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FS~Lewis
07-04-2012, 09:20 PM
Can someone please tell me how to get a view that is not as magnified as the zoom...I remember with IL-2 you could set it to what ever distance you wanted to so as to adjust it perfectly for your own magnification...they went up in 5s.....FOV 20, FOV 25, FOV 30, FOV 35...etc

I'm sure it must be in COD controls somewhere...I just can't find that option...

Thanks in advance...lew

HorrorRoach
07-04-2012, 10:00 PM
I don't think you can.... BS hey? All i see is an option to hold a key to increase/decrease FOV in cockpit.

Ze-Jamz
07-04-2012, 10:27 PM
~S~ Lew

Dont think you can mate, or if you can I havent found it..

That Zoom is too strong though il give you that, I only use it when im scanning the ground for example

Robert
07-04-2012, 11:43 PM
Out of all the things wrong with this game, this is THE show stopper. I don't mind that they didn't impliment IL2's cockpit view, but couldn't they have come up with something useful.

In IL2 you could choose between 3 views with [DELETE][END][PAGEDWN?]. Those three views could then be bound to one button by cycling through them. Clumsy, but it worked. The [SHIFT F1] command that aligned the off canter gunsites worked well - though admittedly a little unrealistic. In CoD it's a total failure. It literally pi$$es me off at how awefully implimented the view system is in this game. Why take me out of the action for one second while trying to view an enemy that is now at my side/top, because I had an energy advantage? If I'm leaned into the gunsite the view takes one second to 'turn off' - meanwhile the enemy I'm trying to BnZ isn't in my line of sight anymore, and I can't change it because of piss poor employment of the lean to gunsite function. He could be anywhere by the time I get my eye back on him.

Now we have the god aweful conglomeration of mouse and keypad.... or you can assign specific joystick buttons for each of the three views, but you cant rotate each view with one button.


I don't get into pissing matches regarding the state of the game. 1C could fix everything in the game, and still I'd probably be forever disappointed.


edit: Funny. IL2 1946 with the 4:11 patch now uses 6DOF perfectly. PERFECTLY! RoF works quite well too. CoD? Oh well.

FS~Lewis
07-05-2012, 12:39 AM
Hmmm.....The plot thickens.....Why did they not include this when it was proven to work so well with IL-2...Thats like not learning from something that lasted all those years.....weird!.....cycling the views on one button too...would be so easy....At the mo I am zooming in when I have the target close and then going to normal distance which for me is too far....I used to use the zoom in IL-2 when I got close to shoot.....then I had a button dedicated to one of the various 'FOV' distances too which was specific for my style.....but I struggle with this....Not an easy transition for me....like learning to fly again..DOH!

I bet that there is someone out there with the know how of how to do this in the files somewhere......Hmmmm....There's a lot of clever fellas out there!

zapatista
07-05-2012, 01:22 AM
has anybody tried editing the ini file and replace the current default 30-70-90 values (at least they were for the old il2) and enter the new values you need, for ex 30-50-120 ?

not sure if that is possible as a current workaround, but i find it frustrating we cant assign it in the options like we did for the old il2 (each screen size needs to be set to a specific FoV that corresponds to that screen size to make ingame objects/aircraft/vehicles look their correct sizes for the distance we view them from)

its one of those simple gameplay issues luthier is completely blind to in seeing the need to address them, yet it would be very simple for them to do

some movie makers reported they were/are able to set the exact FoV they want, but i think they do it by zooming in with the mouse to get the view they want, and cant control to snap to a specific FoV that is preset for our screensizes

skarden
07-05-2012, 02:05 AM
I use the Hold button to increase/decrease my FOV, with my HOTAS and it actually works very well, the hold to adjust button is on my throttle and the increase/decrease buttons are on my stick, it took about 30 mins to adjust to it and now its second nature to zoom in and out as needed and is very smooth in combat.

It is very dependent on having a HOTAS granted but as long as you do it's a good system once you take the 5 mins it takes to set it up.
I actually prefer it to the IL-1946 system now I'm used to it.

Robert
07-05-2012, 02:12 AM
I use the Hold button to increase/decrease my FOV, with my HOTAS and it actually works very well, the hold to adjust button is on my throttle and the increase/decrease buttons are on my stick, it took about 30 mins to adjust to it and now its second nature to zoom in and out as needed and is very smooth in combat.

It is very dependent on having a HOTAS granted but as long as you do it's a good system once you take the 5 mins it takes to set it up.
I actually prefer it to the IL-1946 system now I'm used to it.

I'll have to investigate that farther, skarden. I have a HOTAS and I've tried to do what you explained but had no luck with it. Even after a reinstall I couldn't assign the two buttons to work together. I figured it was another broken part of the game - sort of like assigning fuel cocks and not having them work within the game.

