#4322382 - 12/22/16 02:14 PM
Cockpit G-Force Effects - Updated 20170127
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Final (for now) version of cockpit g-force effects, mouse view and smooth zoom. JSGME-ready mod for WOFF UE: EnhancedCockpitView.20170127.zipYou 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=24Offset 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=6Sort 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=20Controls zoom increment/decrement steps. Valid values from 1 to 50. 20 is exactly the default value for CFS3/WOFF. ZoomSpeed=5Smooth 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=5Self explanatory I hope Range 0 to 10. Value of 0 disables mouse look entirely. InvertMouseZoom=0Default 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
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
Ankor
I will try it today and report back
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
|
|
#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
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
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!
Last edited by Robert_Wiggins; 12/22/16 07:18 PM.
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
|
|
#4322512 - 12/22/16 08:56 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
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
BWOC Survivor!...So Far!!
|
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.
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: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
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.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4322557 - 12/23/16 12:31 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
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
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
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: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
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
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
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."
|
|
#4322609 - 12/23/16 07:29 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
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.
|
|
#4322631 - 12/23/16 12:23 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Nov 2014
Posts: 3,696
Fullofit
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
AnKor, keep up the good work. As I mentioned in my earlier post, the back and forth motion is noticeable in career and not in QC. Are flight models different? Does WOFF add something to career that isn't present in QC? Maybe this can set you on the right path to solve it? I wish the AI could "benefit" from this mod when shooting me down.
"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."
|
|
#4322632 - 12/23/16 12:51 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
Fullofit: I have no problems seeing this same effect in QC or Campaign. Sounds like you have a problem some place.
As for FM's, they are exactly the same for Campaign or QC, so that is not the problem either.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4322638 - 12/23/16 01:09 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Nov 2014
Posts: 3,696
Fullofit
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
PR, are you talking about the overall effect or just the back and forth head movement? I'm getting the inertia effect in both career and QC, but no bobbing of the head in QC. Will need to test it a bit more.
"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."
|
|
#4322645 - 12/23/16 01:27 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
I get both forward and backward pitch as well as the slight movement of the head from side to side as you look at the gunsight, i.e. all the movement I see in the Campaign cockpit, I see in the QC cockpit.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4322647 - 12/23/16 01:40 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Panama Red]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
I get both forward and backward pitch as well as the slight movement of the head from side to side as you look at the gunsight, i.e. all the movement I see in the Campaign cockpit, I see in the QC cockpit. +1 That is my experience also. AnKor, this is wonderful. I think the amount of head-bob is not overdone, either. Just enough to feel it but not so much that it seems exaggerated. Great, great mod, sir. Thank you for creating and sharing it.
|
|
#4322774 - 12/23/16 07:57 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Panama Red]
|
Joined: Jun 2011
Posts: 293
busdriver
Member
|
Member
Joined: Jun 2011
Posts: 293
|
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. You missed the part where I mentioned I had just flown an aerobatic taildragger. The Citabria maxes out at 1650lbs, I was flying at 1400lbs. Whilst it has a shoulder harness to go with an ordinary seatbelt, the shoulder harness is not an inertial reel type. So it has the same jostling of your body as a WWI airplane. I cruise around in it at 110 mph and it is extremely susceptible to turbulence. Taildraggers are all I fly now, and I average about 12 hours a month. FWIW modern fighter restraint systems allow for considerable movement, the seatbelt is the primary restraint except for ejection sequence when your upper body is restrained firmly (rigidly to use your term) against the seat back as you ride up the rail. In the Phantom I could turn my torso 90 degrees in the seat by leaning forward just a bit, the Viper didn't require that much twisting but one could grab the towel rack on the opposite canopy rail (L hand on R towel rack and vice versa) to crank your torso. Basically any maneuvering you can do in the driver's seat of your car a fighter pilot can do in the cockpit whilst strapped in. HTH But again...if you guys are groovin' on AnKor's mod, more power to ya. Honest
|
|
#4322786 - 12/23/16 09:23 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
I'm finding that I need to develop new piloting skills to account for the head movement. They act in a way that is very realistic, and I now have to move my body counter to the aircraft movements in response.
Most of the time it's no big problem, but in a swirling dogfight, it takes a whole different level of physical coordination than I'm used to. You have to swivel your head to track where the target is going while keeping your body lined up with the shifting gunsight. I will learn how to do it intuitively with time and practice, but for the time being the AI have a distinct advantage in that they don't have to deal with any of that.
