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This is the best thing that could happen for FC..

 

In your server.lua try this.

 

Original:

--local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0}

local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0}

 

limits_6DOF = {}

limits_6DOF[PlaneIndex.iSu_27] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iSu_33] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iSu_25] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iSu_39] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iMiG_29] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iMiG_29K] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iA_10] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iF_15] = old_aircrafts_6DOF

limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

--

 

After a quick "test" with the KA 50 parameters as bellow..

 

--local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0}

local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0}

 

limits_6DOF = {}

limits_6DOF[PlaneIndex.iSu_27] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.20,0.20},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_33] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_25] = {x = {-0.02,0.15},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_39] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iMiG_29] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iMiG_29K] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iA_10] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iF_15] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

 

All this is just a start the parameters need to be adjusted to each aircraft to ovoid too much travel of the axis .

But just if you test this you will see how GREAT this is and a new life for the SIM.. Thanks ED.

 

Now back to work on the tuning!

 

The Su25 sample:

 

==============

==============

Edited :added below

==============

==============

This is for each aircraft.

 

Here test this.. remember keep a back up of those files first to be safe.

Find those in your files and change the blocks to mine. This is just a first test.. more tuning will be made.. ( my own in sim settings for now )

 

Eagle Dynamics\LockOn Flaming Cliffs 2\Config\View\

 

server.lua

 

--local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0}

local old_aircrafts_6DOF = {x = {-0.02,0.1},y = {-0.1,0.1},z = {-0.1,0.1},roll = 90.0} -- limited 6DOF / test 1 parameters by GOZR'

 

limits_6DOF = {}

limits_6DOF[PlaneIndex.iSu_27] = {x = {-0.02,0.15},y = {-0.1,0.2},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_33] = {x = {-0.02,0.12},y = {-0.1,0.2},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_25] = {x = {-0.02,0.1},y = {-0.1,0.1},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iSu_39] = {x = {-0.02,0.12},y = {-0.1,0.1},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iMiG_29] = {x = {-0.02,0.12},y = {-0.1,0.2},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iMiG_29K] = {x = {-0.02,0.12},y = {-0.1,0.2},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iA_10] = {x = {-0.02,0.15},y = {-0.1,0.2},z = {-0.15,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iF_15] = {x = {-0.02,0.12},y = {-0.1,0.2},z = {-0.1,0.1},roll = 90.0}

limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

 

-- Camera angle limits {horizontal angle max, vertical angle min, vertical angle max}

CameraAngleLimits = {}

CameraAngleLimits[PlaneIndex.iSu_27] = {155.0, -75.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_33] = {155.0, -75.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_25] = {118.0, -65.0, 90.0}

CameraAngleLimits[PlaneIndex.iSu_39] = {120.0, -80.0, 90.0}

CameraAngleLimits[PlaneIndex.iMiG_29] = {155.0, -75.0, 90.0}

CameraAngleLimits[PlaneIndex.iMiG_29K] = {155.0, -65.0, 90.0}

CameraAngleLimits[PlaneIndex.iA_10] = {150.0, -65.0, 90.0}

CameraAngleLimits[PlaneIndex.iF_15] = {155.0, -80.0, 90.0}

CameraAngleLimits[PlaneIndex.iKA_50] ={140.0, -65.0, 90.0}

 

==

view.lua

 

-- Camera view angle limits {view angle min, view angle max}.

CameraViewAngleLimits = {}

CameraViewAngleLimits[PlaneIndex.iSu_27] = {30.0, 115.0}

CameraViewAngleLimits[PlaneIndex.iSu_33] = {30.0, 117.0}

CameraViewAngleLimits[PlaneIndex.iSu_25] = {30.0, 117.0}

CameraViewAngleLimits[PlaneIndex.iSu_39] = {30.0, 121.0}

CameraViewAngleLimits[PlaneIndex.iMiG_29] = {30.0, 112.0}

CameraViewAngleLimits[PlaneIndex.iMiG_29K] = {30.0, 112.0}

CameraViewAngleLimits[PlaneIndex.iA_10] = {30.0, 97.0}

CameraViewAngleLimits[PlaneIndex.iF_15] = {30.0, 110.0}

CameraViewAngleLimits[PlaneIndex.iKA_50] = {30.0, 115.0}

 

==

Change the stock values to this.

 

SnapViews.lua

 

line 103: Snap[1][13]["viewAngle"] = 120.0

-

line 208: Snap[2][13]["viewAngle"] = 120.0

-

line 310: Snap[3][13]["viewAngle"] = 120.0

-

line 418: Snap[4][13]["viewAngle"] = 120.0

-

line 523: Snap[5][13]["viewAngle"] = 120.0

-

line 628: Snap[6][13]["viewAngle"] = 120.0

-

line 733: Snap[7][13]["viewAngle"] = 120.0

-

line 838: Snap[8][13]["viewAngle"] = 120.0

-

line 940: Snap[9][13]["viewAngle"] = 120.0

 

...And i zoom out..

 

Here the mod to get this good 6DOF

V1.1

 

DOWNLOAD 6DOF v1.1 0.05MB

 

6-DOFv11.jpg

 

 

 

===

( Edited ) On this mods EACH aircraft has a precise parameters to respect all 3D cockpits and a good flight feeling and limitations

===

 

6DOF-v1.1 + A10 fix 0.05MB

 

6dofA10Simfixv11.jpg


Edited by theGozr
  • Like 15

Fly it like you stole it..

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As somebody who doesn't fly FC2 online, how do I make these changes for my client in singleplayer?

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Is that pit clickable?

Nop, still the same cockpit.

 

As somebody who doesn't fly FC2 online, how do I make these changes for my client in singleplayer?