I've got CH HOTAS and would love to be able to use the throttle's gimbal. Anyone have luck with that?

FS~Phat
07-05-2012, 03:31 AM
There are 3 default zoom levels that work ok for me. Its not what im used to but its usable. Otherwise the only other way to get custom zoom is to map a key and use the mouse which is obviously pretty clumsy! (what on earth were they thinking! Its not a turn based RPG or RTS!) Ive mapped the default FOV zooms to X52 throttle mouse wheel down(zoom in)/up(zoom out) and click for default zoom.

PS editing the ini defaults doesnt work.

ATAG_Doc
07-05-2012, 04:10 AM
You have to set it up using "Hold To Adjusts Field of View" in "Camera" tab then use your mouse to zoon in/out.

FS~Phat
07-05-2012, 07:43 AM
I got this mouse emulation program to work with the saitek SST software.
I created a macro in the saitek SST software with 8 key presses as a macro which emulates moving the mouse. The more macro key presses the more it zooms in or out.

mapped num pad keys 8 & 5 (mouse up/down) to my x52 throttle mouse wheel and the mouse click button on the throttle for hold to zoom.
Can now zoom in and out to any FOV with 1 hand and dont have to take hands off HOTAS! Throttle Mouse wheel click resets to default zoom!
You could use this same approach with any joystick key and its mapping software to create the same macro and get the same effect.

You could even program in default custom FOV by running the macro for shorter or longer and have as many FOV's as you want mapped to as many of your HOTAS buttons as you want to use. (or multiple presses of only 2 button macros could achieve the same effect)

Again not perfect but i got used to it pretty quickly in testing this afternoon!

http://rhdesigns.browseto.org/mouseemulator.html

skarden
07-05-2012, 08:34 AM
Yep this is almost exactly what I do, except I can do it all within the T.A.R.G.E.T software for my warthog controller, as said it does depends pretty heavily on what HOTAS software you use and what it can do but it does work quiet well, for me at least anyway.

I definitely recommend to try it if the normal 3 FOV set up doesn't work for you and your controller software can do it.

zapatista
07-05-2012, 01:20 PM
You have to set it up using "Hold To Adjusts Field of View" in "Camera" tab then use your mouse to zoon in/out.

but you dont know what exact value you have set it to then, do you ?

what we need is a simple method, like in the old il2 preferences to set a specific FoV value for the screen size we have, and then assign it to our preferred keys or hotas buttons. eg right now for my 27' monitor i want "normal" to be set to 50 or 55 degrees, and keep a zoomed and a wide view on the other buttons, which afaik you still cant do (eg setting the 60 or 55 FoV assigned to a key or hotas control)

it is a quality control issue by luthier not to include features in CoD that previously worked well in the previous il2 series, while he is focusing instead on trying to reinvent the wheel on the big problem issues with little time to do so.

ATAG_Snapper
07-05-2012, 01:32 PM
Yep this is almost exactly what I do, except I can do it all within the T.A.R.G.E.T software for my warthog controller, as said it does depends pretty heavily on what HOTAS software you use and what it can do but it does work quiet well, for me at least anyway.

I definitely recommend to try it if the normal 3 FOV set up doesn't work for you and your controller software can do it.

I'll have to try that with my Warthog - sounds good. Thanks!

Jatta Raso
07-05-2012, 05:34 PM
if you use JoyToKey you can have a progressive zoom in/out by assigning 2 Joystick buttons to those 2 tasks. then if you assign a third button to reset views, you can zoom in or out at will, and back to default view with a key press.

_79_dev
07-05-2012, 11:04 PM
What I did with my X52 was:
1. I set one of pads on the yoke as a mouse, so any movement of mouse is controlled on the pad.
2. I set "ctrl" key as "hold to zoom" in il2 controls
3. Divided slider for 3 bands, and mapped "ctrl" key to lowest band

So basically if I have slider on the bottom position it's like having "ctrl" key pressed all the time, to control zoom fov I just use pad up and down. Whenever I don't need it just moving slider back up and I have my mouse back.

