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#4322382 - 12/22/16 02:14 PM Cockpit G-Force Effects - Updated 20170127  
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AnKor Offline
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Final (for now) version of cockpit g-force effects, mouse view and smooth zoom.

JSGME-ready mod for WOFF UE: EnhancedCockpitView.20170127.zip

You can change certain settings by editing WOFFScenery\Shaders\d3d8.ini
New Settings (with their default values which are applied if a setting is missing from d3d8.ini):

OffsetSpring=12
RotationSpring=24

Offset and Rotation Spring controls how much the view resists the acceleration, lower values make the view deviate from forward/center more and return slower.

OffsetResponse=6
Sort of "anti-damping". Higher values will make the view shake more and respond to smaller changes in speed.

Acceptable range for values above is 2 to 100 or so. The effect is non-linear so it may be difficult to adjust.

ZoomInStep=20
ZoomOutStep=20

Controls zoom increment/decrement steps. Valid values from 1 to 50.
20 is exactly the default value for CFS3/WOFF.

ZoomSpeed=5
Smooth zoom speed. Zoom still changes step-wise, but transition between steps is smooth now.
Range of values 0 to 10. Set to 0 to disable smooth zoom.

MouseLookSpeed=5
Self explanatory I hope smile
Range 0 to 10. Value of 0 disables mouse look entirely.

InvertMouseZoom=0
Default behavior in this version is mouse wheel up (away) = zoom-in.
If you prefer it to be inverse add InvertMouseZoom=1 into the ini file.

Last edited by AnKor; 01/27/17 06:23 PM.
#4322412 - 12/22/16 03:55 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
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Ankor

I will try it today and report back


(System_Specs)
Case: Cooler Master Storm Trooper
PSU: Ultra X3,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4322434 - 12/22/16 04:54 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jan 2009
Posts: 4,433
Hellshade Offline
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Oh wow. I will try this tonight when I get home. Awesome AnKor! We really do have the best community anywhere.


Flying Wings Over Flanders Fields: Between Heaven & Hell II
videos at www.youtube.com/hellshade68

#4322443 - 12/22/16 05:31 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Nietzsche Offline
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YeeeEEEeeeaaAAaahhh! whoohoo
The Roller-Coaster-Mod! Finally yeah

#4322478 - 12/22/16 07:17 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
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Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
Ankor;

It looks really nice. I can't indicate how accurate it is since I have no practical experience in flying. I do like the effect though.
It is nice to see the offset occur in hard left or right banking or in side slip manouvers. It is a very subtle which may be as it should be.

If there is any particular aspect you would like reports on, please indicate.

Thanks a bunch for spending time on this mod! thumbsup

Last edited by Robert_Wiggins; 12/22/16 07:18 PM.

(System_Specs)
Case: Cooler Master Storm Trooper
PSU: Ultra X3,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4322506 - 12/22/16 08:49 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Hellshade]  
Joined: Sep 2007
Posts: 1,910
dutch Offline
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Originally Posted By: Hellshade
Oh wow. I will try this tonight when I get home. Awesome AnKor! We really do have the best community anywhere.


Could you make an youtube movie, still do not know what this mod do.

#4322512 - 12/22/16 08:56 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: May 2001
Posts: 1,827
Panama Red Offline
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Posts: 1,827
Irmo, SC, USA
AnKor made a movie showing what it did when he first started working on this months and months ago.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4322514 - 12/22/16 08:57 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
Dutch;

this mod is intended to create some visual realism to emulate how you would be forced to slide left or right in your seat with the g-forces. Imagine how it feels in a car when you turn a fast tight corner and how the car forces you to one side, thus changing your view slightly.


(System_Specs)
Case: Cooler Master Storm Trooper
PSU: Ultra X3,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4322524 - 12/22/16 10:10 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: May 2001
Posts: 1,827
Panama Red Offline
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Panama Red  Offline
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Joined: May 2001
Posts: 1,827
Irmo, SC, USA
AnKor:
I'm currently testing it and it really feels like you are in the cockpit now, it just make it harder than **** to shoot now. winner


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4322535 - 12/22/16 10:49 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jun 2011
Posts: 293
busdriver Offline
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FWIW and sincerely I'm not trying to be a horse's posterior, I watched AnKor's video way back when. The effect is overdone (at least it was in the video). Admittedly my experience pulling 6-9 Gs whilst trying to saddle up and get a gun kill on an adversary was over 25 years ago. But I just went flying in an aerobatic tailwheel airplane three hours ago. I only pulled 3 Gs max (hadn't flown in 3 weeks), but I did some slips in the final turn of the traffic pattern (no flaps on the airplane). I don't notice, I've never noticed any roller coaster LOS effect in RL. But if Deacon211 rolls in here and says it's exactly like his experience...so be it. I'm not trying to rain on anyone's simulated air combat fun.

#4322542 - 12/22/16 11:22 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jan 2009
Posts: 4,433
Hellshade Offline
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Florida
That's the beauty of it being a mod, busdriver. The people who like it can use it and the people who don't, it never affects their game.


Flying Wings Over Flanders Fields: Between Heaven & Hell II
videos at www.youtube.com/hellshade68

#4322557 - 12/23/16 12:31 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: May 2001
Posts: 1,827
Panama Red Offline
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busdriver:
I can only assume you were flying a jet and I doubt a high powered jet flying above Mach 1 would not act quite the same way as a low powered biplane flying along at about 100 mph.

