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Reworked Cockpit Views with proper Neck


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On 8/17/2022 at 1:10 AM, YSIAD_RIP said:

If you look carefully at the 5:05 part of the video you will notice that @SUNTSAGANCIENT GAMER is using a personalized version of the Server.lua edit that Peter P first provided in October 2012 and then updated by @firmek many years later.

Video NOTES: 

 

  • Watch the video and enjoy
  • I am currently Plaiying with local gEyePoint  = {0.05, 0.08, 0.00}   vs  {0.08, 0.10, 0.00}   etc..  and testing a server.lua entry for the little Polikarpov I-16. 🤣

Cheers.

 

 

How I install it in DCS steam version? 

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39 minutes ago, Tuniorez said:

How I install it in DCS steam version? 

There should be a savegames/dcs subfolder for the steam version as well I think.

Go to the subfolder config/views and there you should find those two files. Rename the originals to .old or something and replace them.

If this folder doesn’t exist, just search for the files by name. (don‘t alter the main installation folder of dcs though)

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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I have this odd issue when some single player missions I downloaded start off with the default views, this mod doesn't start with the modified views. Is there a known fix for this? Thanks.

Asus ROG Maximus X Apex//Core I7 8700K @ 5.3Ghz //32GB DDR4 RAM//Asus 3090 RTX//4K monitor w/ TrackIR 5

 

 

 

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14 minutes ago, Sn8ke said:

I have this odd issue when some single player missions I downloaded start off with the default views, this mod doesn't start with the modified views. Is there a known fix for this? Thanks.

Sounds like they included their own view files - server.lua and snapviews.lua, in the mission file.
Need to open it with winrar, and delete those files from those missions. There should be a Config/View/ folder, and in there they are. Delete.

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33 minutes ago, Knock-Knock said:

Sounds like they included their own view files - server.lua and snapviews.lua, in the mission file.
Need to open it with winrar, and delete those files from those missions. There should be a Config/View/ folder, and in there they are. Delete.

That was indeed the problem. Thanks!

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I updated my "reworked-cockpit-views" server.lua with some lines of code for the little Polikarpov I-16 and the New Mirage F1.  I also just added AH-64D for reference too. 

For anyone that has read all 33 pages of this thread or went down the "rabbit-hole" that is DCS FOV, Snap Views and Server.lua you may realize that most settings are subject to your preferences and in some cases the hardware you are using to run DCS.

Don't be afraid to make backups, roll up your sleeves, and make some changes to the values and see what happens. 

FYI: You can "usually" find the original developers view settings in a file called Views.lua. Located in your DCS Folder:

DCS World OpenBeta\Mods\aircraft\"module_name"\Views.lua

 

Polikarpov I-16

ViewSettings["I-16"] = { -- Example Setings to try
	Cockpit = {
	[1] = default_fighter_player({CockpitLocalPoint      = {-1.532000,0.811000,0.000000},
								  --CameraAngleLimits      = {200.0, -90.0, 90.0},
								  limits_6DOF            = {x 	 = {-0.070000,0.280000},
															y 	 = {-0.200000,0.100000},
															z 	 = {-0.190000,0.190000},
															roll =  90.000000}}),
	}, -- Cockpit 
	Chase = {
		LocalPoint      = {0.600000,3.682000,0.000000},
		AnglesDefault   = {180.000000,-8.000000},
	}, -- Chase 
	Arcade = {
		LocalPoint      = {-27.000000,12.000000,0.000000},
		AnglesDefault   = {0.000000,-12.000000},
	}, -- Arcade 
}

 

Mirage-F1CE

ViewSettings["Mirage-F1CE"] = {  -- Example Settings to try
	Cockpit = {
	[1] = default_fighter_player({CockpitLocalPoint      = {3.225, 0.368, 0.0},
								  --CameraAngleLimits      = {200.0, -90.0, 90.0},
								  limits_6DOF            = {x 	 = {-0.150000,0.300000},
															y 	 = {-0.300000,0.100000},
															z 	 = {-0.240000,0.240000},
															roll =  90.000000}}),
	}, -- Cockpit 
	Chase = {
		LocalPoint      = {0.600000,3.682000,0.000000},
		AnglesDefault   = {180.000000,-8.000000},
	}, -- Chase 
	Arcade = {
		LocalPoint      = {-27.000000,12.000000,0.000000},
		AnglesDefault   = {0.000000,-12.000000},
	}, -- Arcade 
}