The only reason I did like that was because I mapped my controls from scratch, I can use ctrl key as another pinkle switch or mode so it gives me more options to use buttons on the yoke.

zapatista
07-06-2012, 06:38 AM
but none of those work arounds you folks are describing allow you to assign a specific FoV to a kb-key or hotas control, do they ? and with the zooming in/out you are describing you never know what exact FoV value you are at and therefore you never know how far away a distant object is (other then when looking straigh ahead, and using the gunsight reticle to "frame" an object).

the purpose of being able to set a specific FoV as "normal" for your monitor size is because only then you can during normal flight see distant objects in their correct sizes and visibility for the distance they are from you (presuming CoD lod models are correctly modeled etc..). eg, a me-109 which normally has a wingspan of approx 10 m wide, will be displayed onscreen as 10 cm wide when you are 100 meters distance from him, and 1 cm wide when you are 1000 meters distance from it. ergo, while flying around in the il2/CoD virtual world the size of objects around you does matter a great deal because it relates to the distance they are from you (and implies there potential danger to you).

all you folks have described so far with these workarounds is to create a "magic zoom" so you can game-the-game and be more competitive online, but it doesnt represent or recreate a ww2 pilots experience

the zoom function in the il2 series is intended to briefly have some magnification while you aim for a particular part of an enemy aircraft (mimicking the increased concentration a pilot might have in a real life similar situation), and the wide view is intended to try and recreate some of the wider peripheral vision you have in real life (during a dog fight for ex) and have improved situational awareness. as such it is again a snap-view intended to briefly use so we can help to overcome some of the problems of sitting behind our small monitors in a living room, rather then being in a real life cockpit with something like 270 degree's visibility and a human peripheral vision which is roughly 180 degrees under normal conditions. and you cant permanently fly in that wider view because objects around you shrink in size, and therefore look further away from you etc..

FS~Phat
07-06-2012, 06:49 AM
I guess you could work out the maths and setup a macro to give you the custom FOV you want. You'd have to work out the maths anyway even if there was a quick FOV setting. Id love to be able to switch to my preferred FOV like i could with IL2. But your right it is probably more about gaming the system than creating a simulation as most people dont have a monitor capable of a life size representation. So even "simulating" FOV for a given screen size and seating distance is not going to give you a simulation anyway because the screen sizes are too small. Thats why the zoom FOV exists.

Thats also why later this year Im attempting to build a 65-80" inch surround screen with a high enough resolution that you can create a lifesize cockpit view with good vertical and horizontal FOV. See my other 82" bezel-less thread to see what im talking about! ;)

That's when you ultimately want a single fixed FOV appropriate for your screen and seating distance.

Artist
07-06-2012, 08:12 AM
The Autohotkey (http://autohotkey.org/) solution (using the North/South of a POV hat), assuming that <Ctrl>+<Insert> ("Control Insert") is assigned to Camera, Keys, "Hold to adjust Field of View":


#Persistent
iIdStick = 1
SetTimer, watchPOV_Stick, 5

watchPOV_Stick:
bFirst := true
while(true){
GetKeyState, iPOV, %iIdStick%JoyPOV ; Get position of the POV control.

; Some joysticks might have a smooth/continous POV rather than one in fixed increments.
; To support them all, use a range:
if iPOV < 0 ; No angle to report
break
else if (iPOV > 31500) OR (iPOV >= 0 AND iPOV < 4500){ ; 315 to 360 to 45 degrees: Forward
zoomViewIn(bFirst)
bFirst := false
}
else if (iPOV >= 13500) AND (iPOV <= 22500){ ; 135 to 180 to 225 degrees: Backward
zoomViewOut(bFirst)
bFirst := false
}
else
break
}
return

zoomViewOut(bFirst){
if(bFirst){
MouseMove 0, 1200, 0
}
Send !{Insert down}
MouseMove 0, -1, 0, R
Send !{Insert up}
return 0
}
zoomViewIn(bFirst){
if(bFirst){
MouseMove 0, 0, 0
}
Send !{Insert down}
MouseMove 0, 1, 0, R
Send !{Insert up}
return 0
}

Artist

Originally posted in the thread How is variable zoom done? (http://forum.1cpublishing.eu/showthread.php?t=31196)

_79_dev
07-06-2012, 10:27 AM
I know that not all of You can afford it but, having 110inch projected screen is a vast change to 24inch monitor, so perspective is changing whe You have 1:1 size cockpit in front of You. Still I agree that FOV is equivalent to distance perception, however it doesn't matter that much when You have big screen.

5./JG27 Lehmann
07-06-2012, 11:42 AM
I'm trying to get incremental zooming working by pressing my X52 pro's "pinkie" button on the stick (set as "Hold to Adjust Field of View") and using the throttle's nipple-mouse to emulate the real mouse. However, the nipple-mouse seems to have no effect in game - does anyone know how to turn it on?

EDIT: For clarification, it's almost as if Cliffs does not recognise that my joystick has this mini-mouse as I cannot assign any controls for it at all. It is confirmed working in the windows USB Game Controllers page though :confused:

FS~Phat
07-06-2012, 12:25 PM
I'm trying to get incremental zooming working by pressing my X52 pro's "pinkie" button on the stick (set as "Hold to Adjust Field of View") and using the throttle's nipple-mouse to emulate the real mouse. However, the nipple-mouse seems to have no effect in game - does anyone know how to turn it on?