The mod work perfect in SP! You just need to follow the instructions above.

 

theGozr, you rock!!!!!!!!!!!!!! :thumbup: :thumbup: :thumbup:

[sIGPIC][/sIGPIC]

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Awesome - any chance of a Modman pack to enable this without fiddly manual config edits?

Intel 11900K/NVIDIA RTX 3090/32GB DDR4 3666/Z590 Asus Maximus motherboard/2TB Samsung EVO Pro/55" LG C9 120Hz @ 4K/Windows 10/Jotunheim Schiit external headphone amp/Virpil HOTAS + MFG Crosswind pedals

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If you came online and flew in the 104th server, you would have seen these settings days ago ;)

It's all about sharing the knowledge.

Thanks Gozr - good share. :)

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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try this config (same method but much attractive in programming view ):

 

--local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0}

local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0}

local new_6DOF = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

 

limits_6DOF = {}

limits_6DOF[PlaneIndex.iSu_27] = new_6DOF

limits_6DOF[PlaneIndex.iSu_33] = new_6DOF

limits_6DOF[PlaneIndex.iSu_25] = new_6DOF

limits_6DOF[PlaneIndex.iSu_39] = new_6DOF

limits_6DOF[PlaneIndex.iMiG_29] = new_6DOF

limits_6DOF[PlaneIndex.iMiG_29K] = new_6DOF

limits_6DOF[PlaneIndex.iA_10] = new_6DOF

limits_6DOF[PlaneIndex.iF_15] = new_6DOF

limits_6DOF[PlaneIndex.iKA_50] = new_6DOF

--

Всех убью, один останусь!

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Now I need someone to do all the hard work of tweaking all settings for each of the individual planes so that I get as few graphical glitches with the largest amount of travel. =)

Does this interfere with multiplayer capability, thinking of file checking etc. ?

It'd be great if we can fix some kind of standard settings for everyone to use so no one can "cheat"...

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Manipulating cockpit camera view limits (except zoom) should be excluded from anti-cheat checking as what's determines the view limits is cockpit case and airframe anyway - not pilot's limits. *

 

The common mistake sim devs and modders do is they set camera movement limits = head movement limits which is plain wrong because in this case overall "scannable" area in the sim WILL NOT be equal to this in real-life. A big DOOH of the century but I expect there will be still new sims coming out with this... issue.

 

Another ignored aspect is that head turned to its limit (to look over the shoulder) is not rotated around a point located in the center of the head in normal pilot' position.

 

Yet another common mistake is mirroring camera shaking on basis of possible pilot's head shaking without taking account for natural eyes ability to stabilize shaky image.

 

All of this proves that some people still can't get outside the action games box and what's worse - they don't even know they're in it. They should be eliminated :music_whistling:

 

BTW, I still haven't got an answer to my question I tossed somewhere before - does camera in FC2 moves down during high G maneuvers to mirror spine compression?


Edited by Bucic
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Another ignored aspect is that head turned to its limit (to look over the shoulder) is not rotated around a point located in the center of the head in normal pilot' position.

Hehe, yeah. It's a shortcut in developing process. It's much easier to give us fixed viewpoint XYZ in our "spine" instead of calculating viewpoint where eyes actually are. This always messes up "check six" view - because then we look out our headrests, lol - instead over own shoulder.'

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The point is to push the envelop with what we have in hand, we have the same trouble working with RoF.

 

Now the problem is that many devs or programmers do not fly hard in real life or with something else than a Cessna and it's hard for them to feel and also simmer need to ask for, it's understandable.

Now about eyes stabilization true but they do have a limit and it depend of some factors, in many occasions i found myself having trouble focusing when shaking real bad under G's and strong turbulence and it depend of what , where and how you hare .

For now the FC cockpits are not made for this but with some time and demand to the dev and implementation to new 3D cockpits hopefully this will change but for now it's going toward the right direction and fill up the gap that FC 1.0 had with the other Sims.

 

Maybe one day the pilot it self will have some kind of physics that would fix many problems and frustrations with a good eyes point of view and a correct deplacement with more than one point axis.


Edited by theGozr
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Fly it like you stole it..

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The point is to push the envelop with what we have in hand, we have the same trouble working with RoF.

 

Now the problem is that many devs or programmers do not fly hard in real life or with something else than a Cessna and it's hard for them to feel and also simmer need to ask for, it's understandable.

Now about eyes stabilization true but they do have a limit and it depend of some factors, in many occasions i found myself having trouble focusing when shaking real bad under G's and strong turbulence and it depend of what , where and how you hare .

For now the FC cockpits are not made for this but with some time and demand to the dev and implementation to new 3D cockpits hopefully this will change but for now it's going toward the right direction and fill up the gap that FC 1.0 had with the other Sims.

 

Maybe one day the pilot it self will have some kind of physics that would fix many problems and frustrations with a good eyes point of view and a correct deplacement with more than one point axis.

That's the thing - I didn't have to fly anything to come up with these things :P I understand that you work on what you got. My accusations go more towards sim devs in general. Some of them really struggle thinking outside the box to the point I would mock them if we'd met at bar or something :megalol:

 

As for the tilting axis of head rotation - I remeber I've seen some formulas in .lua's describing, for example, camera jittering. I vaguely recall that BS had some head axis tilting/moving when looking over the shoulder. If you find such formula responsible for this I'm 90% sure you could work something out to mimic some realistic body movements, even if the formula will be heavily restricted.


Edited by Bucic
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Is server.lua checked against server? if so, then a modded server will only allow clients with the cockpit modded right?

 

BTW, there are 3 server.lua files, I guess it's the one in /config/view folder

 

edit: ok, only config/weapons folder is checked against server by default


Edited by Distiler

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

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