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Eyepoint position in the reworked A-10C cockpit for a realistic collimated HUD


sc_neo

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Hey,

 

as the title says, i am wondering whether the upcoming A-10C cockpit rework will improve the eyepoint position so that the eyepoint gets seperated from the neck. Afaik right now, the A-10C eyepoint and neck conincide, thus when you look around (especially with head tracking) it feels a bit off.

But more importantly, the HUD is unrealistic because it stays perfectly visible when you turn your head unless you start actually moving it up/down and left/right.

When the eyepoint is moved a bit forward from the neck, turning your head will automatically move your eyepoint a bit to the side and thus affecting your angle to the collimated HUD, which will start moving the HUD gradually to the opposite site until it starts moving out of view.

 

This has been implemented for all the HD reworks of ED's modules like the Flaming Cliffs 3 modules. So i reckon the devs will do this as well for the A-10C.

 

For reference; the viewpoint in the cockpit is defined in the Server.lua and most of the FC3 reworks call the eyepoint position from the "default_fighter_player(t)" config defined at the file's top.

 

I believe the first value of the eyepoint line is the forward shift from the neck, the second value the vertical seperation and the third lateral, which we obviously don't want. As you can see, the default fighter player config has an eyepoint moved 5cm forward from the neck, but no vertical shift unfortunately. For a proper neck like PeterPs "Proper Neck" mod, there should be a bit of vertical shift as well, but the 5cm forward shift is good for now.

 

function default_fighter_player(t)

local res = {

CameraViewAngleLimits = {20.000000,140.000000},

CameraAngleRestriction = {false ,90.000000,0.500000},

EyePoint = {0.05 ,0.000000 ,0.000000},

limits_6DOF = {x = {-0.050000,0.4500000},y ={-0.300000,0.100000},z = {-0.220000,0.220000},roll = 90.000000},

Allow360rotation = false,

CameraAngleLimits = {200,-80.000000,110.000000},

ShoulderSize = 0.2, -- move body when azimuth value more then 90 degrees

 

Now all FC3 modules don't define there own eyepoint but call on the default_fighter_player(t) config.

 

The A-10C defines an eyepoint, but has as of yet no 5cm forward shift.

 

ViewSettings["A-10C"] = {

Cockpit = {

[1] = default_fighter_player({CockpitLocalPoint = {4.300000,1.282000,0.000000},

EyePoint = {0.000000,0.000000,0.000000},

limits_6DOF = {x = {-0.050000,0.600000},

y = {-0.300000,0.100000},

z = {-0.250000,0.250000},

roll = 90.000000}}),

 

Yes, one can easily modify that server.lua and add these 5cm forward shift, but then you run into a whole lot of trouble gettintg the FOV corrected, not really an option. I reckon, ideally the neck needs to be moved 5cm backward so that the eypoint can be move 5cm foward and be in the exact same position we are used to for years.

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