EDIT: For clarification, it's almost as if Cliffs does not recognise that my joystick has this mini-mouse as I cannot assign any controls for it at all. It is confirmed working in the windows USB Game Controllers page though :confused:

Does your mini-mouse stick work in windows?

If not it means you havent mapped the mouse function to it in the profiler.
Im pretty sure it defaults to directional axis instead of mouse.

I just set the throttle hat to mouse, and pinkie to "hold to zoom"

5./JG27 Lehmann
07-06-2012, 01:20 PM
Sorted! Thanks Phat!

The SST profile editor was constantly crashing before I could edit anything so had to search high and low for a different version, I now have what is -I think- an older version of the software which is working perfectly :)

Many thanks

FS~Phat
07-06-2012, 02:27 PM
A lot of overlay programs can interfere with the graphical rendering of the new profiler software. I have to disable playclaw before launching the profile software.

zapatista
07-06-2012, 03:34 PM
I guess you could work out the maths and setup a macro to give you the custom FOV you want. You'd have to work out the maths anyway even if there was a quick FOV setting.

there is no complex mathematics involved at all

for 95% of il2/CoD players they sit at roughly an arms length from their flat screen monitors. monitor size for them varies from 19 to 30' , and the viewing distance is determined by the monitor technology (lcd in this case). some sit a little closer then that, some a little further away, but it wont vary by much. hence it is pretty simple for each of those screen sizes (19, 20, 22, 24, 25, 27, and 30) to determine with a basic formula what the correct FoV is, and once set to this value the player can see all ingame objects in their correct sizes, and knowing the object they look at they will know from its size what the distance is. for my 27' pc screen that FoV is 50 or 55, and in il2 i had that set to my "normal" keyboard key, and was able to use quick snap views to 35 or 90 FoV to briefly overcome the limitations of sitting behind a pc monitor rather then look out of a real cockpit in ww2.

the fact a large number of il2/CoD players never made that mental leap results in them either playing in a dinky-toy world where all objects have shrunk (and hence it distorts distance perspective) when set to an artificially wide FoV, or they are playing superman flightsim by giving themselves "magic magnification" eyes to zoom in and spot minuscule objects on the ground no ww2 pilot would ever find.

its a very different experience flying around in the il2/CoD world with the correct FoV and limit yourself to that most of the time, its err well you know, more "real".

it absolutely boggles the mind that luthier has succeeded in leaving out simple well working features that existed in the il2 series, and right now for CoD as a result is PREVENTING people from seeing the CoD in-world objects (and scenery) correctly.

HorrorRoach
07-06-2012, 05:35 PM
Heh, what's funny is that Luthier could probably just take code from IL2 and get the many incremental FOV's to work in COD with ease. Might have to alter it a little to match COD code's function terminology, I think this is just one of the countless features that are being ignored while they fix major problems. I'm betting this feature will come, but not for 12-18 months.

I use a logitech G510 keyboard that has 18 macro keys on the left side of the keyboard. I've mapped my view keys to the top six, gunsight view, looking around, and recentering. My middle 6 control mix up/down, pitch up/down, throttle up/down. The bottom 6 control my elevator/aileron/rudder trim. I have my 3 FOV views set to 3 buttons on my saitek evo i can easily press when i need to zoom in/out. Honestly, i don't really need any more resolution in the FOV's, although, the highest zoom setting could be toned down a bit.

the G510 is a great flight sim keyboard. It has an LCD screen you can switch profiles with. Also has a RGB backlight that lets you assign different colors to profiles.

EJ

adonys
07-06-2012, 08:59 PM
there is no complex mathematics involved at all

for 95% of il2/CoD players they sit at roughly an arms length from their flat screen monitors. monitor size for them varies from 19 to 30' , and the viewing distance is determined by the monitor technology (lcd in this case). some sit a little closer then that, some a little further away, but it wont vary by much. hence it is pretty simple for each of those screen sizes (19, 20, 22, 24, 25, 27, and 30) to determine with a basic formula what the correct FoV is, and once set to this value the player can see all ingame objects in their correct sizes, and knowing the object they look at they will know from its size what the distance is. for my 27' pc screen that FoV is 50 or 55, and in il2 i had that set to my "normal" keyboard key, and was able to use quick snap views to 35 or 90 FoV to briefly overcome the limitations of sitting behind a pc monitor rather then look out of a real cockpit in ww2.

the fact a large number of il2/CoD players never made that mental leap results in them either playing in a dinky-toy world where all objects have shrunk (and hence it distorts distance perspective) when set to an artificially wide FoV, or they are playing superman flightsim by giving themselves "magic magnification" eyes to zoom in and spot minuscule objects on the ground no ww2 pilot would ever find.

its a very different experience flying around in the il2/CoD world with the correct FoV and limit yourself to that most of the time, its err well you know, more "real".

