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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. |
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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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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http://img594.imageshack.us/img594/6605/gallandlops.jpg I must ask you to have a read through my previous posts, i've been there and got the T-shirt. Quote:
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:
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. |
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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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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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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Speaking personally it wouldn't bother me. The last thing i'm focussed on in a dogfight is what the reflector glass is doing. |
@ 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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