I have managed to get my first kill, but it took way longer than usual, and I shot a lot of rounds off into empty space before I was done with him.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
#4322838 - 12/24/16 12:54 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Dec 2014
Posts: 1,340
HarryH
Member
|
Member
Joined: Dec 2014
Posts: 1,340
|
Hi! I have a surprise here. Long time ago I teased a "head shake" feature which moves the viewpoint in cockpit according to G-forces when you maneuver. There were many obstacles in its implementation and at certain point I even thought that it is impossible... but here it is. JSGME-ready mod for WOFF UE: Download Link - HeadShake.20161221.Beta.zip (will open stupid "one-drive" interface, but should start download automatically) This is still a beta version so use at your own risk and do NOT contact OBD about any issues if you use this mod. There is a way to adjust certain settings, but first I want to gather some opinions. What a fabulous Christmas present, thank you AnKor! I really like the effect and as for the improvement to the blue triangle issue, it's fantastic! So many great mods recently, combined with the wonderfulness of WOFF UE. I feel very blessed. Thanks all! H
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
|
|
#4323034 - 12/24/16 06:04 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Aug 2000
Posts: 2,906
tn_prvteye
Captain Awesome
|
Captain Awesome
Senior Member
Joined: Aug 2000
Posts: 2,906
Nash'Vegas, TN, USA
|
Perfect! This was that last little bit of immersion that WOFF was missing. Excellent work!
The effect is spot-on in my opinion.
Last edited by tn_prvteye; 12/24/16 06:05 PM.
"Only an alert and knowledgeable citizenry can compel the proper meshing of the huge industrial and military machinery of defense with our peaceful methods and goals, so that security and liberty may prosper together." -Dwight D Eisenhower
|
|
#4323345 - 12/26/16 12:38 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Dec 2013
Posts: 233
LowDrag
Member
|
Member
Joined: Dec 2013
Posts: 233
|
AnKor, I do love this mod! This is really a great piece of work you accomplished. Thanks for sharing this after allready fleshing out the entire WOFF world so nicely with your improved shaders! Your G-Mod adds something I was allways missing in our beloved and favourite sim. Enhances the feeling, to be piloting one of those nimble fighters!
Exaggerated effect? Not for me, so far. Would love if you could add an amount of roll aswell. Do you think, there would a possibility to implement 6DOF inclueding roll via TrackIR in this engine by any means? That would be great, together with your mod...
Thanks very much for making this happen in WOFF! (W)Off flying...
Last edited by LowDrag; 12/26/16 12:39 AM.
|
|
#4323434 - 12/26/16 02:55 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Polovski]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
I like it AnKor great job. I imagine it's wind buffeting that's adding to the motion? For me the effect of negative G was more visible/stronger than positive G? (I tried a Pup and Tripe so far).. Thanks! Yes, probably it is the wind working as intended, but somehow it looks too strong now that you can "see" it in the cockpit. Unfortunately I didn't have time to test with various FM settings in WOFF. There is no difference in negative/positive G in the calculations, so maybe it just looks like that or that's how the FM works. LowDrag, meanwhile I figured out how to add the view roll into CFS3. Seems to work well and looks unusual. However I have no idea how CFS3 interfaces with TrackIR so I can't add roll support there. I will ask if OBD can help with this
|
|
#4323455 - 12/26/16 04:00 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
Or you can just download it and try it, then you will see yourself what it does.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4323457 - 12/26/16 04:04 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Panama Red]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Or you can just download it and try it, then you will see yourself what it does. Indeed Here is an old video with my first attempt of this mod. Current version is very different, but at least you will see what we are talking about.
|
|
#4323517 - 12/26/16 09:23 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Panama Red]
|
Joined: Sep 2007
Posts: 1,910
dutch
Member
|
Member
Joined: Sep 2007
Posts: 1,910
EURO-zone
|
Or you can just download it and try it, then you will see yourself what it does. the whole problem is that some mods can cause problems, sone or later, like I did have in the past, when I downloaded lots mods and did install them for a try. Yep we have that JSetc tool but still that tool leaves leftovers when swapping mods, prove for that can be found also in this forum. Ankor thanks for the Video will watch this later.
|
|
#4323647 - 12/27/16 01:27 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Dec 2000
Posts: 7,064
Sandbagger
Hotshot
|
Hotshot
Joined: Dec 2000
Posts: 7,064
Coningsby, Lincs, UK
|
Hi Ankor, PM me when you think it's OK for general release,
Thanks.
