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Cockpit G-Force Effects - Updated 20170127

Posted By: AnKor

Cockpit G-Force Effects - Updated 20170127 - 12/22/16 02:14 PM

Final (for now) version of cockpit g-force effects, mouse view and smooth zoom.

JSGME-ready mod for WOFF UE: EnhancedCockpitView.20170127.zip

You 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=24

Offset 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=6
Sort 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=20

Controls zoom increment/decrement steps. Valid values from 1 to 50.
20 is exactly the default value for CFS3/WOFF.

ZoomSpeed=5
Smooth 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=5
Self explanatory I hope smile
Range 0 to 10. Value of 0 disables mouse look entirely.

InvertMouseZoom=0
Default 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.
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 03:55 PM

Ankor

I will try it today and report back
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 04:54 PM

Oh wow. I will try this tonight when I get home. Awesome AnKor! We really do have the best community anywhere.
Posted By: Nietzsche

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 05:31 PM

YeeeEEEeeeaaAAaahhh! whoohoo
The Roller-Coaster-Mod! Finally yeah
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 07:17 PM

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! thumbsup
Posted By: dutch

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 08:49 PM

Originally Posted By: Hellshade
Oh wow. I will try this tonight when I get home. Awesome AnKor! We really do have the best community anywhere.


Could you make an youtube movie, still do not know what this mod do.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 08:56 PM

AnKor made a movie showing what it did when he first started working on this months and months ago.
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 08:57 PM

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.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 10:10 PM

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. winner
Posted By: busdriver

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 10:49 PM

FWIW and sincerely I'm not trying to be a horse's posterior, I watched AnKor's video way back when. The effect is overdone (at least it was in the video). Admittedly my experience pulling 6-9 Gs whilst trying to saddle up and get a gun kill on an adversary was over 25 years ago. But I just went flying in an aerobatic tailwheel airplane three hours ago. I only pulled 3 Gs max (hadn't flown in 3 weeks), but I did some slips in the final turn of the traffic pattern (no flaps on the airplane). I don't notice, I've never noticed any roller coaster LOS effect in RL. But if Deacon211 rolls in here and says it's exactly like his experience...so be it. I'm not trying to rain on anyone's simulated air combat fun.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/22/16 11:22 PM

That's the beauty of it being a mod, busdriver. The people who like it can use it and the people who don't, it never affects their game.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 12:31 AM

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.
Posted By: Fullofit

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 01:06 AM

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!
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 01:39 AM

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.
Posted By: Fullofit

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 02:15 AM

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.
Posted By: Hayle55

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 02:19 AM

Sweet mod. The screen doesn't move, the plane does. Forward and back, side to side, up and down. Especially in wind. When you get into a scrape, and use the F6 view, you go from this;

to this:



Your head moving makes it hard to line up a shot. This is a 'must have mod' for me.


thumbsup
Posted By: manitouguy

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 04:37 AM

I've tried it and although quite subtle I really enjoy it ... AND ... Ankor ... did you do any other fiddling??!?

curiously I just loaded it and the Farnborough mod and had a simply incredible little fly around in my be2c

I have a high end rig and monitor and NVidia gt 970 ... before I would always get, mostly at start of flight near ground, when I looked back, a few of the dreaded white or blue triangle tears

this flight I had absolutely none no matter where I looked!! going to do more testing to see if it was fluke or if something has 'fixed' that, at least for me

at any rate one more great little xmas gift treat this mod, and the others you have all so graciously offered

absolutely wonderful stuff!!

cheers, Ron
Posted By: manitouguy

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 05:30 AM

a few more flights (this time non winter non Farnborough) and a few triangles appeared very briefly ... no where as many as before but still a few

back to the topic

very neat mod and thanks!

cheers, Ron
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 07:29 AM

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.
Posted By: lederhosen

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 12:16 PM

well its a cool mod and makes aiming very hard indeed. A bit hard on the eye travaling to waypoints but once you spot someone its a good mod to have.
Posted By: Fullofit

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 12:23 PM

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.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 12:51 PM

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.
Posted By: Fullofit

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 01:09 PM

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.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 01:27 PM

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.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 01:40 PM

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.
Posted By: RAF_Louvert

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 02:15 PM

.

