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EyePoint-Head Position


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  • 3 months later...
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  • 11 months later...
Posted

Realise this is an old thread, but figured there was no point starting a new one to go over all the same stuff again.

 

The feeling of sitting on the edge of the seat thing has always bothered me as well. I tried moving the default point of view back ages ago but quickly realised that was no good since it screws up the HUD. I notice one other common complaint about the HUD is that the text is too small, so I wonder if the seemingly strange default PoV was a deliberate compromise to make the HUD readable with a standard field of view (i.e. without having to zoom in to read it).

 

Anyhow, I revisited this over the weekend and started having a dig around in the config files to see if I could find anything interesting. So far the results have been quite promising. Here's a few screenshots...

 

 

Default:

 

attachment.php?attachmentid=94223&stc=1&d=1392074610

 

 

Viewpoint moved further back:

 

attachment.php?attachmentid=94224&stc=1&d=1392074638

 

 

Looking down:

 

attachment.php?attachmentid=94225&stc=1&d=1392074638

 

 

Haven't actually edited much at this point. The new default view is x_trans = 0.2, y_trans = 0.0

 

Stuff for the HUD I found in \Mods\aircraft\A-10C\Cockpit\Scripts\HUD\Indicator\

 

There's a file called HUD_definitions.lua which has parameters for 'old_K' and 'new_K'. I've no idea what these mean, but changing the new_K value (to 90) in this case, seemed to scale down the text and some of the graphics. This doesn't actually move any of the components so everything still lines up ok.

 

One of the side effects of moving the head back meant that the heading tape disappeared off the bottom, but I found you can edit that in the 'HUD_COMMON_page.lua' file (lines 506, 520, 589, 600). Looks like the same goes for the airspeed and altitude indicators.

 

I'll post more when I get chance, but have an absolute crap ton of work on at the moment so am not sure when that might be.

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Posted

I'm really no modder, and am muddling my way through this with trail and error. If anyone more adept fancies having a look at this stuff, there's a few things I'm curious about.

 

The HUD_definitions.lua has lots of stuff about 'texture_size', which seems like it might be some sort of global control for things like the gun pipper/ccip thingy etc. Haven't had a chance to play with them yet. There are various references to 'total_field_of_view' or 'TFOV' which sound like they might be related to this stuff. Dunno how though.

 

Also, by changing some of the 'isvisible' entries in these files from false to true, you can make the HUD look like this, which I'm sure is very useful...

 

attachment.php?attachmentid=94226&stc=1&d=1392076399

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Posted
The feeling of sitting on the edge of the seat thing has always bothered me as well.

I know what you mean, but afaik the way it is is correct. There is not much distance between your head and the hud/instrument panel. The pilot barely has to stretch the arm to reach the panel with all the switches:

idzsOnqZqPbGG.jpg

 

What we simmers are lacking is the peripheral vision. In RL, even if you sit so close to the instrument panel, you would still see more left and right than the canopy bow ...

 

But changing the FOV to archieve that is only trading one issue for an other, I fear.

  • 1 year later...
Posted

So, revisiting the A10C after a break, but still I find I can't get a proper view.

It seems this never really was recognized as a bug, and we're still left hanging on the edge of the seat, so to speak?

 

It's a bit frustrating, especially seeing how well the Sabre and the Hawk does it, where one is actually sitting in the seat, and not on the edge of it.

It's pretty easy to get a good seat position in the A10C, it's just that pesky HUD symbology that becomes way oversized.

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Posted

Very funny. Was playing around with this yesterday evening as well. Found a good head position but this screws my view onto the HUD. So others have this issue as well. Good to know but bad to have no good solution. The head position more close to the seat is kind of better flight feeling as I can see more of the pit and the ground. But the HUD isn't what I expected to see. Even though it might be realistic it would be great to have control on that as well.

Have a great weekend, Roland

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  • 4 months later...
Posted

I have been trying to find a fix for this for hours now and annoyed as hell!

 

Being a triple screen user, I find this problem is worsened when having a greater area of screen to play with, Calibrating between sims and screens has always been a chore but this one takes the cake as the most irritating. I can get perfect FOV and seat position, but that damned HUD is a PIA! I seriously hope someone finds a good fix.

 

I'm going to play around with the HUD lua files and see what I can't come up. For a simulation company this type of problem really isn't acceptable! I could understand having the head position be in the correct placement and not be movable without problems, but the other way around is just stupid! (If we find a fix in the lua files, i'm going to be even more pissed that Eagle couldn't have seen this problem and fixed it themselves!)

Posted
Being a triple screen user, I find this problem is worsened when having a greater area of screen to play with, Calibrating between sims and screens has always been a chore but this one takes the cake as the most irritating. I can get perfect FOV and seat position, but that damned HUD is a PIA! I seriously hope someone finds a good fix.

 

I'm going to play around with the HUD lua files and see what I can't come up. For a simulation company this type of problem really isn't acceptable! I could understand having the head position be in the correct placement and not be movable without problems, but the other way around is just stupid! (If we find a fix in the lua files, i'm going to be even more pissed that Eagle couldn't have seen this problem and fixed it themselves!)

Not sure what your deal is. I'm a triple screen user as well. I just modded the lua files to give me a max 160º FOV and use the default head position, works fine.

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  • 1 month later...
Posted

It's so frustrating that this has never been officially acknowledged, let alone addressed. The A-10C is supposed to be ED's flagship product, and yet we're stuck with no way to get around the supposedly 'best' solution to making the HUD readable with a typical field of view.

 

If the in-cockpit seat raise/lower control can move the point of view up and down while keeping the HUD working properly, surely it must be possible to do likewise for fore/aft?