it absolutely boggles the mind that luthier has succeeded in leaving out simple well working features that existed in the il2 series, and right now for CoD as a result is PREVENTING people from seeing the CoD in-world objects (and scenery) correctly.

for someone involving math into discussion, you're pretty far away off, mate.

first of all, because when you're measuring an object's apparent size on the screen by varying FOV until that object's apparent size seems to be right, it doesn't mean the object actually is at the proper distance which would give that same apparent in reality. that's one thing.

another is that you don't actually know which is the real scale of the objects in-game.

a third one would be that zooming has the same scaling effect (ie is done with the same %) on all the objects on the scene, unless there's special code to over-ride that.

a fourth one is that actually FOV is firstly about the field of view, not about the right distance/scale/apparent size of the rendered objects. hence the name FOV (Field of View), and the formula for computing the FoV depending on screen's size is actually about matching human's FoV (ie "view's width" = how much to the right/left can you see a close object), not matching object's apparent size, and using it to get object's apparent size is wrong.

if you want a FoV which would give you the closest resemblance of object's apparent size, you should:
- make sure the scale of the objects is right (draw the real wingspan of a known airplane into the game's editor (using game's "meter" scale) and compare it with that plane's wingspan. even better, import a proper known made object (using a real meter scale) into the game and measure it with game's "meter".
- put that object at 100 "meters" and measure it's apparent size against a game's known FoV (at 60 degrees FoV, and 100 meters away, the screen width's represents X meters. put two objects at x/2 meters away from the center of the airplane, measure the apparent distance between them on the screen at that known FoV and distance, and then, by comparing airplane's apparent size with the distance between the 2 object's apparent size, you can see the real airplane's apparent size). then repreat vy changing FoV until you'll get the proper airplane's apparent size.

you should see that the proper FoV for that it's at around 30 degrees (even less than more), for a same relative scale, no special object groups scaling code, normal screen size.

simpler than that, assuming that the scale of the objects is right for all game object's, adjust your FoV until the targeting apparatus (or just the crosshair) has the same real meters apparent size on your monitor as if in reality you would keep that targeting apparatus (or crosshair) at screen's distance (from between your eyes and screen) from you. then you'll have your proper FoV, again at around 30 degrees, and you can check to see then if airplane's apparent size at 100 "meters" straight in front of you matches the crosshair's measurement as it should in reality.

pretty nasty stuff, right?

the ONE and ONLY solution to object's apparent size in a virtual world having a sufficient FoV (not causing tunnel vision) and objects having the same scale, is to have special code scaling the objects depending on the current FoV used and their distance from the camera.

it's a nightmare from computation's point of view (because forcing the scale of the objects to match the visual appearance will make the objects bigger than they should be, and then.. what would you do with collision? because there's a difference between shooting at a packet of cigars and shooting at a door..), but there were games who did it successfully.

CFS2 was one of them, if I remember right. flying in formation was really feeling like flying in formation in there :)

FS~Phat
07-06-2012, 11:56 PM
there is no complex mathematics involved at all

for 95% of il2/CoD players they sit at roughly an arms length from their flat screen monitors. monitor size for them varies from 19 to 30' , and the viewing distance is determined by the monitor technology (lcd in this case). some sit a little closer then that, some a little further away, but it wont vary by much. hence it is pretty simple for each of those screen sizes (19, 20, 22, 24, 25, 27, and 30) to determine with a basic formula what the correct FoV is, and once set to this value the player can see all ingame objects in their correct sizes, and knowing the object they look at they will know from its size what the distance is. for my 27' pc screen that FoV is 50 or 55, and in il2 i had that set to my "normal" keyboard key, and was able to use quick snap views to 35 or 90 FoV to briefly overcome the limitations of sitting behind a pc monitor rather then look out of a real cockpit in ww2.

the fact a large number of il2/CoD players never made that mental leap results in them either playing in a dinky-toy world where all objects have shrunk (and hence it distorts distance perspective) when set to an artificially wide FoV, or they are playing superman flightsim by giving themselves "magic magnification" eyes to zoom in and spot minuscule objects on the ground no ww2 pilot would ever find.

its a very different experience flying around in the il2/CoD world with the correct FoV and limit yourself to that most of the time, its err well you know, more "real".

it absolutely boggles the mind that luthier has succeeded in leaving out simple well working features that existed in the il2 series, and right now for CoD as a result is PREVENTING people from seeing the CoD in-world objects (and scenery) correctly.
Adony's Viewpoints aside for a second (which are actually all valid - excuse the pun!)

I think you are confusing object scale & distance with FOV and making a mountain out of a mole hill.