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

.
Posted By: busdriver

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 07:57 PM

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
Posted By: lederhosen

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 09:10 PM

awesome..best dogfight ever had tonight
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 09:23 PM

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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/23/16 09:36 PM

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)..
Posted By: HarryH

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/24/16 12:54 AM

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 Xmas 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
Posted By: tn_prvteye

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/24/16 06:04 PM

Perfect! This was that last little bit of immersion that WOFF was missing. Excellent work!

The effect is spot-on in my opinion.
Posted By: LowDrag

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 12:38 AM

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...
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 02:55 PM

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
Posted By: dutch

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 03:50 PM

geuss a video explains more then 1000 words, can somebody show a video on what this mod does.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 04:00 PM

Or you can just download it and try it, then you will see yourself what it does.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 04:04 PM

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..


Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 08:49 PM

Yeah AnKor I am sure it just appears more noticeable lifting out of the seat and seeing over the cowl more.
Posted By: dutch

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/26/16 09:23 PM

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.
Posted By: Sandbagger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/27/16 01:27 PM

Hi Ankor,
PM me when you think it's OK for general release,

Thanks.
Posted By: ArisFuser

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/28/16 02:29 PM

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!
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/28/16 06:31 PM

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.
Posted By: Lausbub78

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/29/16 07:26 PM

It looks a bit odd when using the Bombsight. Too much movement I think.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 09:57 AM

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.
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 11:07 AM

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.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 11:52 AM

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.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 12:00 PM

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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 02:14 PM

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?
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 03:08 PM

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.
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 04:30 PM

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.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 12/30/16 05:14 PM

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.
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/02/17 02:40 AM

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
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/04/17 01:02 PM

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.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/04/17 04:43 PM

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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/04/17 05:17 PM

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!
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/05/17 07:16 PM

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
Posted By: Lausbub78

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/05/17 07:27 PM

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.
Posted By: 77_Scout

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/05/17 07:29 PM

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!!
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/07/17 08:45 AM

Bump, just in case anyone missed the update wave
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/07/17 01:29 PM

Thank you, real subtle head roll. thumbsup
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/07/17 02:52 PM

AnKor - this is a new "Must Have" mod. Honestly, it's so good at adding to the immersion that it feels like it should be another Workshop option for fliers looking to maximize the challenge. It adds to the difficulty of shooting down opponents in what feels like a very natural way by throwing your head around a little bit in response to the moves you are putting your aircraft through. Well done!

salute
Posted By: LowDrag

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/07/17 04:16 PM

AnKor, these are great news! Looking forward to give it a go! Must have mod, for me aswell! Thanks a lot!
Posted By: loftyc

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 05:14 PM

Originally Posted By: Hellshade
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.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 05:54 PM

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,
Quote:
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 smile ) 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 smile
Posted By: 4L0M

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 09:22 PM

Love this mod. Easily my favourite so far! Thank you.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 09:41 PM

I can see the compass when I look down with my Albatross DIII (160).
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 10:23 PM

I have experienced it as well, that the downward view is limited. So far I have experienced it with the Albatros DI and Morane Parasol. Will try more. It's not unplayable but it's more limited than before here. Normally the view goes so far down that one could see his virtual belly (talking about normal bellies ;-)). Now the vision is limited to seeing his virtual tighs. That makes seeing a compass on the floor more difficult.
Posted By: loftyc

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/07/17 10:39 PM

I can't see it (the compass) in a BE2; should there that restriction? I guess it's about only 45 degrees or so down, instead of vertical.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/07/17 11:51 PM

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:
Code:
<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.
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/08/17 12:43 AM

Originally Posted By: AnKor
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:
Code:
<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!
Posted By: 77_Scout

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/08/17 12:49 AM

Looking forward to the fix Ankor. Good work.

On a side note, I always hoped someone would figure out how to tweek the side-to-side limits of head movement as well. It would be sweet to be able to look over the side of the cockpit a bit. I suspect CFS3 thinks there is a WW2 glass canopy there so maybe keeps our head movements a bit too constrained?
Posted By: manitouguy

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/08/17 02:41 AM

Yesssss! Here Wallace Pickleworth was beginning to think his comrades had had a go at him by hiding his trusty compass under his be2c seat!!!

