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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 09-18-2010, 03:23 PM
Blackdog_kt Blackdog_kt is offline
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I think it's about technical issues and scaling first and foremost. It's not that we get an unrealistic advantage, in fact a lot of people who fly sims and transition to real flying say that a lot of things are actually easier to do in the real aircraft, thanks to peripheral vision and sense of motion that we lack in sims.

I was curious about how much difference it makes, so i asked an old school buddy about it and he said the same. He's an airline pilot that finished his training a couple of years ago, but he also used civilian flight sims to practice IFR procedures at home before taking his checkrides and he still says that the main advantage of flight sims is the refly button, as for the rest it's easier to judge how the aircraft flies in real flight.

So, back on the topic of monitors, i think what people mean by FOV restrictions is not that it's impossible to code, but that there's a physics limit on how much FOV you can get for a given monitor size and resolution without it looking like a fish-eye lens photo to the human eye. I'm not surprised the explanation was given by an astrophysicist on the Ubi forums either. I'm almost at the point of dropping out of uni in favor of more technical oriented education in computers, but i've been in a physics facculty for a few years and my chosen field was astronomy. There is in fact a correlation between distance of objects on a projection surface (like the globe of the night sky or a PC monitor), real distance of said objects in units of length and the distance between observer and projection surface.

In simple terms, what it means is that we can't get the real distances between two parts of the cockpit on a PC monitor without zooming in so much that it destroys our situational awareness and yet, we can't zoom out far enough to keep perfect SA without distorting the picture either. It's sort of a balancing act.

On the other hand, increased realism needs more money and not everyone can afford TrackIR or multiple monitors. Which means that after a certain point in flight sim development, balancing for users with different peripherals has to take precedence in order to make sure there's nobody flying at a disadvantage.

In that sense i don't mind wider FOV settings, as long as there are people that will use them and the coding time doesn't get spent for nothing. As i always like to say, extra options are always good
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  #2  
Old 09-18-2010, 07:06 PM
LoBiSoMeM LoBiSoMeM is offline
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Quote:
Originally Posted by Blackdog_kt View Post
In that sense i don't mind wider FOV settings, as long as there are people that will use them and the coding time doesn't get spent for nothing. As i always like to say, extra options are always good
Simple and perfect. I use FOV CHANGER in IL2 because if I use the "90º" default for widescreen fov I lost some up/down screen size in comparsion with a SMALLER 4:3 monitor, and all the "astrophysical" and "advantage" talking are meaningless.

A simple and necessary request for widescreen users: we need improved FOV settings than the vanilla IL2 have in SoW. And we need that in 4.10 too, not just in SoW BoB, by the way: I don't undestand why simple widescreen settings (without editing confi.ini) and large FOV options isn't implemented yet in a regular patch. Widescreen monitor are the standard now, and a FOV larger than 90º is a must in combat flight sim.

I use a maximum FOV in IL2 of 112º, and the distortion using a head tracking device is minimum in terms of "spoil" the immersion, and the distance/size relation of objects issue occurs in ANY FOV, by the way: we are representing a 3D world in a 2D display...

Last edited by LoBiSoMeM; 09-18-2010 at 09:38 PM.
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  #3  
Old 09-18-2010, 07:58 PM
=XIII=Shea =XIII=Shea is offline
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why is your ip address need for il2fovchanger?i never installed it is it good?
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Old 09-18-2010, 10:00 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by =XIII=Shea View Post
why is your ip address need for il2fovchanger?i never installed it is it good?
It uses the DeviceLink approach, and is good, but when it lost connection with IL2 you will have a lot of headache during dogfights...

We need a SIMPLE option of larger maximum FOV in common IL2 settings, and in SoW BoB, of course.

I like distorted objects and fish eye vision in my tiny 22' 16:10 monitor
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  #5  
Old 10-07-2010, 11:09 AM
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Gromic Gromic is offline
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Originally Posted by =XIII=Shea View Post
why is your ip address need for il2fovchanger?i never installed it is it good?
If you'd stop chewing your mic to shreds every other thursday, then we could get alot of those issues worked out together via vent.

I'm using il2fov myself and it works perfectly 99% of the time.

Cheers

Gromic
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  #6  
Old 10-07-2010, 01:32 PM
=XIII=Shea =XIII=Shea is offline
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Originally Posted by Gromic View Post
If you'd stop chewing your mic to shreds every other thursday, then we could get alot of those issues worked out together via vent.

I'm using il2fov myself and it works perfectly 99% of the time.

Cheers

Gromic
Lmao Gromic i just love the taste of mic,s cant get enough of them,good to hear m8,going to start using il2fov myself,
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  #7  
Old 09-18-2010, 10:02 PM
Fafnir_6 Fafnir_6 is offline
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Quote:
Originally Posted by LoBiSoMeM View Post
Simple and perfect. I use FOV CHANGER in IL2 because if I use the "90º" default for widescreen fov I lost some up/down screen size in comparsion with a SMALLER 4:3 monitor, and all the "astrophysical" and "advantage" talking are meaningless.

A simple and necessary request for widescreen users: we need improved FOV settings than the vanilla IL2 have in SoW. And we need that in 4.10 too, not just in SoW BoB, by the way: I don't undestand why simple widescreen settings (without editing confi.ini) and large FOV options isn't implemented yet in a regular patch. Widescreen monitor are the standard now, and a FOV larger than 90º is a must in combat flight sim.

I use a maximum FOV in IL2 of 112º, and the distortion using a head tracking device is minimum in terms of "spoil" the immersion, and the distance/size relation of objects issue occurs in ANY FOV, by the way: we are representing a 3D world in a 2D display...
It likely won't be in 4.10 since that patch is already in beta testing (unless DT plans some surprise for us ). I suggest heading over to their request thread and asking (nicely) for FOV options to be added as part of 4.11 or some later patch.

Cheers and good luck,

Fafnir_6
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  #8  
Old 09-19-2010, 09:55 AM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by Fafnir_6 View Post
It likely won't be in 4.10 since that patch is already in beta testing (unless DT plans some surprise for us ). I suggest heading over to their request thread and asking (nicely) for FOV options to be added as part of 4.11 or some later patch.

Cheers and good luck,

Fafnir_6
Really, I don't have much hope to see this feature in IL2 1946, because is something so easy to do, and not implemented yet. Maybe other factors are involved, I don't know. I'm not making a "request" to DT, just pointing that not implement wider FOV settings and simple widescreen support in IL2 in 2010, with constant patch updating by almost ten years is really frustrating. We need larger FOV in 4.10, but we probably will not have it, for reasons I don't know.

I don't have hope for IL2, but maybe the same mistake isn't made in SoW: we need maximized SA in a combat FS without need to buy 3 monitors and a massive VGA, and we can have it with FOV larger than 90º.

Last edited by LoBiSoMeM; 09-19-2010 at 05:09 PM.
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