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Posted

Not sure if this was mentioned in the past(I'm sure it might have been).

 

I would love to see animation in the pilots head in the up/down axis; as well as the current left/right.

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Posted

+10

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Posted (edited)

Same here, i know its a feature which would be sort of pointless and a waste of resources but it helps with immersion i guess.

Edited by Rykane
Posted

Immersion wise yeah; you could tell if a wingman is heads down at gauges; or looking up.

Even use head-nods for signal checks; takeoff formation signals, etc :)

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Posted

It definitely helps with immersion. We were able to figure out a workaround to get a fully 6DOF pilot external animation for our L-39, but since it is a workaround, it captures TIR input and then redirected it back to the sim, causing some different behavior from what you may be used to. (Only works unpaused and only for this aircraft, etc.). Here is what it looks like in 3DOF rotations, however.

 

Posted

+1 for this.

 

SilentEagle, you will put a pilot in your L39 cockpit? I hope... :)

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Posted
It definitely helps with immersion. We were able to figure out a workaround to get a fully 6DOF pilot external animation for our L-39, but since it is a workaround, it captures TIR input and then redirected it back to the sim, causing some different behavior from what you may be used to. (Only works unpaused and only for this aircraft, etc.). Here is what it looks like in 3DOF rotations, however.

 

 

That Sir is AWESOME!

 

ED I hope you are watching this thread, this is a must ! Puhleeeease.

 

:thumbup::joystick::pilotfly:

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Posted

SilentEagle! That's "almost" perfect! :)

 

If you could add a little "forward-backward body movement" it will be perfect, in my opinion! :)

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Posted (edited)
SilentEagle! That's "almost" perfect! :)

 

If you could add a little "forward-backward body movement" it will be perfect, in my opinion! :)

 

There will be 6 axises of movement, they just aren't all animated. Right now we have roll, pitch and yaw with the head. We aim to add the x, y and z translational TiR axies with the pilot leaning forward, back, left, right and sitting up in the seat. Code's already implemented we just have to animate it.

 

+1 for this.

 

SilentEagle, you will put a pilot in your L39 cockpit? I hope... :)

 

Yes.

Edited by Blaze

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Posted

Can't wait to see it. :)

Would absolutely love if you'd allow ED to use this across the board, though all modules would need to be updated.

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Posted

As I said, it is a workaround, because our code cant capture the TIR axes directly for some reason. It isn't the best solution. It isn't that ED can't do this. It is that it is very unlikely, because of net resources being a limitation. Their goal is to make multiplayer stable, and adding shared animations is not the way to do that.

Posted

Gentlemen; Thank you all. :)

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Posted

As I said, it is a workaround, because our code cant capture the TIR axes directly for some reason. It isn't the best solution. It isn't that ED can't do this. It is that it is very unlikely, because of net resources being a limitation. Their goal is to make multiplayer stable, and adding shared animations is not the way to do that.

 

 

All right,

Maybe to ask right now at Wags ? ... :D

  • 2 years later...
Posted

Just watched the video and was drulling after that. The head movement would suffice for me and would be so immersive. Great for movie creation. Bring it on.

  • 3 weeks later...
Posted

Glad you guys revisited this. I wonder if Wags would consider this.

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Posted
Glad you guys revisited this. I wonder if Wags would consider this.

 

No.

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"There will always be people with a false sense of entitlement.

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Posted (edited)

It's amazing how cool that it is.

 

It probably is something you don't want to send to the server - it is too much traffic for something non-essential. BUT this a use case for having a peer to peer network layer just for localised shared visual effects. If you enable it on your machine - other people who have it enabled on their machine get peer to peer traffic when they are close enough to see your head.

 

Wow only realised how old this thread is. Cool.

Edited by vicx
Posted
It's amazing how cool that it is.

 

It probably is something you don't want to send to the server - it is too much traffic for something non-essential. BUT this a use case for having a peer to peer network layer just for localised shared visual effects. If you enable it on your machine - other people who have it enabled on their machine get peer to peer traffic when they are close enough to see your head.

 

Wow only realised how old this thread is. Cool.

 

You wouldnt notice any change in bandwith resource requirements

because right know the horizontal head angle is already part of the transmission.

So you just have to add another maybe 4-8 byte value which represents the vertical angle.

That's it.

Posted
maybe 4-8 byte value.

By my calculations, and if you merely want 2DOF - pitch/yaw (is roll all that necessary? Nice, yes, but necessary?), and you already have yaw, adding pitch could cost as low as 1 byte (given reasonable rotation restrictions).

 

I guess by extrapolation, you could get away with 1 byte per DOF.

 

Doesn't sound all that costly to me. But I'm probably missing something in my relative naivety.

 

With VR becoming a thing* this could be a real boon for immersion.

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Posted

Further to all this, I'm really looking forward to being able to use hand signals in VR one day...

 

You know, for keeping up foreign relations.

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