I'm also sorry to have to break it to you, but there is absolutely no way a 27" can render anything to actual real life scale with any degree of usable FOV.
You would need a 100" hi res screen to approximate real life scale and FOV properly with a 180degree FOV. Only then would you have a real appreciation for distance and scale which I think your talking about.

It's not ideal that we have to make all these work arounds to get variable FOV but as has been demonstrated there are several ways around it.

The perfect scenario would involve having the screen at the seating distance of the retical as it would be in a real cockpit and the retical to real life scale. Obviously this dictates the need for a massive hi res screen as per above!

I'm afraid I too just don't get the thinking behind your scale and distance argument? Perhaps you could explain it more. Politely of course!

Artist
07-08-2012, 09:45 PM
Using Autohotkey (http://l.autohotkey.net/), this script enables to assign any desirable FOV between 0-180° (e.g. 22° 45°, 57°) to a key.

Assumption (but you can change that) is that:
"Hold to Adjust Field of View" is assigned to <Alt + Insert>
"Field of View 30°" is assigned to <Strg + Insert>
"Field of View 70°" is assigned to <Strg + Home>
"Field of View 70°" is assigned to <Strg + PageUp>

This example assigns
<Shift + 1> to FOV 10°
<Shift + 2> to FOV 20°
<Shift + 3> to FOV 30°
...
<Shift + 9> to FOV 90°
and
<Shift + z> to increase by 10°
<Shift + x> to decrease by 10°



The most important is
iMousePixelFor10Degrees := 75
which defines that the Mosue has to move 75 pixels to change the FOV by 10°. A value of 75 is fine for my 1920x1200 25,5" Screen. Probably you have to experiment with different values...



#Persistent ; Keep this script running until the user explicitly exits it.
; =====================================
; Assigning Keys
; =====================================
; Using Shift + Number, Strg + and Alt + combinations do not work, because
; Strg and Alt is already used with
; - "Hold to Adjust Field of View" <Alt + Insert>
; - "Field of View 30°" <Strg + Insert>
; - "Field of View 70°" <Strg + Home>
; - "Field of View 70°" <Strg + PageUp>
+1::setFOV(10)
+2::setFOV(20)
+3::setFOV(30)
+4::setFOV(40)
+5::setFOV(50)
+6::setFOV(60)
+7::setFOV(70)
+8::setFOV(80)
+9::setFOV(90)
+Y::zoomFOV(10)
+X::zoomFOV(-10)

return

; =======================================
; useful functions
; =======================================
setView_30(){
Send ^{Insert} ; 30°
return 0
}
setView_70(){
Send ^{Home} ; 70° screen 16:10 or 16:9
return 0
}
setView_90(){
Send ^{PgUp} ; 90° screen 16:10 or 16:9
return 0
}
zoomFOV(iByDegrees){
iMousePixelFor10Degrees := 75 ; Valid on my 25,5" 1920x1200

iMoveX := A_ScreenWidth
iMoveY := A_ScreenHeight * (iByDegrees > 0 ? -1 : 1)
DllCall("mouse_event", uint, ciFLAG_MOVE, int, iMoveX, int, iMoveY, uint, 0, int, 0)

iMoveX := 0
iMoveY := (iMousePixelFor10Degrees * iByDegrees)/10

BlockInput, On
Send !{Insert down}
DllCall("mouse_event", uint, ciFLAG_MOVE, int, iMoveX, int, iMoveY, uint, 0, int, 0)
KeyWait %A_ThisHotkey%
Send !{Insert up}
BlockInput, Off

return 0
}
; ================================================== ============================
; setFOV by Degrees
; ================================================== ============================
setFOV(iDegrees){
iAdjFOV := 0
iDegrees := iDegrees <=0 ? 0 : iDegrees
iDegrees := iDegrees >=180 ? 180 : iDegrees

if(iDegrees < 50){
setView_30()
iAdjFOV := 30 - iDegrees
}
else if(iDegrees < 80){
setView_70()
iAdjFOV := 70 - iDegrees
}
else{
setView_90()
iAdjFOV := 90 - iDegrees
}

if(0 != iAdjFOV){
zoomFOV(iAdjFOV)
}

return 0
}


Artist

FS~Lewis
07-20-2012, 10:01 PM
Artist..That sounds pretty much what I was trying to achieve.....although being the novice I am I have no idea how to implement what you have described in the script...Where does it go?....How do I put this into the game so that I see it in the controls?....

Artist
07-23-2012, 03:49 PM
Artist..That sounds pretty much what I was trying to achieve.....although being the novice I am I have no idea how to implement what you have described in the script...Where does it go?....How do I put this into the game so that I see it in the controls?....
Well, an answer would turn this thread into an autohotkey tutorial, so I'll try to keep this really short: AutoHotkey_L (which I am using) is a program you must download (here (http://l.autohotkey.net/)) and install. After that you run AutoHotkey-scripts (double-click on a .ahk file) and AutoHotkey will bend and transform keystrokes as defined in the script you run (e.g. transforming a single Shift+1 into a sequence of keystrokes and mouse movements). So it's outside of CloD and just manipulates the input CloD is getting.

