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Large FOV distorts the sense of flying straight


TaliG
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Many times when I am cruising by looking only outside I end up using a LOT of rudder either left or right in order to keep the airframe straight...

When I think I am going straight and not sideways like a crab... I then quickly look at the ball and the ball tells me that I am flying like a crab... I correct my rudder input to bring the ball in center.. then I look outside and I gen the feel that again I fly like a crab and I need to correct again...

Then I think , ok , enough beer for today mate :drunk::megalol:

But a second thought tells me that all this is due to extremely large FOV of the huey...

 

I ve tried to lower the FOV with no lack (can somebody help on this?)

 

I really need to try a smaller FOV (the same like viewing from outside would be ideal for me)

so I can explain to myself if it is all due to large amount of ber or it is just the large FOV..

 

Any one having the same problem? (not with the beer:lol:)

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TaliG - 373vFS

 

“Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.”

Sun Tzu, The Art of War

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I can't fly with the wide FOV at all... so I made it narrower with the trick explained below:

 

 

I changed the red line below and it worked.

 

 

SnapViews = {

[1] = {-- player slot 1

[1] = {

viewAngle = 67.452896,--FOV

hAngle = 15.000000,

vAngle = -20.067383,

x_trans = 0.000000,

y_trans = 0.000000,

z_trans = 0.000000,

rollAngle = 0.000000,

 

You can find the file from:

Eagle Dynamics/DCS World/Mods/Aircrafts/UH-1H/Views

 

I hope it helps

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Press Alt+C and scroll the mouse wheel to change FOV

 

This changes overall zoom, thanks anyway :thumbup:

 

I can't fly with the wide FOV at all... so I made it narrower with the trick explained below:

 

 

I changed the red line below and it worked.

 

 

SnapViews = {

[1] = {-- player slot 1

[1] = {

viewAngle = 67.452896,--FOV

hAngle = 15.000000,

vAngle = -20.067383,

x_trans = 0.000000,

y_trans = 0.000000,

z_trans = 0.000000,

rollAngle = 0.000000,

 

You can find the file from:

Eagle Dynamics/DCS World/Mods/Aircrafts/UH-1H/Views

 

I hope it helps

 

Thanks for the help!! I tried numbers from 40.00000 to 120.00000 but could not see any difference...

I've changed the 6dof limits and got some nice views though :thumbup:

 

Thanks for the help guys!!:thumbup:

[sIGPIC][/sIGPIC]

TaliG - 373vFS

 

“Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.”

Sun Tzu, The Art of War

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That is the wrong place to do that I would strongly suggest you check out PeterP's post in the mods section and apply his re-worked neck views, snap views is now in saved games change it there or with the next update it will revert back to default.

Eagles may soar high but weasel's don't get sucked into jet engines.

 

 

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That is the wrong place to do that I would strongly suggest you check out PeterP's post in the mods section and apply his re-worked neck views, snap views is now in saved games change it there or with the next update it will revert back to default.

 

thanks for the heads up....the neck ''thing'' is fixed in 1.2.5 I ll look again though because my memory is that of a ...you know.. so I may have missed something about FOV over there..

thanks for your time jey :thumbup:

 

A link to PetersP's thread would be perfect as help, because the forum search is not working ''good''.

Cheers


Edited by TaliG

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TaliG - 373vFS

 

“Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.”

Sun Tzu, The Art of War

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I try to help where I can but PeterP's mod for proper neck views is one of the best and a must use also his Kneeboard mod is a must to although still a wip at the moment its very helpful have a look at it and if you understand how DCS works or reads files offer some help.

Eagles may soar high but weasel's don't get sucked into jet engines.

 

 

System Spec.

Monitors: Samsung 570DX & Rift CV1

Mobo: MSI Godlike gaming X-99A

CPU: Intel i7 5930K @ 3.50Ghz

RAM: 32gb

GPU: EVGA Nvidia GTX 980Ti VR Ready

Cooling: Predator 360

Power Supply: OCZ ZX Series 80 Plus Gold

Drives: Samsung SSD's 1tb, 500g plus others with OS Win10 64 bit

 

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That is the wrong place to do that I would strongly suggest you check out PeterP's post in the mods section and apply his re-worked neck views, snap views is now in saved games change it there or with the next update it will revert back to default.

 

 

Hmm.. I must be dreaming then, because I thought I have been flying hours after the new patch with this narrower view. Strange.


Edited by =Rattler=
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Hmm.. I must be dreaming then, because I thought I have been flying hours after the new patch with this narrower view. Strange.

 

Keep checking PeterP's topic he keeps updating it as needed and he is very on the ball.

