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EyePoint-Head Position


Guest Cayenne

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And I tried playing with a bunch of different parameters in (I think) HUD_definitions.lua, but couldn't get it working correctly. I was able to drop the font size, but have yet to find a way to compress the HUD symbology to fit into the smaller area of the new viewpoint's HUD. But I would guess that our answer lies somewhere in that folder.

 

The HUD symbology is supposed to cover a fixed angle. E g the pipper size is defined as a diameter of a number of mils. It should always be the same size compared to the background - projected on infinity.

 

If you managed to squeeze it onto the combiner as seen from further away, you'd either change the angular size of the reticle or make the reticle larger, compared to the rest of the symbology. The heading tape would either display fewer degrees or grow bigger, compared to everything else. Etc etc etc.

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Guest Cayenne

Just stop panning when it becomes unrealistic. Other simulators do this as well. watch some real video some pilots climb all over the pit to get a look behind. I like it when they pull back on the stick while looking straight up to have a look behind them, makes My neck hurt just to watch it...

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Guest Cayenne

"Rider1 For whatever reason, technical or otherwise, ED did not put in any FOV limits. Right now, my FOV is only limited by the fact my that my TIR cannot see my reflectors anymore."

 

Do You mean rotational stops?

 

If You boost the TIR curves You can turn all away around and around I don't know what the limit is never checked, and You can reduce the curves to mimic head turn limits.

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Guest Cayenne

This might be what We are looking for, but none of it appears to work...

 

View.lua

 

-- HUD displacement for the HUD-only view (for cockpit builders).

-- Y-axis - up/down, Z-axis - left/right, in meters. X-axis (size) not implemented yet.

HUDOnlyPoint = {}

HUDOnlyPoint[su_27] = {0, 0, 0}

function GetHUDOnlyPoint(iType)

local p = validate(HUDOnlyPoint,iType)

return p[1], p[2], p[3]

end

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Well guys, I've fooled around with this for a few hours and still haven't gotten it to my satisfaction, however, this is the best I've come up with so far. The viewangle parameter is probably way too high for single-monitor users, but looks good on my 3-monitor setup. It's not much of an improvement in terms of side panel visibility, but does significantly cut down on the 'skewed' look of things in the default view, with the HUD frame and MFCDs appearing more vertical instead of angled.

 

My settings:

 

Snap[11][13]["y_trans"] = -0.046597290039063

Snap[11][13]["x_trans"] = 0.370751953125

Snap[11][13]["hAngle"] = 0

Snap[11][13]["viewAngle"] = 131.448216

Snap[11][13]["vAngle"] = -19

Snap[11][13]["rollAngle"] = -0

Snap[11][13]["z_trans"] = -0.001983642578125

 

Default:

Default_MFCD.jpg

 

Mod:

Mod_MFCD.jpg

 

8d56fa6d2041f336e9d1e9ed26f0f9c9.gif


Edited by GregP
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Well guys, I've fooled around with this for a few hours and still haven't gotten it to my satisfaction, however, this is the best I've come up with so far. The viewangle parameter is probably way too high for single-monitor users, but looks good on my 3-monitor setup. It's not much of an improvement in terms of side panel visibility, but does significantly cut down on the 'skewed' look of things in the default view, with the HUD frame and MFCDs appearing more vertical instead of angled.

 

My settings:

 

Snap[11][13]["y_trans"] = -0.046597290039063

Snap[11][13]["x_trans"] = 0.370751953125

Snap[11][13]["hAngle"] = 0

Snap[11][13]["viewAngle"] = 131.448216

Snap[11][13]["vAngle"] = -19

Snap[11][13]["rollAngle"] = -0

Snap[11][13]["z_trans"] = -0.001983642578125

 

 

This is the same as the default, except the view angle.

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This might be what We are looking for, but none of it appears to work...

 

View.lua

 

-- HUD displacement for the HUD-only view (for cockpit builders).

-- Y-axis - up/down, Z-axis - left/right, in meters. X-axis (size) not implemented yet.

 

It says YET, there's still hope! :v: :thumbup:

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Guest Cayenne

Rider1, While trying to adjust HUD graphics myself, I stumbled across a head stop function that works with manual pan and TIR...

 

View.lua

 

Line 155 CameraAngleRestriction [A_10C] = {0,90,0.5}

 

change the parameters to {1,90,0.5} not sure what the 90 and the 0.5 do, but it will stop the Linda Blair Exorcist head. Can't see the back of the L&R consoles though! snap views to the rescue???

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This is the same as the default, except the view angle.

