#4322382 - 12/22/16 02:14 PM
Cockpit G-Force Effects - Updated 20170127
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Joined: Sep 2012
Posts: 418
AnKor
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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.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.
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#4322412 - 12/22/16 03:55 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Posts: 7,993
Robert_Wiggins
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Ankor
I will try it today and report back
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#4322478 - 12/22/16 07:17 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Posts: 7,993
Robert_Wiggins
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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
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#4322512 - 12/22/16 08:56 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: May 2001
Posts: 1,828
Panama Red
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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
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#4322514 - 12/22/16 08:57 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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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.
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#4322524 - 12/22/16 10:10 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: May 2001
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Panama Red
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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
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#4322557 - 12/23/16 12:31 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Panama Red
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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
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#4322566 - 12/23/16 01:06 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Fullofit
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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."
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#4322573 - 12/23/16 01:39 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: May 2001
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Panama Red
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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
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#4322576 - 12/23/16 02:15 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Fullofit
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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."
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#4322609 - 12/23/16 07:29 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
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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.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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