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#1
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An Option of Using the Old 2DoF for Gunsight View
As in the screenshot below, the gunsight ring appears broken when you look a bit sideways. With 6DoF implemented, this is, of course, correct, since the position of the 'eye' changes when the head is rotated.
But sometimes you need to aim and shoot while you are looking a bit sideways, as when attempting a snapshot at a plane coming from one side of you; so the awkward gunsight ring makes aiming difficult or unpleasant in this case. A player with TrackIR can move the ring to the middle of the gunsight by actively shifting his own head horrizongtally or vertically. But those without TrackIR do not have this choice. I know there are keys in 4.11 to do it too, but during a fight you do not have the time to move the ring precisely enough with those keys. So an option of disabling 6DoF while in Gunsight View (default key: Shift+F1) would be very nice indeed. Thanks a lot! ~ Last edited by Upthair; 07-22-2012 at 02:30 PM. |
#2
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This is not part of 6DoF, its the simulation of the real eye position and is, what you really would see in real life. To compensate you will have to lean left (in your pic) a bit, which is easy with 6DoF now.
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
#3
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Quote:
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To do it by means of the keys and with decent precision, in the heat of an air combat, is unfortunately not practical. Last edited by Upthair; 07-22-2012 at 02:46 PM. |
#4
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Quote:
.. and what you would have had to do in real life. It works for me.. |
#5
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You can bind the translation movement (side to side, up and down) to your mouse, so that a click and drag would allow you to center your gunsight each time your turned your head. This is how I did it before Track IR.
Track IR is not a magic bullet. It doesn't make the game easier, it just makes it more immersive. I had an easier time aiming when I was using the mouse system above. This is really a moot point anyway. You don't have to keep the gun-sight projection in the middle of the glass for it to work. The only sights that need to be carefully lined up are iron sights. Cheers. Last edited by Luno13; 12-14-2012 at 08:09 PM. |
#6
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Im my opinion it is not a matter of gunsight. In such istances my suggestion is to put your line of fire on the flight path of the enemy. You have to stick the view on your enemy and guess the aiming point and the right moment to shoot but with some training you can get an fairly good percentage of hits.
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#7
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In that particular instance it would probably be easier if the real gunsight piper were being used instead of the Russian one (in error). The Russian one barely fits anyways but it's not the right setup.
Still the key point where the center point of the gunsight is set to infinity so that it's always on target no matter your perspective works. That's the key thing... using keys is hard but that whole system is really meant for a 6DoF implement like TrackIR or using some sort of hat setup on a joystick to simulate.
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Find my missions and much more at Mission4Today.com |
#8
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The contrary would be necessary - 6DoF would be needed to be enabled in gunsight view, so you can lean sidewards, even if its unpractical.
__________________
---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
#9
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Usually when I aim I press Shf F1 to lock the gunsight, even if I have track ir.
Too hard to aim with moving gunsight. |
#10
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Before version 4.11 (the arrival of 6DoF support), in Gunsight View there was no change in the position - as opposed to direction - of the pilot's eye; in other words, the eye never left the 'centre' where it was, so that the ring was always in the middle of the reflector*, as shown in the screenshot below. Now the position of the eye is variable, in accordance with its direction. So, in the current gunsight view, the pilot's eye is moving in a 6DoF (or rather 5DoF) manner, albeit with only 2DoF (namely, the eye's direction) being controllable by the player, and the rest of the 6DoF movements being dictated by the game itself. What I meant in the posts above is this: It would be better to have a choice between the current Gunsight View with player-uncontrollable eye position movement and a Gunsight View without that eye position movement, the latter being exactly the original 2DoF Gunsight View before the introduction of 6DoF in 4.11.To illustrate the latter choice, I added below a screenshot from the IL-2 UP3 Mod. It was taken in UP3's gunsight view, while 6DoF had been enabled. But the view movement here is strictly 2DoF, leaving the ring exactly in the middle of the reflector*. Also, what definition would the Daidalos Team give to 'Gunsight View' in IL-2 1946? I guess the following one won't raise much dispute: It is the view mode for the player to properly aim at the target with the gunsight, or more precisely, the view mode in which the simulated pilot has already adjusted the position of his head (or eye) in preparation for a shot so that he can see the gunsight ring diplayed right in the middle of the reflector*. ---------------------- *reflector - that piece of glass where the ring is seen _ Last edited by Upthair; 07-24-2012 at 07:58 AM. |
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