Glad to hear this - was worried the pressures of war were becoming too much - I knew I could see that thing better before

Awesome stuff!!!! Will wait for the fix

Tanks to all of you for continuing to make the best ww1 sim better and better and better

Regards Ron
Posted By: Sandbagger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/08/17 08:17 PM

Originally Posted By: AnKor
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,
Quote:
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 smile ) 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 smile


No problem - I'd normally wait until the author gave me the go ahead, especially if the mod was still being tested..
Posted By: Wodin

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 01:30 PM

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.
Posted By: Hellshade

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 01:50 PM

Originally Posted By: Wodin
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? biggrin

Thanks again for making this happen AnKor. It really is awesome.
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 02:25 PM

IT is indeed a fantastic mod,I agree with you Hellshade I think it's perfect but if a different selection of sensitivity could be introduced then brilliant.
I can't wait for the trackir issue to be fixed..it's a essential mod
Posted By: Wodin

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 07:58 PM

Really helps give a 3D feel to cockpits for those not using TrackIR
Posted By: ArisFuser

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 08:02 PM

Suffice to say, yesterday I flew without this Beta activated through JGSME. The difference was,...well, like when you get that feeling "donīt look back again"... wink
Posted By: 33lima

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 08:16 PM

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.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 08:54 PM

Have you looked at your Shader WorkShop settings ???
Posted By: 33lima

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 09:18 PM

Originally Posted By: Panama Red
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 smile. 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.
Posted By: LowDrag

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/09/17 09:44 PM

This mod is great, great, great, a marvellous piece of work! I love the new roll effect very much. Would be great if there would be a mod doable to allow the roll axis for the TrackIR aswell (true 6DOF infact), and be able to counter the force effect by leaning into the turn...
Scaleable sensitiveness? I love the force feeling when throwing the aircraft around as it is. Would be great to be able to scale down the effect in the more or less unaccellerated flight by a notch. Yes, a demanding bunch of people we are...

But, flying without this mod? Not for me any more-definitely! It adds something I was missing before, truly!

Thank you very much, AnKor!! And thanks to the devs for this beautiful and addictive sim!
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/14/17 11:08 AM

Sorry to ask AnKor as I know your a busy man but..any progress on getting this awesome mod to work correctly with Trackir mate? cheers
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/14/17 02:37 PM

Yeah, sorry, been too busy this week. I will try to make a new version tomorrow.
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/14/17 03:24 PM

Originally Posted By: AnKor
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
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115 - 01/15/17 12:10 AM

And I've already made a new version - download link in the first post smile
Main changes are:
- TrackIR view no longer restricted
- Reduced annoying back-and-forth movement
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115 - 01/15/17 12:31 AM

Wow..Thank you so much Ankor downloading now cheers
Posted By: 77_Scout

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115 - 01/15/17 01:10 AM

Thanks AnKor. Looking forward to giving it a 'fly'.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115 - 01/15/17 01:44 AM

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.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170115 - 01/15/17 09:19 AM

Panama Red, hmm, it is not supposed to happen. I will check.
BTW there's already one report of very bad FPS drop in this version. I have indeed modified my multithreading code a bit, but it seemed to work fine.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116 - 01/15/17 10:07 PM

Another update -- see first post.
Viewpoint forward offset should be gone now. Was caused by me mixing up + and - in a formula oops

It is not the final version, but hopefully will be good enough for some time so I can get some rest smile
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116 - 01/16/17 08:58 AM

Hi AnKor,

is there a way to deactivate the mouse lookaround thing? When installing a new patch if one wants to move the gauges away etc., he has to grab them and move them away etc. That's not possible with the mouslook aktivated.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116 - 01/16/17 09:32 AM

I will add an option to disable it.
Currently you can either use one of external views (Spot view, etc) or you can hold ALT to activate mouse cursor -- it will appear flickering, but will work. I'm going to fix that flickering as well.
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116 - 01/16/17 10:14 AM

Cool, thanks Ankor.