Eagles may soar high but weasel's don't get sucked into jet engines.

 

 

System Spec.

Monitors: Samsung 570DX & Rift CV1

Mobo: MSI Godlike gaming X-99A

CPU: Intel i7 5930K @ 3.50Ghz

RAM: 32gb

GPU: EVGA Nvidia GTX 980Ti VR Ready

Cooling: Predator 360

Power Supply: OCZ ZX Series 80 Plus Gold

Drives: Samsung SSD's 1tb, 500g plus others with OS Win10 64 bit

 

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Hmm.. I must be dreaming then, because I thought I have been flying hours after the new patch with this narrower view. Strange.

 

it works but is not the "correct way" to do it. at next update it will overwrite your settings.

 

now you can have in your user folderfiles... Saved games\DCS\Config\Views server.lua and views.lua and snapviews.lua which can be edited by user as he pleases.

 

Snapviews.lua (which can be activated now within game options menu otherwise the defaultsnapviews.lua is used) controls many aspects of the view including FOV. However a similar control exists in server.lua the differences are this:

 

Snapviews number 13 (default view) defines how the view should look when you are in default view that is when you press Num5

Server.lua defines the ranges of possible FOV in any of the snap views.

 

This is how my pilot default view looks in snapviews.lua from my user files

 

[13] = {--default view

viewAngle = 105.000000,--FOV in degrees when starting game

hAngle = 0.000000,

vAngle = -10.000000, --a 10 degrees look down

x_trans = -0.060000, --6 cm backwards head position

y_trans = 0.020000, --2cm upwards head position

z_trans = 0.000000,

rollAngle = 0.000000,

},

 

And this is how the settings for same pilot looks in Server.lua from user saved games etc folder look

 

 

Cockpit = {

[1] = {-- player slot 1

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = {20.000000,105.000000}, --minimum FOV 20 degrees Maximum FOV 105 degrees, max FOV is same with default FOVdefined in Snapviews.lua!!

CameraAngleRestriction = {false,90.000000,0.400000},

CameraAngleLimits = {180.000000,-110.000000,95.000000}, --180 degrees left right turn, -110 degrees look down and 95 degrees look up

EyePoint = {0.090000,0.000000,0.000000},

limits_6DOF = {x = {-0.200000,0.200000},y ={-0.200000,0.350000},z = {-0.200000,0.800000},roll = 90.000000},

ShoulderSize = 0.00,

Allow360rotation = false,

},

 

However

 

Now in 1.2.5 there is a file in Mods/Aircrafts/UH1-H views.lua that has the settings from server.lua and from snapviewsdefault.lua (the old ones from 1.2.4 from main game folder/config/views) not sure how the user files are suppose to look now but having a server.lua and a snapviews.lua in user sved games forder as described above works very well


Edited by zaelu
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And this is how the settings for same pilot looks in Server.lua from user saved games etc folder look

 

That's interesting, mine has

 

ViewSettings["UH-1H"] = {

Cockpit = {

[1] = default_fighter_player({-- player slot 1

CockpitLocalPoint= {0,0,0},

limits_6DOF = {x = {-0.2,0.4},y ={-0.2,0.18},z = {-0.2,0.8},roll = 90}}),

 

[2] = default_fighter_player({-- player slot 2

CockpitLocalPoint= {0,0,0},

limits_6DOF = {x = {-0.2,0.4},y ={-0.2,0.18},z = {-0.2,0.8},roll = 90}}),

 

[3] = {-- player slot 3

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = GlobalCameraViewAngleLimits,

CameraAngleRestriction = {false,130.00,0.90},

CameraAngleLimits = {120,-90,15},

EyePoint = GlobalEyePoint,

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {0.300000,0.800000},roll = 90.000000},

},

 

[4] = {-- player slot 4

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = GlobalCameraViewAngleLimits,

CameraAngleRestriction = {false,130.00,0.90},

CameraAngleLimits = {120,-90,15},

EyePoint = GlobalEyePoint,

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {-0.800000,-0.300000},roll = 90.000000},

},

 

}, -- Cockpit

Chase = {

LocalPoint = {-3.700000,2.400000,0.000000},

AnglesDefault = {180.000000,-8.000000},

}, -- Chase

Arcade = {

LocalPoint = {-20.000000,5.000000,0.000000},

AnglesDefault = {0.000000,-8.000000},

}, -- Arcade

}

 

As you can see, it doesn't have very much at all defined for player slot 1, unlike yours. The Global settings defined at the top are

 

local GlobalEyePoint = {0.16, 0.1, 0.0} -- {front/back , up/down , left/right} <- 'neck dimension' in meters

local GlobalCameraViewAngleLimits = {20,160} -- {min horiz. FOV in °, max horiz. FOV in °} <- aka Zoom

local GlobalCameraAngleLimits = {190,-75,115} -- {Max turning to back, max looking down , max looking up} <- in °

local GlobalShoulderSize_for_MiG29_Su33_Su25T = 0 -- move body when azimuth value more then 90 degrees -- 0 = OFF

 

The settings for the A10C and KA-50 have even less defined.

