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Controls threads Everything about controls in CoD

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  #221  
Old 04-22-2011, 03:31 PM
41Sqn_Stormcrow
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No, you are unfortunately not wrong as like it is today we only have a cyclope's view with one eye only. Were you are wrong imho (no offence meant, Bliss) is that you - as far as I understand it - say that as we have only one eye modelled it shall be kept modelled as one eye whereas I say let's simulate a real two-eyed pilot as best as possible. Lixma's picture is what I believe the best approximation to a two-eyed pilot as this is closest to reality.

Come on, you Syn people always hold up the flag for realism without concessions. Keep it this way and support two-eyed sight simulation.
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  #222  
Old 04-22-2011, 03:35 PM
Wolf_Rider Wolf_Rider is offline
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there won't be any true 3D until goggles/ twin screen visors come about... until then, we're stuck with multiplanar
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  #223  
Old 04-22-2011, 03:44 PM
Jaws2002 Jaws2002 is offline
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The best way to understand what Lixma is trying to say, is to just go to a gun range, or gun store, and try it yourself with a rifle with reflex sight (like the eotech).
Just bring the rifle in front of your eye and aim at a distant object while keeping both eyes open.
The reticule in the reflex sight is projected far away in front and actls like a front sight that is way far in front of you, so the focal distance for the dot is really close to the focal distance for the target.
If you aim with both eyes open your dominant eye will take over and impose the reticule visible with one eye over the entire image. Of course your dominant eye has to be in line with the center of the sight, but you still have a lot more room to play compared to irons.

But in game i think is really hard to implement this. The image with he reticule floating over everything is not exatly right. Human eye will simply blur the glass of the sight when it concentrate on the distant target and reticule.
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  #224  
Old 04-22-2011, 03:44 PM
Lixma Lixma is offline
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Quote:
Originally Posted by SYN_Bliss View Post
Lixma,

We don't use 2 eyes in this sim. We are playing in a 2d world here. We have one POV to look upon and until technology has changed, this is what the limits of COD will be.

So you are basically a cyclops in the game, but my point in all of this is the point of reference you are looking at "in-game" would be one eye, directly in the center of the pit.
Bliss, with respect....you are repeating everything i've tried to explain throughout the thread. Just do a search for 'Cyclops'. I even made this for example....



I must ask you to have a read through my previous posts, i've been there and got the T-shirt.

Quote:
The last thing I would want to see on my screen is a recticle covering 1/2 the revi and 1/2 into space.
This is an aesthetical judgement....nothing to do with realism.

And its exactly the tack I tried to take at the start of the thread. I thought the idea of moving the gun-sight to the centre would be a more 'palatable' option, visually speaking. If you read the thread you can see how well that went down.

Quote:
So, if moving the gun-sight is off the cards but we still want to simulate what a 109 pilot actually sees it's the projected reticle.
Yep.

As visually unsettling as it may be for some (and i'm not immune to the visual charm of the current set-up) it's the correct way to go. 109 pilot's did not have to mess about to see their gunsight projected before them and if realism is the watchword here (which I have been assured it is by some in this thread ) then a projected reticle should be coded in.

In our Apache simulations no one complains about a big green floating HUD in front of them. No one would dream of complaining about it....it's too obviously a necessary visual element of what the Apache pilot sees when he looks upon the world.

On the other hand the horror being expressed at giving the 109 pilot the exact same visual element is....odd.
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  #225  
Old 04-22-2011, 03:51 PM
Wolf_Rider Wolf_Rider is offline
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would technical limitations prohibit that though?

all other sights would (I assume) be coded to float within the confines of the centered sight
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  #226  
Old 04-22-2011, 04:00 PM
Lixma Lixma is offline
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Quote:
Originally Posted by Wolf_Rider View Post
would technical limitations prohibit that though?

all other sights would (I assume) be coded to float within the confines of the centered sight
You would only be able to see as much or as little of the reticle as your in-game pilot would see with his virtual right eye.

So under G-forces and manoeuvring the reticle image will still be cut off or disappear just like any other gun-sight. It's not like you could see a full reticle in front of you at all times, there is no advantage being sought or gained here.
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  #227  
Old 04-22-2011, 04:02 PM
Wolf_Rider Wolf_Rider is offline
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Quote:
Originally Posted by Lixma View Post
You would only be able to see as much or as little of the reticle as your in-game pilot would see with his virtual right eye.

So under G-forces and manoeuvring the reticle image will still be cut off or disappear just like any other gun-sight. It's not like you could see a full reticle in front of you at all times, there is no advantage being sought or gained here.
sorry, I meant for just "recreating" the RL effect of just having the reticule float on centre screen without having any key command, like currently exists with the Shft + F1
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  #228  
Old 04-22-2011, 04:04 PM
heloguy heloguy is offline
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Quote:
Originally Posted by Lixma View Post
Then don't adjust the HUD so only half of it is visible in your right eye.

The offset Revi sight in the 109 projects a full image onto the right eye, not half.
I'm not so sure. I would hope the develpers would have had some time to sit and try one out, as apparently some people on youtube have.

Personally, it seems to me that moving your head from a fixed reflector sight is no different than me changing the position of the reflection of the HUD on its fixed position on my NVGs. Anyway, I'm pretty sure the game is right, and your wrong. The pilot would have to keep his head pretty still to keep that sight from disappearing.
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  #229  
Old 04-22-2011, 04:05 PM
Lixma Lixma is offline
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Quote:
Originally Posted by Jaws2002 View Post
But in game i think is really hard to implement this. The image with he reticule floating over everything is not exatly right. Human eye will simply blur the glass of the sight when it concentrate on the distant target and reticule.
Yeah, as Dayglow mentioned in his previous post our 2D displays keep everything in focus. Although I suppose a ROF-like blurred foreground effect may help?

Speaking personally it wouldn't bother me. The last thing i'm focussed on in a dogfight is what the reflector glass is doing.
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  #230  
Old 04-22-2011, 04:06 PM
Wolf_Rider Wolf_Rider is offline
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@ heloguy...

judging from the amount of room not available to the pilot, in the front on shot provided earlier, it would appear the pilot would have no other choice but to not move around much
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