This mod is really cool and adds a lot. Also the roll due to g-forces is subtle enough and affects more or less only the AC, not the outside view, which is really cool. I like it. It's spot on and my previous concern is for me unnecessary. Makes me think about slightly rumbling aircraft as well as long as being on the ground with running engine.
Posted By: LowDrag

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170116 - 01/16/17 10:30 AM

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!!
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/17/17 11:55 PM

Originally Posted By: AnKor
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


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.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/18/17 09:23 AM

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 smile

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.
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - Updated 20170501 - 01/18/17 12:18 PM

Thanks! Looking forward to it.
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 06:15 PM

Updated OP with the new version.

Added a sort of smooth zoom. Internally the zoom is still changed in steps, but transition between steps appear smooth. I think it is the best approach, because "stepless" zoom has a drawback that you can't reliably set the same zoom value. However you can set the step to be as small as 1% which will give you the smoothest zoom, albeit slow.

Also various settings are available in d3d8.ini for those who want to tweak them.
Posted By: Lausbub78

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 06:22 PM

AnKor ,thank you very much for this new Version.
Posted By: 77_Scout

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 06:40 PM

Thanks AnKor. Great stuff!
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 06:53 PM

Thanks AnKor very cool - and good that you can disable mouse view to avoid movement when scrolling zoom with Trackir.

Ah seems if I disable it it disables the zoom too.

Anyway to have this applied to the [ ] keyboard zoom instead or allow the wheel to work but no mouse look movement?
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 06:57 PM

Originally Posted By: Polovski
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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 07:40 PM

Thanks that would be cool if possible. If it possible to add it to the [ ] keys ?
Posted By: AnKor

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 08:02 PM

I will make the mouse wheel work without mouse look in the next version.
By the way, zoom step and smoothness settings also affect the standard keyboard zoom (i.e. [ ]).
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/22/17 08:37 PM

Yes, I just noticed, that the [ ] functionality had changed and I really like it.
Posted By: Adger

Re: Cockpit G-Force Effects - Beta Version (WOFF UE) - 01/23/17 01:09 PM

Originally Posted By: AnKor
Originally Posted By: Polovski
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 cheers
Posted By: AnKor

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/23/17 01:41 PM

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.
Posted By: Adger

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/23/17 02:05 PM

Originally Posted By: AnKor
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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/23/17 03:20 PM

Superb thanks sorry didn't realise the [ ] was already smooth now too - really cool.
Posted By: AnKor

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/23/17 05:13 PM

Hmm... I've just got to my gaming PC (the one with a mouse smile ) 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 duh
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.
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/23/17 10:29 PM

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.
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/24/17 04:31 AM

The Dynamic Adjustment of the Water Load Buffer size works well too. notworthy
Posted By: CrimsonTide

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/24/17 04:59 AM

This is a fantastic mod and should be put into the game. A selection in Workshops would be perfect. 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.

Thank you for creating this. It adds even more immersion to Woff UE.

CrimsonTide
Posted By: Hellshade

Re: Cockpit G-Force Effects - Updated 20170123 (Still Beta) - 01/24/17 06:24 PM

Originally Posted By: CrimsonTide
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.
Posted By: AnKor

Re: Cockpit G-Force Effects - Updated 20170127 - 01/27/17 06:25 PM

Uploaded a new version (moved to MS OneDrive again).
Only one change -- changed default direction of mouse wheel zoom and added an option in d3d8.ini to invert it if needed.

I've also renamed the mod to better reflect what it does as it has grown to be more than "head shake".
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Updated 20170127 - 01/27/17 07:17 PM

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;
Posted By: AnKor

Re: Cockpit G-Force Effects - Updated 20170127 - 01/27/17 08:32 PM

Robert_Wiggins, yes, that's ok, although I initially didn't intend it.
This mod eventually will become a part of the game, but for now let's make it available on mods page.
Posted By: Sandbagger

Re: Cockpit G-Force Effects - Updated 20170127 - 01/28/17 12:54 AM

Uploaded to the User Mods page:

http://www.sandbagger.uk.com/indexWOFF.html
Posted By: ArisFuser

Re: Cockpit G-Force Effects - Updated 20170127 - 01/28/17 09:50 AM

Sorry for the bad quality beforehand( I eventually managed to download this short clip from Facebook, new skill to me smile ). It comes to show how bumpy and shaky a SE5 cockpit is midair. It specially called my attention the wing fluttering. Markmanship under these conditions should have been a really hard learned skill.On another point, to note how the Se5 in the background looks to fly an up and down rollercoaster ride!


