I put it by the monitor & make the clock on screen the same size as the real one. That zoom's pretty convincing...

Cheers.

Posted
On 9/15/2025 at 12:51 AM, Weta43 said:

For red AC I have an ACHS -1 clock I found in Vietnam (keeps pretty good time).

I put it by the monitor & make the clock on screen the same size as the real one. That zoom's pretty convincing...

 

The point of the exercise is to provide a realistic field of view and magnification, regardless of scale.

Wristwatch to jumbotron.

What a pilot would see, both in the cockpit and out in the distance.

So that super-human zoom vision, and labels, become cheats.

 

Bowie

Posted
On 9/18/2025 at 10:03 AM, Bowie said:

 

The point of the exercise is to provide a realistic field of view and magnification, regardless of scale.

Wristwatch to jumbotron.

What a pilot would see, both in the cockpit and out in the distance.

So that super-human zoom vision, and labels, become cheats.

 

Bowie

 

...But for a given size monitor scale is simply a function of FoV and magnification & is the principal determinant of whether something reaches the minimum resolution angle of the eye / covers a pixel.

If something doesn't do both those things, then you won't see it without a spotting aid. If you can't see it without a spotting aide when in real life you would be able too, then a spotting aid is functionally more realistic than not having a spotting aid - even if it looks more gamey &/or feels like a cheat

I play on a vertical orientation 32" screen at 2160x3840 - it provides both a realistic (vertical) field of view and a realistic scale for observed objects (both of which make it quite immersive). but it sacrifices horizontal FOV to achieve that & still doesn't have the spotting resolution your eyes do.

Both those first things make the sim more immersive (look ahead of yourself now - we are more aware of the vertical slice of the world in front of us than the equivalent in horizontal degrees (presumably so we are aware of what we might trip over or bang our head on.)

Regarding the second though - The desire to have realistic FOV + realistic scale of objects in view + realistic acuity (spotting ability) without additional zoom or spotting aids is -  in my opinion - a fantasy until we have screens that have a similar pixel per degree to the human eye and present a similar total degrees of vision spanned. (So ~95 pixel per degree1 for 210° x 150°- or a 19,950-pixels x 14,250 pixels screen that's big enough to be set at a distance where the pixels subtend 1/95th of a degree while still being at a distance at which it is able to be focused on. 

That might be quite small physically for something like a VR headset, but for a 2D panel it's going to be a big-ars3d screen.

(of course, with eye tracking, the whole image doesn't need to be at that level of detail - most of it wouldn't even need to be rendered in colour, but it all needs to be able to display that resolution everywhere.)

Below that resolution & FoV coverage, everything is compromise & what the 'best' compromise is - is monitor + viewer dependent, & in the end just personal preference.

¯\_(ツ)_/¯

Resolution limit of the eye: how many pixels can we see?

Cheers.

Posted (edited)
On 9/17/2025 at 7:03 PM, Bowie said:

The point of the exercise is to provide a realistic field of view and magnification, regardless of scale.

Wristwatch to jumbotron.

What a pilot would see, both in the cockpit and out in the distance.

Narrow field of view will handicap you in combat. DCS have dot/pixel based spotting so it counters zooming out.
Without triple screens, a narrow FOV of 55º will disable your capacity of peripheral vision.

Everything like scaling objects for realistic field of view magnification goes out of the window when your main vision interface is a 2D screen.

Anyone with a 100º+ FOV will most likely have an absurd advantage to you in a dogfight.

Object size shouldn't matter. What should matter is readability + peripheral vision (a fair compromise of both based on your setup).

On 9/17/2025 at 7:03 PM, Bowie said:

So that super-human zoom vision, and labels, become cheats.

It is not cheating. Real life vision/being there for real is infinitely more effective than flying on screen. Compromises should be taking to match proper combat efficiency.

Cool exercise:

  1. Point a finger upwards at 30~cm from a point between your eyes at your eyes height.
  2. Slowly drift your finger laterally while looking forward and maintaining distance to the point between your eyes until you reach a point that you cannot see your finger anymore.
  3. Realize that point is way beyond 27.5º from the center of your vision which would be the angle you'd loose sight of the object ingame at 55º FOV.

Tweak for efficiency + readability, not object size.

I use a 106º FOV on most of my modules, mainly jets but also on the Mustang.
27" screen at 27"/70cm~ distance from my eyes.

I've found high FOV to be much more immersive and easy to do a lot of stuff including AAR.
Also helped a friend having better AAR with the inclusion of a higher FOV on his setup.

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

 

 

Edited by Czar
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