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Controls threads Everything about controls in CoD

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  #1  
Old 04-26-2011, 11:24 PM
Blackdog_kt Blackdog_kt is offline
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Sorry to bump this but i found a workaround. I don't know if it has been mentioned (i didn't read the entire thread), so apologies if it has been already mentioned.

For starters and obviously enough, if you're using a head tracking device you can set your center position to be offset and get rid of this issue: just move you head left, press your centering key and when you move back into your usual center position your view will be shifted to the right, giving you a nice view of the gunsight.


However. even if you don't have a head tracking device there is a solution to this. Turn off the mouse cursor to get the mouse to work as a camera controller (default key for this is F10), keep the right mouse button pressed and move the mouse around: you will see that you can move the camera forward/backward/left/right.

Alternatively, you can keep the mouse cursor on and follow the same routine but with the middle mouse button also pressed: middle mouse button acts as a temporary "over-ride" that disables the mouse cursor and enables camera control for as long as it's pressed, so that you don't have to keep switching between clickable cockpit and camera control all the time.

This way you can set your default viewpoint to be aligned with the gunsight. I think that pressing the "center view" key (default is keypad 5) will not reset your view changes as it only applies to the pitch/roll/yaw axis of head movement (it even over-rides freetrack in that respect, if i move my view to the right it stays there until i manually move it back with the mouse, i don't know how it works with trackIR though).

This way you can fly with the 109 gunsight centered no matter if you use a head tracker or not, it's like setting up your viewpoint to have a permanent lean to the right
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Old 04-27-2011, 02:42 AM
Wolf_Rider Wolf_Rider is offline
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Have to be careful though, because as Lixma keeps pointing out; the sim views is set for a single point of vision (perspective), not a two point perspective, which is natural eyesight. It is this which 1C attempted to overcome with the SHIFT F1 gunsight view.

physically moving the single perspective to right would throw targeting off?
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  #3  
Old 04-27-2011, 03:12 AM
Lixma Lixma is offline
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Quote:
Originally Posted by Wolf_Rider View Post
Have to be careful though, because as Lixma keeps pointing out; the sim views is set for a single point of vision (perspective), not a two point perspective, which is natural eyesight. It is this which 1C attempted to overcome with the SHIFT F1 gunsight view.

physically moving the single perspective to right would throw targeting off?
No, because the Revi's reticle image is focussed at infinity. As long as you can see the reticle you can be safe in the knowledge that you are seeing the true aim-point (assuming the guns are zeroed...etc)

I know what you're getting at...it seems as if the sight-line would diverge off to the diagonal left pretty soon due to the Revi's right offset. And if the Revi was replaced by a simple wire 'ring' sight in the same position then, yes, we'd be in trouble. We'd need at least a further sighting aid (a bead further down the sight-line) to help us align our sight. Reflex/reflector sights do away with this necessity.
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Old 04-27-2011, 03:58 AM
Blackdog_kt Blackdog_kt is offline
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+1 to what Lixma said. I shoot from the non-centered view a lot of times as during certain maneuvers you are pushed in your seat due to the G-force and the entire sight becomes visible, other times only half of it is visible but it's enough for me to estimate where the center is.

For example, i might see the top and left bars and the center, as long as i can see or estimate where the center is i don't use the shift-F1 view. In all of these cases the rounds stream directly to the aim point.

So, if you just use the mouse to move your viewpoint to the right a bit you're good to go, plus i think it stays there for the duration of the flight and is not affected by centering your views, either by the keypad or via your trackIR/freetrack/etc.

Once again, the how-to:

a) With the clickable cockpit/mouse cursor disabled: Press and hold the right mouse button, move mouse to the right until you can see the gunsight, release button.

b) With the click-pit/cursor enabled: Either press F10 to disable it and do as per point a), or click and hold both the middle and right mouse button, move the mouse to the right until the gunsight is visible and release both buttons.

F10 toggles the click-pit on/off. The middle mouse button is a temporary click-pit override, as long as you keep it pressed you can manipulate the camera, when you release it you get your cursor back to click on the instruments.

These are both the sim's default settings so if you have remapped them to something else you might want to save your controls, revert to defaults to see how the functions are named (as they are a bit non-intuitive) and then load back your controls.

I hope this saves you some trouble until/if a better solution is applied.
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Old 04-27-2011, 06:15 AM
MadBlaster MadBlaster is offline
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Same/similar to Blackdog. I'm using freetrack and single point.

Basically, create a custom profile for the 109 with a custom center. Once you create this profile, your done. No need to use Shift-F1 ever again for the 109.

To create custom center in Freetrack, you map key to custom center "set" function (e.g., space key) on the controls tab. Now start up the game, sit in 109 at dead center (pitch/yaw/roll/x,y,z=0) and move your head to the right along the X lateral axis until the sight is centered on the glass. Press the spacebar key (tip, it might be easier to turn off some uneeded axis like roll/z when you do this so you can get it lined up good when you press the space bar key.). Okay, now go back to controls tab and un-map that spacebar key. This to prevent losing your custom center in the future. Now save the profile and use it whenever you fly the 109. The parameters are listed in that custom profile and look like this:

[CustomCenter]
Yaw=
Pitch=
Roll=
X=
Y=
Z=
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  #6  
Old 04-29-2011, 04:58 AM
sigur_ros sigur_ros is offline
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Once I set FreeTrack custom center I never have to worry about it again.
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  #7  
Old 04-29-2011, 04:41 PM
Seeker Seeker is offline
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All I'm seeing here are workarounds for the fake realism.

Certainly, in my own case, owing to the very peculiar implementation of 6 DOF, I can move my head to the extreme side of the cockpit and hold a full width gun sight in non-shift F1 view; something that IL-2's "inferior" realism wouldn't allow.

It's like the stupid start up sequence. It may be real, but any one with any sense has already reduced it to a single programmed joystick button press.

People: We need to get beyond the rivet counting and re examine why any one would buy this.

I postulate that people buy PC games to have fun with, not to count rivets.

Rivet counting _may_ help a sim, but left unchecked, it can bugger up a good game.

We're already losing dedicated IL-2 players. How many new players do you think we'll attract if the game isn't identified as fun?
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  #8  
Old 04-27-2011, 06:00 AM
Wolf_Rider Wolf_Rider is offline
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Quote:
Originally Posted by Lixma View Post

No, because the Revi's reticle image is focussed at infinity. As long as you can see the reticle you can be safe in the knowledge that you are seeing the true aim-point (assuming the guns are zeroed...etc)
in real life, yes, I would agree 100%


Quote:
Originally Posted by Lixma View Post

I know what you're getting at...it seems as if the sight-line would diverge off to the diagonal left pretty soon due to the Revi's right offset.
yes... in game


Quote:
Originally Posted by Lixma View Post

And if the Revi was replaced by a simple wire 'ring' sight in the same position then, yes, we'd be in trouble. We'd need at least a further sighting aid (a bead further down the sight-line) to help us align our sight.
again... yes, in game


Quote:
Originally Posted by Lixma View Post

Reflex/reflector sights do away with this necessity.
in real life, yes... but ingame that is regarded to the single source (cyclops) viewpoint - see second point addressed ?
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