 

ViewSettings["A-10C"] = {

Cockpit = {

[1] = default_fighter_player({-- player slot 1

CockpitLocalPoint = {4.3,1.282,0},

limits_6DOF = {x = {-0.05,0.50},y ={-0.25,0.12},z = {-0.24,0.24},roll = 90}})

}, -- 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

]

 

ViewSettings["Ka-50"] = {

Cockpit = {

[1] = default_fighter_player({-- player slot 1

CockpitLocalPoint = {3.188,0.39,0},

limits_6DOF = {x = {-0.18,0.32} ,y = {-0.18,0.12},z = {-0.24,0.24},roll = 90}})

}, -- Cockpit

Chase = {

LocalPoint = {-0.512000,2.790000,0.000000},

AnglesDefault = {180.000000,-8.000000},

}, -- Chase

Arcade = {

LocalPoint = {-16.812000,5.390000,0.000000},

AnglesDefault = {0.000000,-8.000000},

}, -- Arcade

 

EDIT: The Mods\Aircrafts\UH-1H\views.lua has the following, which I suppose gets used if the files in Saved Games\ don't have anything defined to override them. No such file for the A10C or KA-50 though but there is one in FW-190D9 (whatever that is, I still don't know!)

 

Cockpit = {

[1] = {-- player slot 1

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = {20.000000,140.000000},

CameraAngleRestriction = {false,90.000000,0.400000},

CameraAngleLimits = {140.000000,-65.000000,90.000000},

EyePoint = {0.090000,0.000000,0.000000},

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {-0.200000,0.800000},roll = 90.000000},

},

 

[2] = {-- player slot 2

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = {60.000000,140.000000},

CameraAngleRestriction = {false,90.000000,0.400000},

CameraAngleLimits = {140.000000,-65.000000,90.000000},

EyePoint = {0.090000,0.000000,0.000000},

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {-0.800000,0.200000},roll = 90.000000},

},

 

[3] = {-- player slot 3

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = {20.000000,160.000000},

CameraAngleRestriction = {false,90.000000,0.400000},

CameraAngleLimits = {140.000000,-65.000000,90.000000},

EyePoint = {0.090000,0.000000,0.000000},

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {0.300000,0.800000},roll = 90.000000},

},

 

[4] = {-- player slot 4

CockpitLocalPoint = {0.000000,0.000000,0.000000},

CameraViewAngleLimits = {20.000000,160.000000},

CameraAngleRestriction = {false,90.000000,0.400000},

CameraAngleLimits = {140.000000,-65.000000,90.000000},

EyePoint = {0.090000,0.000000,0.000000},

limits_6DOF = {x = {-0.200000,0.500000},y ={-0.200000,0.350000},z = {-0.800000,-0.300000},roll = 90.000000},


Edited by doveman

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@Doveman

 

There is a reference name used there: default_fighter_player that is defined in detail at the top of the file. If you replace that "name" with the data that it is defined at the top of the file you get same data "size".

 

It's like using X for a part of an equation and defining X in another area. It's made like this to be easier to modify all pits at once but not always is desirable... at least I don't like it so I remove the "x" and define each cockpit by my own choosing.

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@Doveman

 

There is a reference name used there: default_fighter_player that is defined in detail at the top of the file. If you replace that "name" with the data that it is defined at the top of the file you get same data "size".

 

It's like using X for a part of an equation and defining X in another area. It's made like this to be easier to modify all pits at once but not always is desirable... at least I don't like it so I remove the "x" and define each cockpit by my own choosing.

 

Ah I see, thanks. So I guess it uses those default values unless they're overridden by specifying individual values in each section (or specifying values that aren't in the default section at all, such as CockpitLocalPoint and limits6DOF.

 

My default player is setup like this:

 

 
function default_fighter_player(t)
local res = { 
 CameraViewAngleLimits  = GlobalCameraViewAngleLimits,
 CameraAngleRestriction = {false,130.00,0.90},
 EyePoint               = GlobalEyePoint,
 Allow360rotation    = false,
 CameraAngleLimits      = GlobalCameraAngleLimits,
 ShoulderSize      = 0.2, 
}
if t then 
 for i,o in pairs(t) do
  res[i] = o
 end
end
return res
end

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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Thank you for your answers...really informative solutions that in my opinion will feel everyone's need ;)

[sIGPIC][/sIGPIC]

TaliG - 373vFS

 

“Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.”