I suspect the low powered biplane would be far more susceptible to any turbulence than your modern jet, and that is all AnKor is attempting to simulate.

Plus a modern jet has a far more sophisticate seatbelt system holding you rigidly in place versus a simple lapbelt in the WW1 planes which allows you to move your upper body around due to banking or turbulance.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4322566 - 12/23/16 01:06 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
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I like this added inertia effect, although I don't see any effect when rolling. Pitching yes, rolling not so much. There is also this weird thing happening on my system when flying straight and level. The cockpit kinda moves back and forward, sort of like if you were riding a horse, or were trying to hump the instrument panel. Doesn't happen in QC, only in career mode. Weird.

Happy Birthday PR!


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4322573 - 12/23/16 01:39 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: May 2001
Posts: 1,827
Panama Red Offline
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Irmo, SC, USA
If you look at the exterior view (I think it's SPOT), you can see the plane pitching forward and backward, which coincides with AnKor's forward and backward pitching in the cockpit.

Since you do not see much rolling (due to AI problems) in the exterior views, you do not see much rolling in the cockpit either.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4322576 - 12/23/16 02:15 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
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PR, why would the plane be pitching? I'm not adjusting the throttle, or making any joystick movements. We're talking about me "driving" the crate, not the AI.


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4322578 - 12/23/16 02:19 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jun 2016
Posts: 72
Hayle55 Offline
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Posts: 72
Sweet mod. The screen doesn't move, the plane does. Forward and back, side to side, up and down. Especially in wind. When you get into a scrape, and use the F6 view, you go from this;

to this:



Your head moving makes it hard to line up a shot. This is a 'must have mod' for me.


thumbsup


COYW
#4322598 - 12/23/16 04:37 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Jan 2014
Posts: 290
manitouguy Offline
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manitouguy  Offline
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Posts: 290
Vancouver BC Canada
I've tried it and although quite subtle I really enjoy it ... AND ... Ankor ... did you do any other fiddling??!?

curiously I just loaded it and the Farnborough mod and had a simply incredible little fly around in my be2c

I have a high end rig and monitor and NVidia gt 970 ... before I would always get, mostly at start of flight near ground, when I looked back, a few of the dreaded white or blue triangle tears

this flight I had absolutely none no matter where I looked!! going to do more testing to see if it was fluke or if something has 'fixed' that, at least for me

at any rate one more great little Christmas gift treat this mod, and the others you have all so graciously offered

absolutely wonderful stuff!!

cheers, Ron

#4322603 - 12/23/16 05:30 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Posts: 290
manitouguy Offline
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Posts: 290
Vancouver BC Canada
a few more flights (this time non winter non Farnborough) and a few triangles appeared very briefly ... no where as many as before but still a few

back to the topic

very neat mod and thanks!

cheers, Ron

#4322609 - 12/23/16 07:29 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: Sep 2012
Posts: 418
AnKor Offline
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Posts: 418
Russia
Thanks everyone, this is the feedback I wanted!
There is no need to test for anything special, just whether you like the effect, whether it is actually playable like this, and if there any oddities or unexpected behavior.

busdriver, I partially agree that the effect might be exaggerated (have you tried IL2 Cliffs of Dover - that's the game that throws you around in the cockpit like a ball), but it serves a purpose to *show* you the forces affecting the pilot, which you obviously can't *feel* sitting in front of a monitor. If use TrackIR you can easily compensate the offset, just like you still had to use your muscles to keep your head straight during maneuvers in real aircrafts.
By the way, in my old video the effect was much stronger that in this version of the mod, and it can be adjusted further.

Fullofit, you already noticed two issues.
First of all, view rolling is not implemented. The reason is simple - CFS3 doesn't have any controls for roll in virtual cockpit. And my mod plugs itself directly into CFS3 code and then uses built-in view controls. I want to try "to go deeper" and find a way to apply the roll to the view, maybe it will work, but the downside is that you won't be able to compensate it with TrackIR. Perhaps it won't be a big problem if the effect is subtle enough to be noticeable without interfering with aiming.

That back and forth movement is an odditiy in WOFF which I can't explain yet, it doesn't happen in stock CFS3. I already had to add a lot of damping to hide it, but it is still noticeable in some conditions. It was the one of obstacles which was delaying the mod - it was unplayable without a lot of damping.
It might be the way flight models work - as PR mentions pitching up and down is visible in external views, and it is also visible if you press 'Z' and look at G force number which jumps around from 0.6 to 1.4 or so. I understand these aircrafts are lightweight, but it still looks odd.
It is also possible that some internal logic works differently in WOFF and my mod gets wrong data, but I doubt it.

manitouguy, haha, you are right -- this version partially fixes that annoying triangle issue.
It seems to be a stupid bug in CFS3 code, especially noticeable when using TrackIR. My mod was also suffering from this so I had to investigate the cause. It appears that CFS3 code is designed in an odd way because it can change the direction of view AFTER it already decided that parts of the terrain are out of view and shouldn't be rendered. I solved it for TrackIR, but triangles might still appear when turning the aircraft quickly or rotating the gun in gunner position. Not sure I can fix those.

#4322630 - 12/23/16 12:16 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
Joined: May 2012
Posts: 1,352
lederhosen Offline
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Posts: 1,352
Germany
well its a cool mod and makes aiming very hard indeed. A bit hard on the eye travaling to waypoints but once you spot someone its a good mod to have.


make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
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