Bowie Posted September 13 Posted September 13 (edited) Have spent a little time getting the M3 F4U-1D Corsair pointed out. This consists of snap-and-pan views, based/matching a 55° External View, being: [1] = {--LWin + Num0 : Snap View 0 viewAngle = 55.000000, --FOV Cockpit Zoom "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View 0.000000, OEM 70.000000 x_trans = 0.000000,-- Cockpit View In_Trans 0.000000, OEM 0.150000 y_trans = 0.030000,-- Cockpit View Up_Trans 0.030000, OEM 0.030000 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 "F4U-1D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000,-- 0.000000 y_trans = 0.030000,-- 0.030000 z_trans = 0.000000,-- 0.000000 rollAngle = 0.000000, cockpit_version = 0, These match perfectly. Resulting in this: Feels like dogfighting in a Steam Locomotive compared to the P-51D Mustang. Is all this framing and lumber really to spec scale for the F4U-1D? Doesn't appear to be from the images found. Please advise. Bowie Edited September 13 by Bowie
Bowie Posted September 14 Author Posted September 14 So... Moved the 'eyeball' back 0.02 (x_trans = -0.020000,-- 0.000000), which is about as far, until the canopy shield gets unrealistically intrusive. Somewhat of an improvement. Bowie
Bowie Posted September 14 Author Posted September 14 (edited) So... Moved the 'eyeball' up 0.013 (y_trans = 0.043000,-- 0.030000), which greatly improves the utility of the gunsight, to pull deflection lead, under G's, w/ realistic head movement enabled. Exacerbates the framing/lumber issue above to some extent, but is essential for fighting. Bowie Edited September 14 by Bowie
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