SE5 Cockpit in Flight
Posted By: CrimsonTide

Re: Cockpit G-Force Effects - Updated 20170127 - 01/29/17 04:34 AM

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
Posted By: Creaghorn

Re: Cockpit G-Force Effects - Updated 20170127 - 02/01/17 10:30 AM

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.
Posted By: Sowercrowd

Re: Cockpit G-Force Effects - Updated 20170127 - 02/11/17 12:20 PM

... was still panning around, so this is a real gamechanger to me. It's a fantastic mod; brings the immersive experience to a higher level...Thank you very much AnKor !
Posted By: AnKor

Re: Cockpit G-Force Effects - Updated 20170127 - 02/13/17 10:02 AM

Originally Posted By: Creaghorn
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.
Posted By: Gattsu

Re: Cockpit G-Force Effects - Updated 20170127 - 02/26/17 09:28 PM

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.
Posted By: Polovski

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 11:23 AM


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).
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 11:47 AM

Originally Posted by Polovski

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.
Posted By: Sandbagger

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 04:08 PM

Uploaded to User Mods Page:

http://www.thatoneplease.co/indexWOFF.html
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 04:33 PM

Hi Mike

I dont see the mod up on your site. Does it tame awhile?
Posted By: Fullofit

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 06:06 PM

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?
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 06:37 PM

Sandbagger / Fullofit;

Nibbio's in flight map mods on the mods site are both the same so you should probably remove the second one.
Posted By: hoongadoonga

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 07:22 PM

Originally Posted by Robert_Wiggins

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.
Posted By: Robert_Wiggins

Re: Cockpit G-Force Effects - Updated 20170127 - 03/18/17 07:24 PM

Originally Posted by hoongadoonga
Originally Posted by Robert_Wiggins

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.


thumbsup
Posted By: D'Ace

Re: Cockpit G-Force Effects - Updated 20170127 - 12/25/18 11:23 PM

Excuse me, is this mod installable in stock cfs3? Thanks.
Posted By: Panama Red

Re: Cockpit G-Force Effects - Updated 20170127 - 12/26/18 07:32 PM

D'Ace:
You need to ask AnKor, the maker of this mod if it is CFS3 usable.
Posted By: MajorMagee

Re: Cockpit G-Force Effects - Updated 20170127 - 12/29/18 12:47 AM

Have you tried these, or are you looking for something else?

Sim-Outhouse CFS3 Library
Posted By: Skoop

Re: Cockpit G-Force Effects - Updated 20170127 - 05/22/19 01:53 AM

How do you un install this ? I fired up my WOFF UE after not flying it in a while and applied the latest patch. After a few sorties my view was sliding all over the screen in sea sick fashion. I thought something porked my controls until google turned up this thread. I really wish this wasn't patched into the game, it should have been left as a mod. As the RL pilot stated earlier in the thread, this is way too overdone, I'd rather turn it off. Can we get an option in the workshop to turn this off ?
Posted By: Polovski

Re: Cockpit G-Force Effects - Updated 20170127 - 05/22/19 01:19 PM

Yes, it is in Workshops as a new setting in Update V 4.22 which will be released soon. Hang in there I'd say.

The new option will allow it to be off, or set to levels 1 to 10. (1 = very little movement 10= high, default as it is now is around 5).
Posted By: Skoop

Re: Cockpit G-Force Effects - Updated 20170127 - 05/23/19 05:13 PM

Awesome thanks.
Posted By: Polovski

Re: Cockpit G-Force Effects - Updated 20170127 - 05/23/19 07:24 PM

No worries, you can also disable it right now but yes you will need to edit the D3D8.ini file in \WOFF\WOFFScenery\Shaders

(make a back up copy of the old D3D8.ini first).

under section :

; Set to 0 to disable acceleration effects.
HeadShake=1

set it to

HeadShake=0

Save as d3d8.ini

Note if you use notepad it will try to save it with .txt on the end of the file. That won't work.
So in the Save as dialogue, choose Files of Type: pull down and change it to All files *.*

then save as D3D8.ini
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