#4324035 - 12/28/16 06:31 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: ArisFuser]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,448
Florida
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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! +1 It really does.
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#4324533 - 12/30/16 09:57 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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Member
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Posts: 418
Russia
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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 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.
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#4324537 - 12/30/16 11:07 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Feb 2010
Posts: 890
Creaghorn
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Member
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Posts: 890
N�rnberg Frankonia
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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.
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#4324555 - 12/30/16 12:00 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
Senior Member
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Posts: 4,448
Florida
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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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#4324605 - 12/30/16 03:08 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Polovski]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
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Posts: 4,448
Florida
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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? 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.
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#4324645 - 12/30/16 05:14 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Creaghorn]
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Joined: Jan 2009
Posts: 4,448
Hellshade
Hellshade
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Hellshade
Senior Member
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Posts: 4,448
Florida
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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.
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#4325218 - 01/02/17 02:40 AM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: ArisFuser]
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Joined: Jul 2012
Posts: 2,808
Adger
Senior Member
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Senior Member
Joined: Jul 2012
Posts: 2,808
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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! 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.
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#4325855 - 01/04/17 01:02 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: Hellshade]
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Joined: Mar 2003
Posts: 8,149
Polovski
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Hotshot
Joined: Mar 2003
Posts: 8,149
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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? 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.
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#4326254 - 01/05/17 07:16 PM
Re: Cockpit G-Force Effects - Beta Version (WOFF UE)
[Re: AnKor]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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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
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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