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

 

Indeed :)

 

Realistically 'up/down' should have the least motion, followed right up with 'forward/back' which should be fairly restricted, and only left/right should be significantly less restricted

I totally agree.

 

Let's see... So far, I find the following values are good : no (not too much) cockpit bugs (missing panels...), more freedom left/right to avoid canopy 'arch' (?), and light tweaking on other axis :

1) open (with Notepad++) your original \LockOn FC2\Config\View\Server.lua file.

2) search for those two lines :

--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} 

3) replace them by those three lines :

--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} --original FC2 limited 6DOF
local old_aircrafts_6DOF  = {x = {-0.05,0.15},y = {-0.08,0.04},z = {-0.1,0.1},roll = 90.0} --less limited 6DOF / test values by Az'

4) save, fly, enjoy ;)

 

Cheers

Az'

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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:

 

I can´t find where in the server.lua to change to this settings? Anyone that can upload a modified file? Does this only apply for the SU-25T? Nice find btw! :) :thumbup:

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

 

You can apply different values to each aircraft

 

limits_6DOF[PlaneIndex.iSu_27]

limits_6DOF[PlaneIndex.iSu_33]

 

check the plane names in these lines they apply to Su 27 and Su 33 and so on.

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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..


Edited by theGozr

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No, Lock On uses the same external model for cockpit view (except it removes simple interior and pilot from external model). The trick is that it renders cockpit always as the last object, so it appears on top of everything else.

 

Holes are seen in places that are not covered by cokcpit model, because there you look at exterior model 'from the inside'. The polygons are visible from one (external) side only.

 

It has nothing to do with viewport clipping that can be seen in Lockon when you mess in Modman with clipping setting, or in every other game. It's just how the Lock On engine works, and how the models were built back in 2003 (or earlier).

 

Still though, changing "near_clip = 0.2;" in graphics.cfg to 0.1 could give you a bit extra movement inside the cockpit, without seeing clipping.

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Correct. Expanding the views outside the defaults exposes the limited geometry of the cockpits. To have included the values stated in this thread would have led to countless bug accusations. Damned if you do, damned if you don't.

 

Hehe... true! Thanks for implementing this code though, since now we'll be able to set our own limits and peak around the canopy bow during rejoins. Much appreciated!

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Thunderbird, yes it's the original set and the one above are my personal settings that are more tuned for each aircraft.

Thanks from the guys at Lockon files!

 

lawndart i agree a big thanks to the ED team for this huge improvment, I've been bugging them for years about that ;) I'm mush happier now .

 

Big thanks ED team


Edited by theGozr

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Judging from the lack of symetry in some of the values, I think it can be assumed ED are using an "X Up" approach, where the X axis is up and down, Y axis is forward and back, and Z axis is left and right ... just tweak the limits inwards towards 0 (for eg. try z = {-0.2,0.2} ) and see if that helps you..if you need less movement still, set the upper and lower limits closer to 0...for more movement, then extend the distance from 0 for the limits.

 

If someone can corect whic Axis are which , that'd be great, as I do not have access to a FC2 machine to test personaly.

 

local old_aircrafts_6DOF = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0}

 

In the server.lua: x = {aft, fore}, y = {down, up}, z = {left, right}, roll = # of degrees to either side}

 

 

Note, that in the TrackIR software the axes are defined differently: X = left/right (lateral), Y = up/down (vertical), Z = fore/aft (longitudinal).


Edited by LawnDart

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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}

 

...And i zoom out..

 

Would you mind to add this to the simmodders WIKI, together with an explanation for the most important values and what they are for ?

 

http://www.simmodders.org/Wiki/index.php?title=ModdersWiki:Community_Portal

 

Same appplies to all other fellow FC 1.12 and FC 2.0 user:

Please share your knowledge at simmodders Wiki

kind regards,

Raven....

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I have changed the code a bit to make it more clear which is which.

I used the values from TheGozr's post, and combined them with the information Lawndart gave about the x-y-z axis.