 

No, it's a little bit different, a little further back, higher, and less panned down:

 

Default:

Snap[11][13]["y_trans"] = -0.041336805555555564

Snap[11][13]["x_trans"] = 0.36

Snap[11][13]["hAngle"] = 0

Snap[11][13]["viewAngle"] = 75.0

Snap[11][13]["vAngle"] = -23

Snap[11][13]["rollAngle"] = 0

Snap[11][13]["z_trans"] = 0

 

Mine:

Snap[11][13]["y_trans"] = -0.046597290039063

Snap[11][13]["x_trans"] = 0.370751953125

Snap[11][13]["hAngle"] = 0

Snap[11][13]["viewAngle"] = 131.448216

Snap[11][13]["vAngle"] = -19

Snap[11][13]["rollAngle"] = -0

Snap[11][13]["z_trans"] = -0.001983642578125

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Guest Cayenne

Can any programmers chime in here as My programming skills are limited?

 

As I understand You are supposed to avoid high precision and double precision numbers if You don't need them as it sucks up resources.

 

Just curious why eyepoint would need precision down to the quintillionth of a meter -0.041336805555555564

 

I have seen many other numeric variables with unnecessarily high precision.

 

???

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Hi I'm on the same boat And thanks for all posters for their input.

After loooong tweaking I found this values to be the best compromise between usability and convenience and realism .

 

Could you all please test and report - I want to create a Modman file that will be from the start the final release and don't have to go trough various version numbers between 1.0 -2.0 :D

 

Snap[11][13] = {} -- Default cockpit view
Snap[11][13]["y_trans"] = -0.02    -- default: -0.041336805555555564
Snap[11][13]["x_trans"] = 0.270751953125  -- default: 0.36
Snap[11][13]["hAngle"] = -0 -- default: 0
Snap[11][13]["viewAngle"] = 131.448216  -- default: 95.0
Snap[11][13]["vAngle"] = -22 -- default: -23
Snap[11][13]["rollAngle"] = -0  -- default: 0
Snap[11][13]["z_trans"] = -0.001983642578125  -- default: 0

for your convenience I also included the default values to revert back even if you have forgotten to backup.

 

Thanks!

 

Edit:

And I attached no screen-shots on purposes because I want to have opinions without bias.

I don't want to hear your answers in relation to what you thought to see by judging on my pictures - I have made the experience that the view will change a little according your Res and aspect ratio.

I want to know if you like it and why - or the other way ;)

But Keep in mind that Changing the size of the HUD while keeping also the cockpit view at the same position is a NO-GO right now.

 

And I have already in mind to release three different versions. - because people with small screen size prefer to have the HUD always in the absolute middle of the screen. While someone with a high Vert. FOV ( means big Screen) want also the half of the cockpit on the screen.

This will be maintained with the "vAngle" value.

Feel free to change the "vAngele" to your liking - lower it to look more down - and higher it to look more up.

 

Edit:

Mod is released : http://forums.eagle.ru/showthread.php?p=1169138#post1169138


Edited by PeterP
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Thanks for this, PeterP!. First impressions:

 

This FoV setup feels much more natural to me than the default. The only thing that's not quite right (for me), is it feels/looks like the seat is jacked way up and I have to lower the seat in order to get the HUD on center.

 

Without lowering the seat I can only see the bottom half of the HUD. This is a minor detail, though as it's just a button press to lower the seat. Once I get the seat where I want it, it's perfect.

 

Nicely done, man! Rep inbound.

 

Thanks again for all your help.

 

-Mack


Edited by MackTheKnight
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Thank for feed back - i use (usually) 2048 px vertical hight with a aspect of 1.875 . that can be the point why you have to lower your view to be in "center".

And this is why I want to make 3 diffrent versions covering everyone's setup.

Please post also your aspect and vertical hight of your "camara" value you are using.

Also like Mack did -what you had to do to get in the "right" place. (and screenshots if possible)

 

@Mack

You don't have to -I know your setting as my own pocket...

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Hi I'm on the same boat And thanks for all posters for their input.

After loooong tweaking I found this values to be the best compromise between usability and convenience and realism .

 

Could you all please test and report - I want to create a Modman file that will be from the start the final release and don't have to go trough various version numbers between 1.0 -2.0 :D

 

Snap[11][13] = {} -- Default cockpit view
Snap[11][13]["y_trans"] = -0.02    -- default: -0.041336805555555564
Snap[11][13]["x_trans"] = 0.270751953125  -- default: 0.36
Snap[11][13]["hAngle"] = -0 -- default: 0
Snap[11][13]["viewAngle"] = 131.448216  -- default: 95.0
Snap[11][13]["vAngle"] = -22 -- default: -23
Snap[11][13]["rollAngle"] = -0  -- default: 0
Snap[11][13]["z_trans"] = -0.001983642578125  -- default: 0

for your convenience I also included the default values to revert back even if you have forgotten to backup.