Alienware Aurora R5 Windows 10 64 bit Intel i7-6700K 4.2Ghz Two GTX 1080 Foundations in SLI (8 Gig each) 32 Gig DDR4 2133Mhz 1TB SSD boot drive - 1TB SATA storage drive 5.1 Surround Sound 34" Dell Ultra Sharp U3415W (3440x 2440) CH Pro-Pedals, Stick and Throttle TrackIR-5 Pro
|
|
#4324035 - 12/28/16 06:31 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: ArisFuser]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
AnKor, what can I say? You exceeded yourself again with a mod that adds to the combat simulation, this single piece of software alone makes combat, landing and taking off a new, more realistic experience, thanks a lot! +1 It really does.
|
|
#4324533 - 12/30/16 09:57 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Hmm... Bombsight. This is something I completely forgot about. I agree there should be much (if any) movement in this mode, but I'm not yet sure if I can fix it. Will look into it. Thanks for reporting As I've already mentioned I found a way to add roll inertia, the game engine seems to accept it without a problem, but after a few test flights I don't feel I like this effect. Maybe I just did something wrong, or maybe it is the way my brain reacts to rotating image, but so far I think the roll should be minimal and definitely optional.
|
|
#4324537 - 12/30/16 11:07 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Feb 2010
Posts: 890
Creaghorn
Member
|
Member
Joined: Feb 2010
Posts: 890
N�rnberg Frankonia
|
Remember that the Human Head and brain is like a steady cam in movies. Although you have all that movements of your head and body, most of it is compensated by head and brain, so one would hardly noticing it by dancing and shaking enviroment but by g-forces on your body. You can compare it by what and how you see things when running, and then again running with a camera in front of your eyes. With the camera there is no damping effect, everything is shaking. In real there is not too much affect in the vision, rather in the body. The further away you focus something, the less effect it has. So as it is now it's fine IMO because the vision and focus is not affected but rather the angle is shifting a bit due to g-forces. I think adding roll would add some unnatural feel because even if your head rolls a bit, one wouldn't notice it visually, only by the strain on the body. Slight roll movements is probably what the human brain compensates best. IMO you should leave it out completely. Think of when trying to hit a baseball, the head is always in a sort of roll position and adapts to the coming baseball. Although you are focusing on the ball, and trying to keep your head still, to not disrupt your angle of vision, it's always an angle. It does not feels strange to the head that it's slightly bent in an athletic position. The vision does not notice it.
|
|
#4324555 - 12/30/16 12:00 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
As I've already mentioned I found a way to add roll inertia, the game engine seems to accept it without a problem, but after a few test flights I don't feel I like this effect. Maybe I just did something wrong, or maybe it is the way my brain reacts to rotating image, but so far I think the roll should be minimal and definitely optional. I think optional would be perfect. Certainly some folks wouldn't want the added challenge of roll when trying to aim. Speaking for myself, I feel like it adds to the difficulty in a natural way. Sure, as Creaghorn states, the brain naturally compensates to some degree especially during the more modest maneuvers, but the effect would have its place while one performs some of the sharper moves. It should not feel like riding a boat across the waves, but neither should it be like a train riding a smooth rail. I imagine acrobatic flying to be somewhere in between, FWIW.
|
|
#4324605 - 12/30/16 03:08 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Polovski]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
I think if you roll you automatically try to keep your head level so you tilt your head slightly. So maybe when the craft rolls say left, your head/view rolls left a bit then you move it back, so maybe a damping effect is all you need, it moves left, then sort of auto corrects? Maybe I am misunderstanding but wouldn't your head/view roll right a little bit in order to correct if the plane rolls left? In essence, one tries to keep their head upright to some degree, which would move their point of view in the opposite direction the plane is rolling in, within the restrictive limits of where a full harness would let you move, of course. And yes to the auto correct! It should be momentary and then back to center.
|
|
#4324645 - 12/30/16 05:14 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Creaghorn]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
Maybe this is what ankor actually meant.Maybe very very slightly and subtle would do, if at all. Yes, certainly subtle would be appropriate. It shouldn't be like you had a bobble-head. Just a slight shifting left or right on more hardcore maneuvers.
