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#4322631 - 12/23/16 12:23 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Fullofit Offline
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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]  
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Panama Red Offline
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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.


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#4322638 - 12/23/16 01:09 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Fullofit Offline
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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]  
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Panama Red Offline
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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]  
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Posts: 4,433
Hellshade Online content
Hellshade
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Florida
Originally Posted By: Panama Red
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.


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

#4322659 - 12/23/16 02:15 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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RAF_Louvert Offline
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.

Can't wait to give this one a try! Thanks much AnKor for your continued WOFFerings.

.


[Linked Image]

Three RFC Brass Hats were strolling down a street in London. Two walked into a bar, the third one ducked.
_________________________________________________________________________

Former Cold War Warrior, USAF Security Service 1974-1978, E-4, Morse Systems Intercept, England, Europe, and points above.
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#4322774 - 12/23/16 07:57 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Panama Red]  
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busdriver Offline
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Originally Posted By: Panama Red
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 salute

#4322784 - 12/23/16 09:10 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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lederhosen Offline
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awesome..best dogfight ever had tonight


make mistakes and learn from them

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#4322786 - 12/23/16 09:23 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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MajorMagee Offline
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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.
#4322791 - 12/23/16 09:36 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Polovski Offline
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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)..


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4322838 - 12/24/16 12:54 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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HarryH Offline
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Originally Posted By: AnKor
Hi! smile

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]  
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tn_prvteye Offline
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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]  
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LowDrag Offline
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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]  
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AnKor Offline
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Russia
Originally Posted By: Polovski
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 smile

#4323451 - 12/26/16 03:50 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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dutch Offline
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geuss a video explains more then 1000 words, can somebody show a video on what this mod does.

#4323455 - 12/26/16 04:00 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Panama Red Offline
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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]  
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AnKor Offline
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Russia
Originally Posted By: Panama Red
Or you can just download it and try it, then you will see yourself what it does.

Indeed smile

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.
Click to reveal..



#4323508 - 12/26/16 08:49 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Polovski Offline
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Yeah AnKor I am sure it just appears more noticeable lifting out of the seat and seeing over the cowl more.


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4323517 - 12/26/16 09:23 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Panama Red]  
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dutch Offline
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EURO-zone
Originally Posted By: Panama Red
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]  
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Hi Ankor,
PM me when you think it's OK for general release,

Thanks.


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