 

Good settings, i also use 0.27 on the x axis, sweet spot

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Snap[11][13] = {} -- Default cockpit view
Snap[11][13]["y_trans"] = -0.02    -- default: -0.041336805555555564
Snap[11][13]["x_trans"] = 0.270751953125  -- default: 0.36
Snap[11][13]["hAngle"] = -0 -- default: 0
Snap[11][13]["viewAngle"] = 131.448216  -- default: 95.0
Snap[11][13]["vAngle"] = -22 -- default: -23
Snap[11][13]["rollAngle"] = -0  -- default: 0
Snap[11][13]["z_trans"] = -0.001983642578125  -- default: 0

for your convenience I also included the default values to revert back even if you have forgotten to backup.

 

Really, really, nice. I like this a lot. Feels very natural and I think more realistic. Thank you:thumbup:

 

And for requested feedback: I do have to raise my virtual seat to see the lower most portion of the hud. 1600x900 at 16:9 aspect.

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Rider1, While trying to adjust HUD graphics myself, I stumbled across a head stop function that works with manual pan and TIR...

 

View.lua

 

Line 155 CameraAngleRestriction [A_10C] = {0,90,0.5}

 

change the parameters to {1,90,0.5} not sure what the 90 and the 0.5 do, but it will stop the Linda Blair Exorcist head. Can't see the back of the L&R consoles though! snap views to the rescue???

 

Now that's what I have been talking about! Between your anti-exorcist mod and Peters realistic view mod, it feels like I am sitting in a nice tight virtual cockpit.

 

And you are right. The back left and right inner most panels are a bit of a problem. I can see them with TIR by looking under my UFC, then left or right, which is not very intuitive. :( Will have to do some more tinkering with snap views and such.

 

Just a hypothetical question: Once the multiplayer community really gets rolling, are all these edits we are making in the view files going to be an issue when it comes to integrity checks do you think?

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Really, really, nice. I like this a lot. Feels very natural and I think more realistic. Thank you:thumbup:

 

And for requested feedback: I do have to raise my virtual seat to see the lower most portion of the hud. 1600x900 at 16:9 aspect.

 

Set y_trans to -0.01 (from -0.02)

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  • 3 weeks later...

Tweaked Cockpit view 1.0

This is a set of three Tweaked Cockpit Views for DCS:A-10C

 

attachment.php?attachmentid=50076&stc=1&thumb=1&d=1302432171 attachment.php?attachmentid=50111&stc=1&thumb=1&d=1302457160 attachment.php?attachmentid=50083&stc=1&thumb=1&d=1302434256 attachment.php?attachmentid=50084&stc=1&thumb=1&d=1302434256

 

1. Tweaked Cockpit view -Recommend for any resolution and TrackIR.

 

Use this if you want to have a more Natural eye position with a more convenience

use of the Mirrors and the back-parts of the left and right console.

Downside: Small parts of the HUD are hidden by the HUD frame but you can

easily compensate it when you have a TrackIR so you will hardly notice this.

 

 

2. Tweaked Cockpit view with centred HUD -Recommend for displays with a small vertical resolutions and TrackIR.

 

Use this if you want to have a more Natural eye position with a more convenience

use of the Mirrors and the back-parts of the left and right console and you have to

zoom in often to get a better readability of the HUD.

Downside: Small parts of the HUD are covered by the HUD-frame but you can

easily compensate it when you have a TrackIR so you will hardly notice this.

 

3. Default Cockpit view with centred HUD -Recommend for displays with a small vertical resolutions.

 

Use this if you like the default view and you have to

zoom in often to get a better readability of the HUD

 

 

All Tweaks include a backup of the "SnapViewsDefault.lua" and if you follow the instruction below you will find

the "SnapViewsDefault.lua Backup" folder in "...\DCS A-10C\Config\View".

 

But to play absolute save I recommend to make a backup of your View folder ( "...\DCS A-10C\Config\" ) before you copy my

 

tweaked files.

 

 

 

Instruction:

 

Copy the contend of your chosen Tweak into your DCS:A-10C root folder and overwrite:

 

Example:

G:\Program Files\Eagle Dynamics\DCS A-10C

 

That's all!

 

Do you Have Questions? - Go to: http://forums.eagle.ru/showthread.php?p=1169138#post1169138

 

Many thanks goes to Cayenne and GregP for input!

 

 

PeterP

 

Download: http://files.digitalcombatsimulator.com/en/38574/

1034807458_1.TweakedCockpitview.thumb.jpg.5a1888d3b71ddc65db34a61e6016461f.jpg

495180834_DefaultCockpitview4-3.thumb.jpg.fd23d0ecff9013308575d490b98eec1d.jpg

198604222_2.TweakedCockpitviewwithcentredHUD.thumb.jpg.aae3aaaa5b42f8d38a15bc2060aa55a7.jpg

1931642246_3.DefaultCockpitviewwithcentredHUD.thumb.jpg.9a7efb8b8c48d70086c014168f952dc5.jpg


Edited by PeterP
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