|
|
#4325218 - 01/02/17 02:40 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: ArisFuser]
|
Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
|
Senior Member
Joined: Jul 2012
Posts: 2,808
|
AnKor, what can I say? You exceeded yourself again with a mod that adds to the combat simulation, this single piece of software alone makes combat, landing and taking off a new, more realistic experience, thanks a lot! Couldn't agree with you more ArisFuser,what a absolutely brilliant mod AnKor..awesome work
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
|
|
#4325855 - 01/04/17 01:02 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Hellshade]
|
Joined: Mar 2003
Posts: 8,148
Polovski
|
Hotshot
Joined: Mar 2003
Posts: 8,148
|
I think if you roll you automatically try to keep your head level so you tilt your head slightly. So maybe when the craft rolls say left, your head/view rolls left a bit then you move it back, so maybe a damping effect is all you need, it moves left, then sort of auto corrects? Maybe I am misunderstanding but wouldn't your head/view roll right a little bit in order to correct if the plane rolls left? In essence, one tries to keep their head upright to some degree, which would move their point of view in the opposite direction the plane is rolling in, within the restrictive limits of where a full harness would let you move, of course. And yes to the auto correct! It should be momentary and then back to center. yes exactly Hellshade, I was describing what happens to your head before you correct it. i.e your head starts going left on the left roll, then you auto correct somewhat by moving it back .. to the right.
|
|
#4326254 - 01/05/17 07:16 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Thanks, everyone! Here is a new version: HeadShake.20170105.Beta Don't forget to remove previous version with JSGME before installing the new one. Added roll inertia. I tried to make the effect appear stronger when roll starts but mostly realign a few moments later. Not sure how well it looks. Added experimental mouse look in cockpit view. Use mouse wheel to zoom. Mouse speed is not adjustable yet. Hold ALT to get mouse cursor back. The view automatically recenters if you don't move mouse for 5 seconds. Also fixed some bugs, including bombsight movement - it should be fixed (literally) now. This is still in "beta" state, but seems to work well. Comments are welcome
|
|
#4326664 - 01/07/17 05:14 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Hellshade]
|
Joined: Dec 2013
Posts: 428
loftyc
Member
|
Member
Joined: Dec 2013
Posts: 428
|
Whatever magic AnKor can come up with, I'm down for it. His work is always improving the immersion of the sim andI trust both his instincts as well as his skills. Looking forward to whatever comes next. Add my thanks, Ankor, and have a cold one on me! Quick question, have you limited the downward view angle, and can it be increases? Before I could, but now I can't see any compass that's on the floor by the seat, nor get a god look over the side at what's below me.
|
|
#4326681 - 01/07/17 05:54 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
loftyc, no, the mod shouldn't limit anything beyond the original view limits. Which aircraft did you try? Also does it happen in straight and level flight or during maneuvers? Does it happen with earlier version of this mod? Hellshade, it should be another Workshop option for fliers looking to maximize the challenge Well, I expect this will happen eventually. I just needed some feedback (and bugtesting ) because this feature has a major impact on gameplay. By the way, Sandbagger, I don't think this "mod" should be added to the mods download page - it is actually just a new version of WOFF's DX9 shaders dll
|
|
#4326727 - 01/07/17 09:41 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
I can see the compass when I look down with my Albatross DIII (160).
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4326757 - 01/07/17 11:51 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
I figured it out. I don't use TrackIR and that's why I didn't notice the bug at first. There are limits (in aircraft's xdp file) specifying how much pilot's head is allowed to turn, apparently to prevent padlock mode from tracking enemies through cockpit floor or doing 360 degree head rotations: <PadlockLimit AzimuthMin="-150" AzimuthMax="150" ElevationMax="90" ElevationMin="-55"/> These limits are also enforced when you use keyboard to rotate cockpit view (keyboard only works if TrackIR is not enabled). However as I see now when you use TrackIR thse limits are supposed to be ignored. CFS3 accepts any view direction that TrackIR software provides. Now, since I had to replace a chunk of code related to viewpoint calculations and didn't know about this feature I implemented my cockpit view enhancements in a way that those limits are always respected, even for TrackIR users. It is not a problem to fix, will release a new update in a few days.
|
|
#4326766 - 01/08/17 12:43 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
I figured it out. I don't use TrackIR and that's why I didn't notice the bug at first. There are limits (in aircraft's xdp file) specifying how much pilot's head is allowed to turn, apparently to prevent padlock mode from tracking enemies through cockpit floor or doing 360 degree head rotations: <PadlockLimit AzimuthMin="-150" AzimuthMax="150" ElevationMax="90" ElevationMin="-55"/> These limits are also enforced when you use keyboard to rotate cockpit view (keyboard only works if TrackIR is not enabled). However as I see now when you use TrackIR thse limits are supposed to be ignored. CFS3 accepts any view direction that TrackIR software provides. Now, since I had to replace a chunk of code related to viewpoint calculations and didn't know about this feature I implemented my cockpit view enhancements in a way that those limits are always respected, even for TrackIR users. It is not a problem to fix, will release a new update in a few days. Thanks for the explanation Ankor!
