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[REPORTED]KA-50 FOV in MP fails integrity check


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Related to :

 

https://forums.eagle.ru/showthread.php?t=270982

 

https://forums.eagle.ru/showthread.php?t=166142

 

Hello ED team,

 

It is still not possible to use KA-50 on several MP servers which override server.lua

 

-> FOV is just unplayable without lua tweaking.

 

ED please fix this! it has been this way since the new cockpit is out, 8 months (!) if I am not mistaken.

Badoo 4 | iPod

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I don't see how specific servers blocking lua tweaking is ED's problem. Sounds like you have a setup similar to my old one, and I did not have a problem. Are you not using TrackIR or something? Even if you're using a HAT to look around.... just turn your head slightly....

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The troll formerly known as Zhukov

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Please read the linked posts ...

 

On a triple screen monitor, vertical FOV is like this :

 

Screen_201011_162318.png

 

It's not a question of trackIR, it's just no good.

It should be like this :

 

Screen_201011_161959.png

 

Some tweaking in server.lua or in Cockpit/Views is required to make it correct (by correct I mean same vertical FOV as other DCS modules).

Problem is server.lua is overwritten by some servers (not all) and editing lua in /views does not pass integrity check.

=> you cannot have playable FOV in MP right now.

 

I don't see how specific servers blocking lua tweaking is ED's problem.

It is not.

 

Having a borked FOV is. Other modules do not have this issue.


Edited by kaymelkan

Badoo 4 | iPod

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I will ask the team about the FOV for MP, if I find something out I will let you know

 

thanks

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Hi all, the team have said it is only possible if used in the monitor pre-set.

 

multiscreen users can adjust monitor pre-sets to override this FOV for example see here Config/MonitorSetup

 

Some examples below

 

 

x = 0; --viewport position in pixels in DCS window coordinates

y = 0; --viewport position in pixels in DCS window coordinates

width = 1024; --viewport width in pixels

height = 1024; --viewport height in pixels

useAbsoluteAnglesShift = false; -- if true then viewDx and viewDy will be threated as radians to rotate camera , otherwise as part of FOV

viewDx = 0; -- viewport camera rotation from basis , value depends on useAbsoluteAnglesShift value

viewDy = 0; -- viewport camera rotation from basis , value depends on useAbsoluteAnglesShift value

viewRoll = 0; -- viewport camera roll , always radians

useAbsoluteFOV = false; -- if true then FOV value for viewport will be taken as radians , otherwise as fraction of base FOV

FOV = 1.0; -- viewport camera FOV , value depends on useAbsoluteFOV value

 

Let me know if it helps

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Thanks for the feedback,

 

not sure there is anyway around that sorry, and it wont be possible to change the initial problem.

At the moment this is the best work around.

 

thanks

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Uhm ... if the FOV issue can't be solved without editing some LUA file I have one simple question:

 

Why is the Ka-50 using a different camera than any other aircraft in the first place?

 

The camera is a fundamental feature and it makes no sense to me why it should be different. Hooray for spaghetti code -.-

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