 

The result is the code below:

 

local aft   = { Su27 = -0.02, Su33 = -0.02, Su25 = -0.02, Su39 = -0.02, MiG29 = -0.02, MiG29K = -0.02, A10 = -0.02, F15 = -0.02, Ka50 = -0.02 }
local fore  = { Su27 =  0.15, Su33 =  0.12, Su25 =  0.1,  Su39 =  0.12, MiG29 =  0.12, MiG29K =  0.12, A10 =  0.15, F15 =  0.12, Ka50 =  0.35 }

local down  = { Su27 = -0.1,  Su33 = -0.1,  Su25 = -0.1,  Su39 = -0.1,  MiG29 = -0.1,  MiG29K = -0.1,  A10 = -0.1,  F15 = -0.1,  Ka50 = -0.15 }
local up    = { Su27 =  0.2,  Su33 =  0.2,  Su25 =  0.1,  Su39 =  0.1,  MiG29 =  0.2,  MiG29K =  0.2,  A10 =  0.2,  F15 =  0.2,  Ka50 =  0.21 }

local left  = { Su27 = -0.1,  Su33 = -0.1,  Su25 = -0.1,  Su39 = -0.1,  MiG29 = -0.1,  MiG29K = -0.1,  A10 = -0.15, F15 = -0.1,  Ka50 = -0.26 }
local right = { Su27 =  0.1,  Su33 =  0.1,  Su25 =  0.1,  Su39 =  0.1,  MiG29 =  0.1,  MiG29K =  0.1,  A10 =  0.15, F15 =  0.1,  Ka50 =  0.26 }

local roll  = { Su27 = 90.0,  Su33 = 90.0,  Su25 = 90.0,  Su39 = 90.0,  MiG29 = 90.0,  MiG29K = 90.0,  A10 = 90.0,  F15 = 90.0,  Ka50 = 90.0 }

limits_6DOF = {}
limits_6DOF[PlaneIndex.iSu_27]   = { x = { aft.Su27,   fore.Su27 },   y = { down.Su27,   up.Su27 },   z = { left.Su27,   right.Su27 },   roll = roll.Su27 }
limits_6DOF[PlaneIndex.iSu_33]   = { x = { aft.Su33,   fore.Su33 },   y = { down.Su33,   up.Su33 },   z = { left.Su33,   right.Su33 },   roll = roll.Su33 }
limits_6DOF[PlaneIndex.iSu_25]   = { x = { aft.Su25,   fore.Su25 },   y = { down.Su25,   up.Su25 },   z = { left.Su25,   right.Su25 },   roll = roll.Su25 }
limits_6DOF[PlaneIndex.iSu_39]   = { x = { aft.Su39,   fore.Su39 },   y = { down.Su39,   up.Su39 },   z = { left.Su39,   right.Su39 },   roll = roll.Su39 }
limits_6DOF[PlaneIndex.iMiG_29]  = { x = { aft.MiG29,  fore.MiG29 },  y = { down.MiG29,  up.MiG29 },  z = { left.MiG29,  right.MiG29 },  roll = roll.MiG29 }
limits_6DOF[PlaneIndex.iMiG_29K] = { x = { aft.MiG29K, fore.MiG29K }, y = { down.MiG29K, up.MiG29K }, z = { left.MiG29K, right.MiG29K }, roll = roll.MiG29K }
limits_6DOF[PlaneIndex.iA_10]    = { x = { aft.A10,    fore.A10 },    y = { down.A10,    up.A10 },    z = { left.A10,    right.A10 },    roll = roll.A10 }
limits_6DOF[PlaneIndex.iF_15]    = { x = { aft.F15,    fore.F15 },    y = { down.F15,    up.F15 },    z = { left.F15,    right.F15 },    roll = roll.F15 }
limits_6DOF[PlaneIndex.iKA_50]   = { x = { aft.Ka50,   fore.Ka50 },   y = { down.Ka50,   up.Ka50 },   z = { left.Ka50,   right.Ka50 },   roll = roll.Ka50 }

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I have changed the code a bit to make it more clear which is which.

I used the values from TheGozr's post, and combined them with the information Lawndart gave about the x-y-z axis.

 

The result is the code below:

 

local aft   = { Su27 = -0.02, Su33 = -0.02, Su25 = -0.02, Su39 = -0.02, MiG29 = -0.02, MiG29K = -0.02, A10 = -0.02, F15 = -0.02, Ka50 = -0.02 }
local fore  = { Su27 =  0.15, Su33 =  0.12, Su25 =  0.1,  Su39 =  0.12, MiG29 =  0.12, MiG29K =  0.12, A10 =  0.15, F15 =  0.12, Ka50 =  0.35 }

local down  = { Su27 = -0.1,  Su33 = -0.1,  Su25 = -0.1,  Su39 = -0.1,  MiG29 = -0.1,  MiG29K = -0.1,  A10 = -0.1,  F15 = -0.1,  Ka50 = -0.15 }
local up    = { Su27 =  0.2,  Su33 =  0.2,  Su25 =  0.1,  Su39 =  0.1,  MiG29 =  0.2,  MiG29K =  0.2,  A10 =  0.2,  F15 =  0.2,  Ka50 =  0.21 }