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
|
|
#4326969 - 01/08/17 08:17 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Dec 2000
Posts: 7,064
Sandbagger
Hotshot
|
Hotshot
Joined: Dec 2000
Posts: 7,064
Coningsby, Lincs, UK
|
loftyc, no, the mod shouldn't limit anything beyond the original view limits. Which aircraft did you try? Also does it happen in straight and level flight or during maneuvers? Does it happen with earlier version of this mod? Hellshade, it should be another Workshop option for fliers looking to maximize the challenge Well, I expect this will happen eventually. I just needed some feedback (and bugtesting ) because this feature has a major impact on gameplay. By the way, Sandbagger, I don't think this "mod" should be added to the mods download page - it is actually just a new version of WOFF's DX9 shaders dll No problem - I'd normally wait until the author gave me the go ahead, especially if the mod was still being tested..
Alienware Aurora R5 Windows 10 64 bit Intel i7-6700K 4.2Ghz Two GTX 1080 Foundations in SLI (8 Gig each) 32 Gig DDR4 2133Mhz 1TB SSD boot drive - 1TB SATA storage drive 5.1 Surround Sound 34" Dell Ultra Sharp U3415W (3440x 2440) CH Pro-Pedals, Stick and Throttle TrackIR-5 Pro
|
|
#4327160 - 01/09/17 01:50 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Wodin]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
One of the people who has wanted this for a long time. However I find for me anyway it seems far to sensitive with pretty much constant back and forth movement. I'd rather it only be noticeable during medium to hard manoeuvres. Maybe a sensitivities selection of Off, Moderate and High impact? I personally enjoy it right where its at but I can see where others would not want it to be as pronounced an effect. We are a demanding lot, aren't we? Thanks again for making this happen AnKor. It really is awesome.
|
|
#4327334 - 01/09/17 08:16 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Sep 2010
Posts: 2,712
33lima
Senior Member
|
Senior Member
Joined: Sep 2010
Posts: 2,712
Belfast, NI
|
Yes I knew this AND mouse-look would be a great addition to WoFF, but I had to fly it, to realise just HOW good. Marvelous bit of work!
A slightly OT question if I may - I realise the shaders not the game doing the shadows came with an earlier version of the mod, but how are shadows turned off, in WoFF (original - on my old PC now sub spec)? As cfs3config is no longer used, I located the file configoverides.xml and with Wordpad, set DisableShadows val=y (ditto for DisableTerrain and SceneryLighting, 'just in case) but I'm not sure if that has turned off what I need to turn off - I get a bit of stutter low down, so maybe I'm still getting shadows rendered twice, though it's not obvious. WoFF doesn't have a workshop setting for this.
|
|
#4327348 - 01/09/17 08:54 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
Have you looked at your Shader WorkShop settings ???
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4327366 - 01/09/17 09:18 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Panama Red]
|
Joined: Sep 2010
Posts: 2,712
33lima
Senior Member
|
Senior Member
Joined: Sep 2010
Posts: 2,712
Belfast, NI
|
Have you looked at your Shader WorkShop settings ??? There's no setting for that, in Workshop, my version of WoFF. So I need to edit the relevant settings wherever they are stored - my guess was that they still went into the old configoverides file. But maybe not - I see the new mod goes into a different folder, for UE; perhaps I need to edit a file I haven't got . But essentially the same mod works for CFS3 and needs the shadows turned off there too (via cfs3config) so I'm hoping the same configoverides.xml file holds the same settings in WoFF. Edit, 11 Jan - to answer my own question lest anyone else have the same one - YES, hand-editing configoverides.xml as described DOES turn off the CFS3 shadows, leaving these to be drawn, once only, by the DX9 mod. Tested by editing the mod's .ini file to set aircraft and ground shadows to 'disabled' as well - result, no shadows rendered, so turning them off in configoverides does ensure shadows are not drawn twice, when enabled by default, in the mod.
