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#4323965 - 12/28/16 02:29 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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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!

#4324035 - 12/28/16 06:31 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: ArisFuser]  
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Originally Posted By: ArisFuser
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.


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#4324352 - 12/29/16 07:26 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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It looks a bit odd when using the Bombsight. Too much movement I think.

#4324533 - 12/30/16 09:57 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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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 smile

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]  
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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.

#4324550 - 12/30/16 11:52 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Thanks, Creaghorn. Those are good examples you mention.
And it seems that the roll is the easiest for a brain to compensate. Changes in pitch/yaw require eye movement to stay focused on a target, but pure roll doesn't change the view direction.

#4324555 - 12/30/16 12:00 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Originally Posted By: AnKor
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.


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#4324594 - 12/30/16 02:14 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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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?


Regards,

Polovski,
OBD Software, developers of the fabulously immersive
"WINGS: Over Flanders Fields" WW1 Sim.
http://www.overflandersfields.com
#4324605 - 12/30/16 03:08 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Polovski]  
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Originally Posted By: Polovski
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.


Flying Wings Over Flanders Fields Ultimate Edition 4.x
videos at www.youtube.com/hellshade68

System Specs
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#4324625 - 12/30/16 04:30 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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The problem is, that roll in real does not work that way. When you look into your screen and roll your head left and right, even quickly, you could still read everything because your brain compensates it. You also wouldn't have the impression that the world is rolling but you would know that it's only your head. If that would be ingame, it would have the impression that the world is rolling around, not your head. The same effect like looking through a camera and rolling left and right. Completely different feeling, and this feeling would simply feel wrong. Maybe this is what ankor actually meant.Maybe very very slightly and subtle would do, if at all.

#4324645 - 12/30/16 05:14 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Creaghorn]  
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Originally Posted By: Creaghorn
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.


Flying Wings Over Flanders Fields Ultimate Edition 4.x
videos at www.youtube.com/hellshade68

System Specs
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Intel i7 6700K OC 4.6 Ghz
Corsair Hydro H60 Liquid Cooler
16 GB Corsair Dominator Platinum DDR4 RAM
2 x EVO 850 1TB SSD Drives (OS & Games)
1 Intel 240GB SSD drive (Scratch drive for videos)
MSI Z170 GAMER M7 Motherboard
EVGA GTX 1080 Founders Edition
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Acer XB280HK 27" G-SYNC Monitor
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Windows 10 Home 64 bit

#4325218 - 01/02/17 02:40 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: ArisFuser]  
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Originally Posted By: ArisFuser
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


"Vis unita fortior"

"United Strength is Stronger"
#4325855 - 01/04/17 01:02 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: Hellshade]  
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Originally Posted By: Hellshade
Originally Posted By: Polovski
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.


Regards,

Polovski,
OBD Software, developers of the fabulously immersive
"WINGS: Over Flanders Fields" WW1 Sim.
http://www.overflandersfields.com
#4325906 - 01/04/17 04:43 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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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.


Flying Wings Over Flanders Fields Ultimate Edition 4.x
videos at www.youtube.com/hellshade68

System Specs
Click to reveal.. (warning)
Intel i7 6700K OC 4.6 Ghz
Corsair Hydro H60 Liquid Cooler
16 GB Corsair Dominator Platinum DDR4 RAM
2 x EVO 850 1TB SSD Drives (OS & Games)
1 Intel 240GB SSD drive (Scratch drive for videos)
MSI Z170 GAMER M7 Motherboard
EVGA GTX 1080 Founders Edition
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Acer XB280HK 27" G-SYNC Monitor
Corsair RGB STRAFE MX Silent Keyboard
Windows 10 Home 64 bit

#4325916 - 01/04/17 05:17 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Yes agreed on all those points. Everything AnKor has done has been a leap forward all adding to the immersion.

Thanks AnKor for all you do!


Regards,

Polovski,
OBD Software, developers of the fabulously immersive
"WINGS: Over Flanders Fields" WW1 Sim.
http://www.overflandersfields.com
#4326254 - 01/05/17 07:16 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Thanks, everyone! smile

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 smile

#4326259 - 01/05/17 07:27 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Wow,thank you for fixing the Bombsight view. Was the only thing holding me back from enjoy this mod to the fullest. Will give it a try as soon as possible.

#4326260 - 01/05/17 07:29 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) [Re: AnKor]  
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Originally Posted By: AnKor
Here is a new version: HeadShake.20170105.Beta


Awesome. I am just off for a flight in the RIR Challenge campaign so will install this first and give it a go!!

#4326580 - 01/07/17 08:45 AM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 [Re: 77_Scout]  
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Bump, just in case anyone missed the update wave

#4326595 - 01/07/17 01:29 PM Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 [Re: AnKor]  
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Thank you, real subtle head roll. thumbsup

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