local left  = { Su27 = -0.1,  Su33 = -0.1,  Su25 = -0.1,  Su39 = -0.1,  MiG29 = -0.1,  MiG29K = -0.1,  A10 = -0.15, F15 = -0.1,  Ka50 = -0.26 }
local right = { Su27 =  0.1,  Su33 =  0.1,  Su25 =  0.1,  Su39 =  0.1,  MiG29 =  0.1,  MiG29K =  0.1,  A10 =  0.15, F15 =  0.1,  Ka50 =  0.26 }

local roll  = { Su27 = 90.0,  Su33 = 90.0,  Su25 = 90.0,  Su39 = 90.0,  MiG29 = 90.0,  MiG29K = 90.0,  A10 = 90.0,  F15 = 90.0,  Ka50 = 90.0 }

limits_6DOF = {}
limits_6DOF[PlaneIndex.iSu_27]   = { x = { aft.Su27,   fore.Su27 },   y = { down.Su27,   up.Su27 },   z = { left.Su27,   right.Su27 },   roll = roll.Su27 }
limits_6DOF[PlaneIndex.iSu_33]   = { x = { aft.Su33,   fore.Su33 },   y = { down.Su33,   up.Su33 },   z = { left.Su33,   right.Su33 },   roll = roll.Su33 }
limits_6DOF[PlaneIndex.iSu_25]   = { x = { aft.Su25,   fore.Su25 },   y = { down.Su25,   up.Su25 },   z = { left.Su25,   right.Su25 },   roll = roll.Su25 }
limits_6DOF[PlaneIndex.iSu_39]   = { x = { aft.Su39,   fore.Su39 },   y = { down.Su39,   up.Su39 },   z = { left.Su39,   right.Su39 },   roll = roll.Su39 }
limits_6DOF[PlaneIndex.iMiG_29]  = { x = { aft.MiG29,  fore.MiG29 },  y = { down.MiG29,  up.MiG29 },  z = { left.MiG29,  right.MiG29 },  roll = roll.MiG29 }
limits_6DOF[PlaneIndex.iMiG_29K] = { x = { aft.MiG29K, fore.MiG29K }, y = { down.MiG29K, up.MiG29K }, z = { left.MiG29K, right.MiG29K }, roll = roll.MiG29K }
limits_6DOF[PlaneIndex.iA_10]    = { x = { aft.A10,    fore.A10 },    y = { down.A10,    up.A10 },    z = { left.A10,    right.A10 },    roll = roll.A10 }
limits_6DOF[PlaneIndex.iF_15]    = { x = { aft.F15,    fore.F15 },    y = { down.F15,    up.F15 },    z = { left.F15,    right.F15 },    roll = roll.F15 }
limits_6DOF[PlaneIndex.iKA_50]   = { x = { aft.Ka50,   fore.Ka50 },   y = { down.Ka50,   up.Ka50 },   z = { left.Ka50,   right.Ka50 },   roll = roll.Ka50 }

 

Any chance of converting this into a Modman Add-On? Would be much appreciated :)

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For you to get a wider fov change those values to 130 or more.. but those are what is pretty realistic with out the weir wide angles.

... Play with it

 

Here the aircraft index numbers

 

iSu_27 = 1,

iSu_33 = 2,

iSu_25 = 3,

iSu_39 = 4, -- Su-39 or Su-25T

iMiG_29 = 5,

iMiG_29K = 6,

iA_10 = 7,

iF_15 = 8,

iKA_50 = 9,

 

 

SnapViews.lua

 

line 103: Snap[1][13]["viewAngle"] = 120.0 ( this one is the SU-27 for example )

-

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 (this one is the F-15 )

-

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

 

...And i zoom out..


Edited by theGozr
  • Like 1

Fly it like you stole it..

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Modelers,

 

Correct me if I'm wrong, but isn't it now possible to build new 6 DOF cockpit models for all aircraft now that there is access to the Black Shark code which enables new viewing parameters? Obviously the stock cockpits are not three dimensional so, too much head-movement, and we see problems, missing textures, etc. Can lockon now receive the open falcon treatment and allow for new, 6 DOF cockpit models to be made?

 

just curious

i7 8700K @ Stock - Win10 64 - 32 RAM - RTX 3080 12gb OC - 55 inch 4k Display

 

 

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