Last edited by 33lima; 01/11/17 10:26 PM.
|
|
#4328490 - 01/14/17 03:24 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
|
Senior Member
Joined: Jul 2012
Posts: 2,808
|
Yeah, sorry, been too busy this week. I will try to make a new version tomorrow. Thank you so much for your continued hard work pal..it's massively appreciated
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
|
|
#4328596 - 01/15/17 12:10 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
And I've already made a new version - download link in the first post Main changes are: - TrackIR view no longer restricted - Reduced annoying back-and-forth movement
|
|
#4328623 - 01/15/17 01:44 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
AnKor: Thanks, but is there any way to make the default cockpit view in your mod back to the normal default WOFF UE view ???
Every time you enter the cockpit, you set at least two clicks forward of the normal cockpit view.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4328830 - 01/16/17 10:30 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116
[Re: AnKor]
|
Joined: Dec 2013
Posts: 233
LowDrag
Member
|
Member
Joined: Dec 2013
Posts: 233
|
I like the new version, more subtle now, great, AnKor! I am looking forward for a version with deselectable mouse view, was affraid to ask for it (yes, we are demanding people, hihi). It messes things up, when you use TrackIR and by accident move the mouse. Happened to me in a fierce dogfight and I had a kind o vertigo effect... My workaround is to unplug the mouse when flying WOFF...
Appreciate your work AnKor, and it is still getting better and better!!
Last edited by LowDrag; 01/16/17 10:32 AM.
|
|
#4329243 - 01/17/17 11:55 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
Thanks, everyone! Here is a new version: HeadShake.20170105.Beta Don't forget to remove previous version with JSGME before installing the new one. Added roll inertia. I tried to make the effect appear stronger when roll starts but mostly realign a few moments later. Not sure how well it looks. Added experimental mouse look in cockpit view. Use mouse wheel to zoom. Mouse speed is not adjustable yet. Hold ALT to get mouse cursor back. The view automatically recenters if you don't move mouse for 5 seconds. Also fixed some bugs, including bombsight movement - it should be fixed (literally) now. This is still in "beta" state, but seems to work well. Comments are welcome I'm trying out the MouseLook function. I like it's precision, and the smooth return after 5 seconds looks very cool. I typically use TrackIR, so I only just now noticed that the scroll wheel will zoom out, but not back in again. Turning the wheel in either direction only results in zooming farther out.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
#4329312 - 01/18/17 09:23 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
MajorMagee, yesterday I finally got to try the mod on my gaming PC and immediately noticed that mouse wheel always zooms out. This is what happens when one writes mouse look code on a notebook without actual mouse Will fix it soon and will add settings for sensitivity and an option to turn it off. By the way, did you notice how mouse sensitivity is affected by zoom level? I also want to fiddle with zoom mechanics a bit more, I recall there were requests for smooth zoom. Now I can add it, but it is not trivial. As for TrackIR: I have no way to allow moving the head outside of cockpit and to add roll support. While I'm not saying it is impossible I currently don't plan looking into it.
|
|
#4329336 - 01/18/17 12:18 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
Thanks! Looking forward to it.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
#4330472 - 01/22/17 06:57 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Polovski]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Thanks AnKor very cool - and good that you can disable mouse view to avoid movement when scrolling zoom with Trackir. Hmm... Actually mouse wheel zoom is also disabled if you disable mouse look. However now that I think about it, I can probably make it work independently if anyone needs it.
|
|
#4330499 - 01/22/17 08:37 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
Yes, I just noticed, that the [ ] functionality had changed and I really like it.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
#4330612 - 01/23/17 01:09 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
|
Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
|
Senior Member
Joined: Jul 2012
Posts: 2,808
|
Thanks AnKor very cool - and good that you can disable mouse view to avoid movement when scrolling zoom with Trackir. Hmm... Actually mouse wheel zoom is also disabled if you disable mouse look. However now that I think about it, I can probably make it work independently if anyone needs it. Thank you for your continued work on this exceptional mod AnKor,I'd love it to work independently if possible aswell mate
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
|
|
#4330619 - 01/23/17 01:41 PM
Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
And here it is - update in the first post. Now mouse wheel should always work for zoom.
Note I change a setting name from MouseViewSpeed to MouseLookSpeed, but the old name will work as well.