Sun Tzu, The Art of War

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Ah I see, thanks. So I guess it uses those default values unless they're overridden by specifying individual values in each section (or specifying values that aren't in the default section at all, such as CockpitLocalPoint and limits6DOF.

...

 

Yes. As you can see you have there also y, w and z in the names:

 

GlobalCameraViewAngleLimits

GlobalEyePoint

GlobalCameraAngleLimits

 

Sometimes making things simpler is actually making them complicated :D.

 

Also maybe deserves to be noted that some of the settings are almost useless now. Like:

 

CameraAngleRestriction which comes on "false" in all 3D 6DoF cockpits bercause was designed to impose some limitations when looking around in a semi 3D non 6DoF cockpit... like the current Su25T one for example.

EyePoint Which wanted to give the ability to simulate the fact that when we turn our heads we don't see exactly in the middle of the back of our head but rather a bit to the side. This feature was used very good in PeterP's "Proper neck Mod" but now with the introduction of "shoulder" parameter and limitation on 360 head rotation the "Eyepoint" is pretty much obsolete also. Also by this "shoulder" parameter we can avoid the unnatural distortions and movements that Eyepoint was bringing.

 

Thing is that this "eyepoint" parameter is simulating the fact that we have our eyes displaced from neck pivot point. Which is great for looking back (as I said) but we don't notice this when looking, turning and tilting our heads in the forward hemisphere. Unfortunately the Eyepoint parameter brought some unnatural effects there... you could se your eyes are on the tip of a crane mounted on your head... this is not natural and this effect is gone now with the shoulder parameter that acts only when you pass 90 degrees left or right and it does it smoothly... barely noticeable.


Edited by zaelu

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  • 6 months later...

I know this thread is a little old, but since it is about game views, and the current discussion has ended, it seemed appropriate to post here.

 

Q: What is Arcade view?

 

I built a Triple Monitor setup after XMas with a 4th touchscreen below. So it's really a 4 screen setup if I want to set the MonitorSetup to 5760x2160. My main problem with this are the external views. All of them center the aircraft between the top & bottom screens. Since I cannot find a way to fix most of the external views, I am 'hacking' the only two that I think are available to edit. The"Chase" and "Arcade" views. I am testing with the A10a views.

 

I have figured out that the "Chase" view is really the CheckSix view, and since I never use that I have hacked it to be my new External View.

 

"Chase View (F4)" before my fix:

poby.jpg

 

 

 

"Chase View (F4)" After my fix:

xqyh.jpg

I have moved the aircraft to the top monitor. The only problem is that there is NO way to adjust the verticle view angle. The view always defaults from way below the aircraft. So, I just made a joystick macro that sends F4 key and Numpad2 key (for .45 secs). This brings the view up to the aircraft. This actually works ok.

 

My problem is that I cannot figure out what this "Arcade" view is.. Does anybody know what view this is, and what keystroke it is? I have adjust the view to the same as my "Chase" view, but NO other external view key gives me that same view! So I am not sure how to figure out what it is. There is NO view called Arcade!

 

 

ViewSettings["A-10A"] = {
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}}),
}, -- Cockpit 
Chase = {   -- F4 = Chase (Look Back/CheckSix) View
--   PERFECT EXCEPT FOR THE VERT ANGLE: -----------------------------------------------------
--                        {FORWARD/BACK, UP/DOWN, LEFT/RIGHT},  --EYE/CAMERA POINT
--		LocalPoint      = {-15.000000,-12.000000,0.000000}, -- {0.600000,4.682000,0.000000},
--                        {Horizontal 360° Angle, FOV Angle},  -- 
--		AnglesDefault   = {300.000000,16.000000},	
--   -----------------------------------------------------------------------------------------				  
	LocalPoint      = {-15.000000,-12.000000,0.000000}, 
	AnglesDefault   = {300.000000,16.000000},
}, -- Chase 
Arcade = {   -- ?????? = Arcade? View
	LocalPoint      = {-27.000000,12.000000,0.000000},
	AnglesDefault   = {0.000000,-12.000000},
}, -- Arcade 
}

 

EDIT:

After thinking on this a while today, I came to the assumption that the Arcade view is a view that may only be used when playing the DCS in "Game" mode (as opposed to Sim mode). Any info on this is appreciated.

 

More Importantly, if anyone knows a better way to move the external views up to the top monitor I would appreciate the help with this!


Edited by Snacko

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