McFeckit
07-26-2012, 06:55 PM
Ok, I've been following this with great interest but I'm a little confused. I have a 19inch monitor (LCD) and I sit approx 1m from the screen. What FOV should I use to render the world 'real' as in what I would see if I was sitting in a spitfire in real life?

I simply want to see the world as a real spitfire pilot would see it....so which FOV should I use?

Excuse my ignorance but it would be great if the intelligent guys here could help me achieve this.

Artist
07-26-2012, 09:58 PM
I simply want to see the world as a real spitfire pilot would see it....so which FOV should I use?
You'd have to find someone who would let you fly in his real spitfire for that - in other words (assuming you've got no pilot license and a close friend entrusting his Spit to you): impossible ...

... if you do not plan (and be able to finance, build, tackle) a 360° (vertical and horizontal) translucent plexiglas dome with a battery of beamers - and even then it's not the same.

The used FOV is a matter of compromise of realism and feasibility: A 19" rectangle (your monitor) at 1m distance would show (in real life) little more than the sight (try with 20°-30°). That does not make sense at all. The pilot could see the temperature gauges in the lower right corner with a flick of his eyes (not moving the head at all), we - with Freetrack or TrackIR on a 27" monitor - have to move the head.

Go with what you are comfortable with to be able to control the plane, find the enemy, and hit him.

Artist

McFeckit
07-26-2012, 11:11 PM
Thanks for your reply Artist. I feel I should have been more specific. I would like to see the outside world, I.e. the world outside the cockpit, to a correct scale as if I was sitting in a spitfire. For example, if a 109 is 200m away in front of my cockpit then I would like to see that 109 rendered to scale such that it woke look the same size as if I was actually sitting in a spit in real life.

I'm at a loss to explain myself more clearly.

Thanks in advance for any light you or anyone else could shed.

Wolf_Rider
07-27-2012, 01:06 AM
Ok, I've been following this with great interest but I'm a little confused. I have a 19inch monitor (LCD) and I sit approx 1m from the screen. What FOV should I use to render the world 'real' as in what I would see if I was sitting in a spitfire in real life?

I simply want to see the world as a real spitfire pilot would see it....so which FOV should I use?

Excuse my ignorance but it would be great if the intelligent guys here could help me achieve this.

30 degrees is about the correct setting for what you ask there, but... that setting means though you would be flying in a "tunnel vision". CoD has outside view set to 30 degrees and is for obtaining real life type snapshots (screen shots) as you would with a real world camera.

Phat, you won't get an accurate 180 degree field of view on any size flat screen monitor, because the sreen is just that - flat. The screen would need to be curved and perhaps wrap around the viewer, as well, the game/ sim would need to be coded for that, to be free of edge distortion and depth distortion.

Ideally... an almost perfect set up (current technology) I feel, would be that of using several monitors (say 3 for instance) utilising a 90 degree FoV but instead of just setting the FoV for that to 90 degrees (and still suffering the associated distortions) each monitor would be set to use a 30 degree FoV on each. This however, would have to be coded from within the game/sim itself, a minimum size of monitor would also be required and three VGA...

Also to keep in mind, having a "screen" too big with the user sitting too close may cause dizzyness (due to the viewer's real peripheral vision being interfered with) and or eye strain and headaches. An arm's length and bit is a good distance to sit from the monitor, as this also allows a little bit of leaning forward, when coming up to take the shot, with no adverse viewer health risk (dizzyness, eyestrain, headaches)

FS~Phat
07-27-2012, 10:17 AM
30 degrees is about the correct setting for what you ask there, but... that setting means though you would be flying in a "tunnel vision". CoD has outside view set to 30 degrees and is for obtaining real life type snapshots (screen shots) as you would with a real world camera.

Phat, you won't get an accurate 180 degree field of view on any size flat screen monitor, because the sreen is just that - flat. The screen would need to be curved and perhaps wrap around the viewer, as well, the game/ sim would need to be coded for that, to be free of edge distortion and depth distortion.

Ideally... an almost perfect set up (current technology) I feel, would be that of using several monitors (say 3 for instance) utilising a 90 degree FoV but instead of just setting the FoV for that to 90 degrees (and still suffering the associated distortions) each monitor would be set to use a 30 degree FoV on each. This however, would have to be coded from within the game/sim itself, a minimum size of monitor would also be required and three VGA...