Last edited by AnKor; 01/23/17 01:44 PM.
|
|
#4330623 - 01/23/17 02:05 PM
Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta)
[Re: AnKor]
|
Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
|
Senior Member
Joined: Jul 2012
Posts: 2,808
|
And here it is - update in the first post. Now mouse wheel should always work for zoom.
Note I change a setting name from MouseViewSpeed to MouseLookSpeed, but the old name will work as well. Wow,brilliant simply brilliant thanks so much pal.
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
|
|
#4330693 - 01/23/17 05:13 PM
Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta)
[Re: AnKor]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Hmm... I've just got to my gaming PC (the one with a mouse ) and discovered that I've mixed up the mouse wheel zoom direction again. It was supposed to be scroll up = zoom in (narrower FOV), scroll down = zoom out (wider FOV), but now it is inversed I wonder why nobody complained. Of course, there's certain logic in this arrangement... scrolling the wheel toward yourself makes objects appear closer, but still it is not what I wanted. I think for the next version I will add an option to change mouse wheel direction. But before that I need some feedback. I want to finish with this mod and work on other things.
|
|
#4330810 - 01/23/17 10:29 PM
Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta)
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
It seems natural for me to roll/pull the wheel back toward me and have the view zoom in toward me. Roll/push the wheel away from me and the view zooms out away from me.
I suppose the difference is if it is the view that is being pulled and pushed in response to the wheel, or the observer leaning in closer or moving back farther away.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
#4331069 - 01/24/17 06:24 PM
Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta)
[Re: CrimsonTide]
|
Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
|
Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
|
As for the mouse and wheel, I never use it while flying. I have to make sure not to bump it while flying because it plays havoc with TrackIR.
+1 That is my experience too and sometimes I need to move the mouse because if it happens to be over a gauge, then it displays text.
|
|
#4332098 - 01/27/17 07:17 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
Ankor;
I have taken your mod and wrapped it up in a JSGME installer exec along with a "Readme" file describing all the details. I have put it on my dropbox for Sandbagger to upload to his mods page.
Hope you don't mind. You should see it on his site some time later today I expect.
Best Regards;
Last edited by Robert_Wiggins; 01/27/17 07:18 PM.
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
|
|
#4332202 - 01/28/17 12:54 AM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Dec 2000
Posts: 7,064
Sandbagger
Hotshot
|
Hotshot
Joined: Dec 2000
Posts: 7,064
Coningsby, Lincs, UK
|
Last edited by Sandbagger; 01/28/17 01:11 AM.
Alienware Aurora R5 Windows 10 64 bit Intel i7-6700K 4.2Ghz Two GTX 1080 Foundations in SLI (8 Gig each) 32 Gig DDR4 2133Mhz 1TB SSD boot drive - 1TB SATA storage drive 5.1 Surround Sound 34" Dell Ultra Sharp U3415W (3440x 2440) CH Pro-Pedals, Stick and Throttle TrackIR-5 Pro
|
|
#4332588 - 01/29/17 04:34 AM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Feb 2011
Posts: 223
CrimsonTide
Member
|
Member
Joined: Feb 2011
Posts: 223
|
I apologize. This is my first time uploading a video. I am using the free FRAPS program. I threw my kite around with complete disregard for life and limb to show off this great mod. It really adds realism and makes aiming a little more difficult. After a few missions I found I can never go back to not having the head movement. I recommend everyone give it a go. Just click on the link below. Thank you AnKor! WoFF UR AnKor's G-Force effects for pilot
|
|
#4336820 - 02/13/17 10:02 AM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: Creaghorn]
|
Joined: Sep 2012
Posts: 418
AnKor
Member
|
Member
Joined: Sep 2012
Posts: 418
Russia
|
Sorry if I have missed it. The zooming feature is really cool. But is there a button to make a reset to the default view? When I zoom in and out, it's hard to find the default view again. Yes. I've noticed this issue too, it will be fixed in a new version of the mod which I'm going to publish soon.
|
|
#4340524 - 02/26/17 09:28 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Feb 2012
Posts: 38
Gattsu
Junior Member
|
Junior Member
Joined: Feb 2012
Posts: 38
Barcelona (Spain)
|
Ankor thanks for the mod. It makes flight much more enjoyable and immersive.
But I would like to lessen the inertia movement. I can't find the "OffsetSpring" "RotationSpring" parameters in the d3d8.ini file.
Do I have to add them?