 

AH64-64D

ViewSettings["AH-64D_BLK_II"] = {   --- Example Settings to try
	Cockpit = {
	CockpitAnchorPoint = {1.926, 0.922, 0.0},
	[1] = default_fighter_player({CockpitLocalPoint      = {1.784, 0.992, 0.045},
								  --CameraAngleLimits      = {200.0, -90.0, 90.0},
								  limits_6DOF            = {x = {-0.1,0.5},y ={-0.3,0.1},z = {-0.3,0.3},roll = 90.0}}),
	[2] = default_fighter_player({CockpitLocalPoint      = {1.784 + 1.300, 0.992 - 0.45, -0.0125},
								  --CameraAngleLimits      = {200.0, -90.0, 90.0},
								  limits_6DOF            = {x = {-0.1,0.5},y ={-0.3,0.1},z = {-0.3,0.3},roll = 90.0}}),
	}, -- Cockpit 
	Chase = {
		LocalPoint      = {0.600000,3.682000,0.000000},
		AnglesDefault   = {180.000000,-8.000000},
	}, -- Chase 
	Arcade = {
		LocalPoint      = {-27.000000,12.000000,0.000000},
		AnglesDefault   = {0.000000,-12.000000},
	}, -- Arcade 
}

 

Cheers. 


Edited by YSIAD_RIP
Minor edits to some CockpitLocalPoint Values, added AH-64D
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  • 4 months later...
  • 10 months later...

Adding my latest tweaks for proper neck mod to work with latest modules for TrackIR users. The biggest noticeable difference is HUD image when you try to turn your head like IRL and when checking six or looking down. It is more immersive that having camera fixed on a pole.

My SnapViews also incorporate tweaks to center position incl. It also sets FOV to 90 degree as default and for zoom view (fov) axis (min 30, max 150 deg) for a/c I fly. My eyepoint vs neck lenght is 10cm x 10cm default to reduce effect by PeterP. I have tested with my one eye closed in the pit in RL and it is more acceptable imho. In the end it is all matter of preference so edit files as you require.

Imho:

eypoint offset from neck should be 5cm (conservative) or 10cm (good default), 16cm causes unrealistic rapid viewpoint travel when you turn your head down.

shoulder good default is .15 as it does not cause such excessive camera movement on "shoulder rails" as you turn head past 3-9 o'clock. .25 was good for view hat users but with TrackIR you have 6DOF to control that.

AH-64 boresight position readied as default. Also fixed shoulder for F-14 pilot seat (back seat was ok), and both F-14 seats use the default 5cm eyepoint offset from neck - increase it to 10cm if you wish.

Note: this does not work entirely when joining some servers. Shoulder value is basically a scripted distance that offsets camera on left or right rail when you check six. Remember this is to increase immersion for TrackIR overs, these servers might force different eye point position at start and shoulder. Remember to check first post by PeterP to understand what Eyepoint values does. Mod is no good if you are using hats or eye trackers, and it is totally not for VR (which uses own hardware and DCS settings for proper head and eye position tracking).

SnapViews.lua Server.lua


Edited by Shaman
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  • 1 month later...

Could someone help me to finetune my settings to avoid the seat corner obstracting 1/3 of my screen when I turn my head?

Here is a quick video with what I mean. I'd like to keep the default head position as far back as possible, but to move the virtual eyes' position forward earlier as I turn the virtual head. I tried increasing the shoulder width, but shoulders only kick in once I turn past 90deg by which time I already have seat corner in my face...