Also to keep in mind, having a "screen" too big with the user sitting too close may cause dizzyness (due to the viewer's real peripheral vision being interfered with) and or eye strain and headaches. An arm's length and bit is a good distance to sit from the monitor, as this also allows a little bit of leaning forward, when coming up to take the shot, with no adverse viewer health risk (dizzyness, eyestrain, headaches)

Wolf If you have a look at what I was proposing in another thread here, it was a about a curved rear projection system for that exact reason! ;) So we are in complete agreement!
http://forum.1cpublishing.eu/showthread.php?t=32985

Wolf_Rider
07-27-2012, 10:39 AM
I hadn't seen that threads/ posts Phat, thanks for link and insights

adonys
07-27-2012, 11:26 AM
I remember seeing somewhere a thread about projecting a 3D image on a plexiglas half a semisphere support standing around player's head.

juanjo
08-04-2012, 02:12 PM
I remember seeing somewhere a thread about projecting a 3D image on a plexiglas half a semisphere support standing around player's head.

Give a try to TrackNoir, free face trackir with your webcam. I use a laptop and once you set up the curves well...it really works nicely.

Untamo
08-17-2012, 05:54 AM
S!

Finnish Virtual Pilots Association built 2x 109(G2 and G6) simulators for 2 Finnish aviation museums. They use IL-2 1946 and the 3 back projected renders to bring 270 degree FOV :)

It was quite awesome to test it out, but it wouldn't do for an online flyer as you have no rear view. And with a HW cockpit it wouldn't be proper to turn the views :)

Pics:
http://www.k-silmailumuseo.fi/mersusimu

Note the non-real-like Revi in the first pic, it has been now replaced with a properly working one, as in, points to one point independent of ones head movement.

And from cockpit:
http://www.fsnordic.net/discussion/index.php?FSNSESS=aqxxnbqc&topic=101069.0

But more on topic: I really wish the devs would give us changeable FOVs for the 3 predetermined options. With a 30" monitor the 90 degree FOV is a bit tunnelish, and I use 120 degree FOV in old IL-2 with San's FOV changer.

I'll give Luffe's trick a try and see if it works for me.

Marmusman
08-20-2012, 02:10 PM
Regarding the original post topic:

I did not realize there were so many discussions on this topic already. I posted a video in a separate thread on setting up zooming FOV on a Saitek X52 with mini-stick mouse. Should work for other joysticks that have mini-sticks. Hopefully, this helps some people? I realize those without a mini-stick will need to use other methods.

http://forum.1cpublishing.eu/showthread.php?t=33972

ElGringo
10-28-2012, 01:58 PM
For Warthog users, you can do this:


SEQ(PULSE+L_ALT+PGUP, PULSE+L_ALT+HOME, PULSE+L_ALT+INS)


Gives you the possibility to cycle through FOVs with one button.
Saitek users can do the same with the X-52 software.

jayrc
10-28-2012, 04:42 PM
I'm using joy-to-key set up to push the hold to adjust field of fov combined with a mouse down action, this gives you 4 field of views at the click of a button on my joystick, you could probably make joytokey cycle field of views also, it's a great program and it has allowed me to set up a mic button on my stick also, something teamspeak hotkeys wouldn't do, give it a try.~S~

Roblex
11-19-2012, 07:54 AM
I use JoyToKey to get variable zoom using the the hat key on my JS. From downloading the program, having never used it before, to having it fully working took about 3 minutes (and 1 of those was waiting for IL2 to start :-) ) Basically two entries in JoyToKey setup and two in IL2 COD settings.

Bearcat
01-14-2013, 01:43 AM
If you have an X-52 you can do this using the SST SW by setting your Ministick Axis on the throttle to Mouse X or Y and the scroll switch to a modifier like ALT. Then go into CoD and set ALT as the "Hold to Adjust Field of View" button.

When you get in the sim press your scroll wheel switch and use your ministick accordingly. I have my scroll wheel switch set to M for my map in modes 1 & 3 but mode 2 is combat mode on my X-52.

lorenzoj
01-15-2013, 02:51 PM
After I've been in COD for a while I have to go back into MS FSX to remind myself how fast and smooth and intuitive pan, zoom, and change view can and should be.

All I seem to be able to do with the hat switch on my controller in COD is snap from quadrant to quadrant. Nothing resembling smooth panning. Have I not done something in the setup that I should have ?

Sokol1
01-15-2013, 03:10 PM
All I seem to be able to do with the hat switch on my controller in COD is snap from quadrant to quadrant. Nothing resembling smooth panning. Have I not done something in the setup that I should have ?

If you dont plan buy a TrackIR, use JoyToKey to panning (mouse view) with HAT:

Sample - speed are personal preference.
http://i50.tinypic.com/2rrwbbr.jpg

Another way is use NewView - more powerfull, but no help in english.

Sokol1