I want to add that the key F6 "Go to pilot seat" helps to align with the gun sight in some planes. With SE5a it's very helpful to use the left iron sight.
Thanks.
Last edited by Gattsu; 02/26/17 09:32 PM.
|
|
#4345197 - 03/18/17 11:47 AM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: Polovski]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
No you don't have to add them, it has defaults. However there is an updated DLL Ankor has done, and this is now included in WOFF UE v4.14 update, so please install that update.
Also we put those settings in - you only need them in if you want to CHANGE the defaults so they are in now, in case you want to edit it (make backups).
I would go one better than that Pol and recommend users implement custom changes as a mod. It is then not necessary to back it up before installing new WOFF UE updates, and much easier to swap in and out as needed. Anyone needing a basic mod for this purpose can PM me and I will provide it, but the setting options will have to be made by the user. Cheers UPDATE: I have created such a mod and sent it of to Sandbagger for posting on the mods page.
Last edited by Robert_Wiggins; 03/18/17 02:49 PM.
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
|
|
#4345222 - 03/18/17 04:08 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Dec 2000
Posts: 7,064
Sandbagger
Hotshot
|
Hotshot
Joined: Dec 2000
Posts: 7,064
Coningsby, Lincs, UK
|
Alienware Aurora R5 Windows 10 64 bit Intel i7-6700K 4.2Ghz Two GTX 1080 Foundations in SLI (8 Gig each) 32 Gig DDR4 2133Mhz 1TB SSD boot drive - 1TB SATA storage drive 5.1 Surround Sound 34" Dell Ultra Sharp U3415W (3440x 2440) CH Pro-Pedals, Stick and Throttle TrackIR-5 Pro
|
|
#4345223 - 03/18/17 04:33 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
Hi Mike
I dont see the mod up on your site. Does it tame awhile?
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
|
|
#4345239 - 03/18/17 06:06 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Nov 2014
Posts: 3,696
Fullofit
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
Robert, it's there. It's just much lower in the stack - the part without images. It's the only one with the yellow "NEW" tag. Grabbed it, thanks! Sandbagger, there are 2 instances of the in-flight map by Nibbio posted there. Any difference between them?
"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."
|
|
#4345241 - 03/18/17 06:37 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
Sandbagger / Fullofit;
Nibbio's in flight map mods on the mods site are both the same so you should probably remove the second one.
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
|
|
#4345250 - 03/18/17 07:22 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: Robert_Wiggins]
|
Joined: Dec 2013
Posts: 466
hoongadoonga
Member
|
Member
Joined: Dec 2013
Posts: 466
|
I would go one better than that Pol and recommend users implement custom changes as a mod. It is then not necessary to back it up before installing new WOFF UE updates, and much easier to swap in and out as needed.
Anyone needing a basic mod for this purpose can PM me and I will provide it, but the setting options will have to be made by the user.
Cheers
UPDATE: I have created such a mod and sent it of to Sandbagger for posting on the mods page.
Thanks very much for this mod, Robert. It's just what I needed.
|
|
#4345251 - 03/18/17 07:24 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: hoongadoonga]
|
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
|
BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
|
I would go one better than that Pol and recommend users implement custom changes as a mod. It is then not necessary to back it up before installing new WOFF UE updates, and much easier to swap in and out as needed.
Anyone needing a basic mod for this purpose can PM me and I will provide it, but the setting options will have to be made by the user.
Cheers
UPDATE: I have created such a mod and sent it of to Sandbagger for posting on the mods page.
Thanks very much for this mod, Robert. It's just what I needed.
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
|
|
#4454953 - 12/26/18 07:32 PM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: May 2001
Posts: 1,828
Panama Red
Member
|
Member
Joined: May 2001
Posts: 1,828
Irmo, SC, USA
|
D'Ace: You need to ask AnKor, the maker of this mod if it is CFS3 usable.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
|
|
#4455216 - 12/29/18 12:47 AM
Re: Cockpit G-Force Effects - Updated 20170127
[Re: AnKor]
|
Joined: Mar 2006
Posts: 2,454
MajorMagee
Member
|
Member
Joined: Mar 2006
Posts: 2,454
Dayton, OH
|
Have you tried these, or are you looking for something else? Sim-Outhouse CFS3 Library
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
|
|
|
|
|
Exodus
by RedOneAlpha. 04/18/24 05:46 PM
|
|
|
|
|
|
|
|
|