Here are my current settings in Saved Games\DCS.openbeta\Config\View\Server.lua

ViewSettings["FA-18C_hornet"] = {
Cockpit = {
[1] = {-- player slot 1
	CameraViewAngleLimits  = {20.000000,120.000000},
	CockpitLocalPoint      = {3.533,1.156,0.0},
	CameraAngleRestriction = {false,90.000000,0.500000},
	CameraAngleLimits      = {200,-90.000000,90.000000},
	EyePoint               = {0.05000,0.100000,0.000000},
	ShoulderSize		   = 0.25,
	Allow360rotation	   = false,
	limits_6DOF            = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000},	
},
}, -- Cockpit 
Chase = {
	LocalPoint      = {-5.0,1.0,3.0},
	AnglesDefault   = {0.000000,0.000000},
}, -- Chase 
Arcade = {
	LocalPoint      = {-21.500000,5.618000,0.000000},
	AnglesDefault   = {0.000000,-8.000000},
}, -- Arcade 
}

 


Edited by Katmandu
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It would be highly unrealistic, but try to increase the shoulder size.

Problem is, that in the f-18 (and most other aircraft apart from the mosquito for some reason) you have boundaries that inhibit sticking your helmet through the canopy.  Maybe there is not enough space to look past the seat completely….

Just checked - I think you are limited by the canopy.

F-16 for comparison:Screen_231219_203409.jpg

 


Edited by Hiob

"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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1 hour ago, Hiob said:

, but try to increase the shoulder size.

Thanks for the tip, but it doesnt work even with 0.75 shoulders.

Just to be clear, I am trying to make the transition so that there never a view like in the screenshot, with the seat covering view:

dcs-shoulder-trackir.jpg

The weird thing is that if I use Opentrack instead of TrackIR then this option does EXACTLY what I want (and it actually makes this whole thread pointless as it works even with default views). Here is a quick vid (everything is the same as above, but I'm using Opentrack with "Neck" option set to 15cm)

dcs-shoulder-opentrack.jpg

 

The big question is how to achieve the same effect without the Opentrack option (I wish TrackIR hardware supported Opentrack, or that they updated theirs with new features like this neck option!)...

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But the camera position is exactly the same - same Server.lua, I reset the view in the beginning, everythin is the same. Opentrack neck transitions the camera so as to avoid the seat, and if this option is disabled (and if using TrackIR) the transition cannot avoid the seat.

To be concrete, the question is: how to initiate forward transition of the virtual head sooner without relying on Opetrack?


Edited by Katmandu
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I think, the first value of the Eyepoint in the server.lua is the corresponding value to the opentrack option.

Take a look here:

 

ViewwithNeck-1_zps636c6a0e.webp


Edited by Hiob
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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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On 12/19/2023 at 9:14 PM, Hiob said:

I think, the first value of the Eyepoint in the server.lua is the corresponding value to the opentrack option.

You're absolutely right! Massive thanks (although the answer was staring me in the face all along :doh:)!

The following solves the issue with the TrackIR virtual head: 

add these lines to \Saved Games\DCS.openbeta\Config\View\Server.lua :

ViewSettings["FA-18C_hornet"] = {
Cockpit = {
[1] = {-- player slot 1
	CameraViewAngleLimits  = {20.000000,110.000000},
	CockpitLocalPoint      = {3.533,1.156,0.0},
	CameraAngleRestriction = {false,90.000000,0.500000},
	CameraAngleLimits      = {200,-90.000000,90.000000},
	EyePoint               = {0.16000,0.100000,0.000000},
	ShoulderSize		   = 0.25,
	Allow360rotation	   = false,
	limits_6DOF            = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000},	
},
}, -- Cockpit 
Chase = {
	LocalPoint      = {-5.0,1.0,3.0},
	AnglesDefault   = {0.000000,0.000000},
}, -- Chase 
Arcade = {
	LocalPoint      = {-21.500000,5.618000,0.000000},
	AnglesDefault   = {0.000000,-8.000000},
}, -- Arcade 
}

 


Edited by Katmandu
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I think you should put the shoulder size back to the default value. Such an extreme value may cause issues in some modules. (If it is even registered)

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

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  • 1 month later...

I tried a server.lua from earlier in the thread and while it worked it also affected other things that I would prefer left alone.

Can anyone highlight the relevant lines I would need to paste into a fresh server.lua so I can have a 'neck' for the P-51 only?

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