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  • 2 weeks later...
Posted

I think it would need a cockpit redesign and I am all for a DCS:A10c 2.0 !!

"Its easy,place the pipper on target and bombs away." :pilotfly:

 

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  • 8 months later...
Posted
Not sure what your deal is. I'm a triple screen user as well. I just modded the lua files to give me a max 160º FOV and use the default head position, works fine.

 

Your FOV isn't set properly...unless the buildings were you live are all tilted backwards? You've settled for an inaccurate view.

Posted

Exactly this is a problem and needs to be fixed I spend more time trying to get a good position in the a10cthen I do flying it. Matter of fact due to this incorrect head position and the stupid hud resizing it's self when you move back to a proper one I've completely quit the A10c.

Having a good position only to have such a messed up fov you have fish eye syndrome that all objects are shaped incorrectly is retarded. Please finally acknowledge this and fix it it's actually same problem in vr too.

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Posted
Exactly this is a problem and needs to be fixed I spend more time trying to get a good position in the a10cthen I do flying it. Matter of fact due to this incorrect head position and the stupid hud resizing it's self when you move back to a proper one I've completely quit the A10c.

Having a good position only to have such a messed up fov you have fish eye syndrome that all objects are shaped incorrectly is retarded. Please finally acknowledge this and fix it it's actually same problem in vr too.

 

I still can confirm this!

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Posted

How are you setting your Head position?

 

Leading Forward hitting Re-Center, then Leaning Back?

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Posted

Via all the num keys and every other method within dcs while having trac ir paused. Talking in 2d right now. Problem is bringing the head back disrupts the size and placement of the hud. So do a zoom out to get the fov you want but it turns to fish eye and things are not drawn in correct shapes but the hid font maintained its original size though.

The best I've ever got it on a 55 inch 4K was with the head and neck mod but still run into font and odd fish eye problems when fov is to big.

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Posted

please give a detailed step by step of how you are setting up your view.

 

Zooming Opens and Closes FoV, you're going to get a FishEye Effect.

 

I do however Notice Moving Forward or backward the HUD Remains the Same Size on the Screen as the HUD Glass and Cockpit around it Block the View.

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Posted

Ok bare with me typing on phone is tidious.

 

Start mission with trac ir paused

Once it starts it zooms out I then hit Num enter to get the actual set fov

So that position is kissing the front console so I try to get the virtual head moved back.

So using the shift control and / and * keys of numpad I move virtual head back.

 

That accomplished great but the actual hud is now oversized and not fully readable nor usable. So I re center and do same thing but instead use the two mentioned keys above without shift and control which is the zoom keys. I get head to a proper position on the 55 inch 4K but now the fov is so high that it's uber fish eye vision.

 

I'm not the biggest techy guy but I'm wondering if certain fixes need to be made for larger screens. This has always been a problem since I've had the a10c beta.

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  • 1 month later...
Posted

Going to jump on the band wagon of "there is something not quite right here".

 

Using the rift, I find the default head position to be accurate if you were 4 foot high and sitting with your chin on top of the stick. Just look left and right end see where the eyepoint lines up, it's virtually over your knees, throttles are behind you at what would be your hip. I refuse to believe, without some accurate diagrams and comparisons with the DCS model that this is correct.

 

So when you get a more realistic eyepoint through using the CTRL/SHIFT NUM keys.... your hud is now messed up and too big because of what appears to be a collimation error.

 

My conclusion is that either... some compromises were made to make the HUD viewable on a flat screen monitor, or that the HUD is not projected at infinity but rather on a plane, some arbitrary distance in front of the aircraft which I think would increase the error when moving your head fore and aft.

 

All that aside, it's still not right when you use the Rift. Which is a shame, as the A-10 was a favourite to fly, but in the rift it's my least favourite now.

[sIGPIC][/sIGPIC]

Posted

Why not just add an option in the special settings for the A-10C. One option for scaled up HUD and the current head position, and one option for a regular sized HUD and the default head position being against the seat. Everyone's happy.

-Col. Russ Everts opinion on surface-to-air missiles: "It makes you feel a little better if it's coming for one of your buddies. However, if it's coming for you, it doesn't make you feel too good, but it does rearrange your priorities."

 

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Posted
Why not just add an option in the special settings for the A-10C. One option for scaled up HUD and the current head position, and one option for a regular sized HUD and the default head position being against the seat. Everyone's happy.

 

Agreed! Has anyone from ED or Wags commented on this subject at all?

[sIGPIC][/sIGPIC]

  • 4 weeks later...
Posted
Agreed! Has anyone from ED or Wags commented on this subject at all?

 

+1

 

Same problem with Oculus Rift. Once editing default view, with my shoulders against the seatback (welcome VR), part of the HUD is out of view.

 

Please ED, you are doing a great job in VR, but this seems to have a easy solution. The default view of A10C in VR has no sense.

Posted

In researching this issue, I have discovered a rare photo of an actual A-10 HUD. Notice that, yes, the HUD is only partially visible.

 

cockpit_lights.jpg

 

Also, by comparing gun camera footage to the sim, I can confirm that the angular width of the HUD symbology is 100% accurate.

Posted
In researching this issue, I have discovered a rare photo of an actual A-10 HUD. Notice that, yes, the HUD is only partially visible.

 

cockpit_lights.jpg

 

Also, by comparing gun camera footage to the sim, I can confirm that the angular width of the HUD symbology is 100% accurate.

 

It's a nice picture certainly. But the camera is not positioned at the designed eyepoint. It is higher and a touch further back.

 

While a very nice image and not one that I have seen before it doesn't really prove anything. Also recently in a Reddit AMA a serving A-10 pilot said that the whole HUD was visable.

[sIGPIC][/sIGPIC]

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