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Posted (edited)

Hi,

 

FC 2.0 i a great step forward. Thank DCS. And Thanks to all the people who got in on line so fast.

(104th in one hour I think)

 

However I have problem to understand the "natural" head movement of 2.0. It's make ME disorientated. Pilot head is leaning out in the turns. Decoupled from the rest of the body. It a "interesting" mix of X,Y and Z head movement. (The pilot must have rely strong neck mussel's to do this)

 

This is my opinion.

 

Best regards.

Edited by midju
Posted

Try this:

 

config\view\view.lua

change line 223 to "head_roll_shaking = false"

 

This disables the really confusing roll movement, without having to hit LWin+F1 all the time.

Posted

But with the head movement, the flight model seems more realistic. The lack of inertia in the SFM seems compensated by the head inertia. Just a feeling, but it's nice.

AMD Ryzen 1400 // 16 GB DDR4 2933Mhz // Nvidia 1060 6GB // W10 64bit // Microsoft Sidewinder Precision 2

Posted
However I have problem to understand the "natural" head movement of 2.0. It's make ME disorientated. Pilot head is leaning out in the turns. Decoupled from the rest of the body.

 

Actually I find it quite comfortable in combination with head tracking gear. This natural head movement seems to sort of try to keep the view leveled with the environment. It helps me recognizing how I'm rolled versus the horizon. Feels like a "gravity meter" to me.

 

But on the other hand I have to admit I never got to fly FC1.1 with Track IR. Only got mine today.

Posted

agree, the movement improvements are really good afford of this product line,..great but needs a lot of ressources i guess

TM HOTAS WH :joystick:, Saitek Pro Pedals, Track IR 4, 2xJoyWarrier, 1x KeyWarrior, i52500k @4600MHz, ASUS P8Z68-V Pro, NV 670GT, SSD+ WD BC+ WD Raptor, 32HD:pilotfly:[sIGPIC][/sIGPIC]

Posted

However I have problem to understand the "natural" head movement of 2.0. It's make ME disorientated. Pilot head is leaning out in the turns. Decoupled from the rest of the body. It a "interesting" mix of X,Y and Z head movement. (The pilot must have rely strong neck mussel's to do this)

 

Actually, it's the 5g version of driving your car on a leaning road and fits with what I instinctively end up doing when pulling G's IRL. :P Thing is, in real life you have to really think about it to notice it happening, since it's not counscious.

 

And yes, any kind of extended maneuvering in multiple g's requires a physically fit pilot. ;)

[sIGPIC][/sIGPIC]

Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog

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Posted
But with the head movement, the flight model seems more realistic.

 

2 different pairs of shoes here........

 

seems << does also not apply....numbers dont lie

[sIGPIC][/sIGPIC]

Posted
Try this:

 

config\view\view.lua

change line 223 to "head_roll_shaking = false"

 

This disables the really confusing roll movement, without having to hit LWin+F1 all the time.

 

 

TX!

Posted
Try this:

 

config\view\view.lua

change line 223 to "head_roll_shaking = false"

 

This disables the really confusing roll movement, without having to hit LWin+F1 all the time.

 

Been playing around with the value below that line trying to minimize the effect rather than turning it off. Although I never was a pilot, I believe you're supposed to keep your head straight during turns so the effect seems unrealistic but having the head perfectly straight as if your head is nailed to the cockpit also seemed unrealistic.

 

I'm at work now so I don't have the exact value but lowering the value just below that line from 45 to 10 seemed to reduce the amount of rolling effect. And then lowering the value below that from 0.5 to 0.2 seems to make the rolling quicker so it doesn't seem like I'm in a boat. So by playing with those two values, I have the head fairly straight with a slight rolling effect which I like.

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