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Some Observations on the FOV mods added in TAW 2.10


Home Fries
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BTW, Home Fries you wrote

What I did was hex-edit the f22.dat to crop the top and bottom as much as possible, while leaving the sides uncropped. This created an image that was scrunched from side to side, which I then adjusted to 2400x600 (3x 800x600) to simulate what the image would look like with 800x600 stretched across 3 monitors. To my knowledge, this is how TH2G works.

I am not sure if that is how TH2G works. I think TH2G renders, and splits into chunks that individual monitors can handle, instead of "stretching". Otherwise quality would be badly affected.

The great thing about dgvoodoo is that it renders,not stretches, (via D3D) at the resolution that you set.

Because TAW does not compensate for proportions at non native resolutions, the Hex Edit must scrunch the image horizontally, as you describe.

The scrunch has to be by the right amount so the proportions "fall in place" once the higher resolution render takes place.

I can see that there can be issues with "lines" ... like the hud text ...

As a matter of fact, I have seen some issues with the edges of objects, becoming thick and blocky as they are drawn further away in the distance.

I am not sure if this is a LOD issue or an artifact that becomes apparent on large screens, or a dgvoodoo problem.

I am curious to see how does your hex edit looks like in my giant dgvoodoo window.

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I am not sure if that is how TH2G works. I think TH2G renders, and splits into chunks that individual monitors can handle, instead of "stretching". Otherwise quality would be badly affected.

I agree. However, I do know that TH2G creates a virtual single monitor with that long horizontal res, then uses a physical adapter to port the signal to 3 monitors. Windows sees only one monitor, and windows will stretch a fullscreen image to the extent of that monitor. TH2G at this point only renders what Windows passes.

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Let's continue with your assumption.

Oh I just love this thread. Seriously. :thumbsup: Just so nice to see the throwing of ideas up, preparing change one's view point, being respectful of each others skills and points of view ....... just great. Wish you'd both work for me before I retired ...... or alternatively I'd worked for you .... ;)

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  • 2 months later...

OK I almost have the Triple Projector setup all complete. I need to get a bulb for my other Projector and put the screen together. I bought some Hinges I am going to screew into the Board I use for the screens and set the 9ft wide screen on an angle and it will stand by itself so I need no support.

But reading through this thread is TAW ready for Triple Screen setups?? what do I need to get this to work?? I read about a modified Dll file but no DL Link to it?? Homefries you have it??

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Well I see what they mean by Surround Gaming. I just got done assembling the Triple Screen and WOW I am surrounded by screen well 180 Degrees anyhow but man this is going to be so Immersive..

@HomeFries, I will need to get either that DLL Or instructions on How to get this working in a Widescreenfromat?? I will look around the manual and see if you made any notes for triple Screen Users..

Man I am Rather Excited. But looking at the Screens with the 2 outer swcreens blank while Typing this it just looks like something is missimg ;)

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@HomeFries, I will need to get either that DLL Or instructions on How to get this working in a Widescreenfromat?? I will look around the manual and see if you made any notes for triple Screen Users..

Neph,

Assuming you're using SoftTH and are awaiting your TH2G setup, the details for setting up 3 monitors is detailed in peterpan's post (near the bottom of the post). I haven't done this myself, nor have I documented anything. I was hoping you could try it out, do some testing, and get back to me on what to do for both SoftTH and TH2G (we can discuss it on TS).

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Neph,

Assuming you're using SoftTH and are awaiting your TH2G setup, the details for setting up 3 monitors is detailed in peterpan's post (near the bottom of the post). I haven't done this myself, nor have I documented anything. I was hoping you could try it out, do some testing, and get back to me on what to do for both SoftTH and TH2G (we can discuss it on TS).

Well HF's I have tried and got the SofTH working with a rez of 3072x768 in dgVodoo setup screen. The result was a smashed horizontily view looked funky but I saw all the MFD's like normal. I am Unable to recreate this thos and spen a few hours trying will continue testing in a minute.

Now I was unable to replicate what PeterPan has done the post is NOT very informative and he said he used a Modded Dll. I think I had the right one but was not able to recreate what he had done with the Windowed view??

I think since I got SoftTH to work and was able to select the 3072x768 rez is promising. I do NOT like SoftTH to Buggy and not reliable I am looking forward to getting the TH2Go Gizmo but I first need to get a new bulb..

So do you have any suggestions on what Peter Pan had done to get his version of the Triple Screens??

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I got it working again. I needed to take Auto off the Cfg and add the 3072x768 rez instead of auto selecting a rez..

here are some pics what do you think:

dscf1936o.jpg

By the_nephilim at 2010-08-28

dscf1937t.jpg

By the_nephilim at 2010-08-28

dscf1939.jpg

By the_nephilim at 2010-08-28

dscf1940v.jpg

By the_nephilim at 2010-08-28

dscf1942.jpg

By the_nephilim at 2010-08-28

dscf1941k.jpg

By the_nephilim at 2010-08-28

As you may have noticed the Left image is a little dark that is the one that needs the new Bulb!!

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Ya I was surprised to get it working as good as I did.. Seems the older games look a Bit Stretched as I tried loading up Original OFP and it had a simialr effect.. The bad thing is using D3D9 I can NOT use the S3D Glasses I get some wierd artifacts??

HF what do you think?? I did get it working sort of like what Peterpan had did it so I have Both solutions..

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well in Post #10 Peterpan had just the View of the HUD I got that working. With the other solution using SoftTH so that is the 2 Solutions I have working..

To get the Peterpan solution working I selected your TH2Go FOV in the Trackir Section. With the SoftTH I set the DGVoodo to D3D9 and set the rez to 3072x768 and it worked but with the MFD's Showing..

Right Now I am using SoftTH!!I will be getting the TH2Go soon I hope but I been saving some money to get my Niece a car for her birthday in March ;)

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I got it working again. I needed to take Auto off the Cfg and add the 3072x768 rez instead of auto selecting a rez..

here are some pics what do you think...

I think it is impressive. I think it would be interesting to see how one of the beta projects would work with your system.

If you would be interested in a beta test on a virtual 3D TAW cockpit with a 360 degree panoramic view, do the following:

1. Copy the text below

2. Paste it into a .txt file

3. Rename the file 'VIEWS4.DAT'

4. Go to the TAW F22DATA folder and backup the default VIEWS4.DAT

5. Insert the new VIEWS4.DAT into the F22DATA folder

This is a beta project, there is a learning curve and it took me some time to get used to the 360 degree/3D effect.

Fly it around for a bit and I would like to know your initial response ;)

_____________________________________________________________________________________________________________________

;

;

;

;

;

; VIEWS4.DAT

;

; ************** PLAYER INTERNAL VIEWS *********

; Dist Start Min Max Add

# F1_FULL

Type REL_CAM

Key F1

Name "FULL FRONT"

Location INSIDE

PosDamping 0

AngDamping 0

MinAlt -1000

RollLock INSIDE

LookAt 0 0 40

Insts InternalFullHUD

InitialOffset 0 0 0

Offset 0 0 0

Dist 0 0 0 0

Cockpit OFF

;FOV 512 1

END

# F1_COCKPIT

Type DYNAMIC_CAM

Key F1

Name "VIRTUAL COCKPIT"

Location INSIDE

PosDamping 0

AngDamping 60

MinAlt -1000

RollLock INSIDE

LookAt 0 0 30

Insts FullViewHUD

InitialOffset 0 -1 0 ; 0 -3.90625 26.25 new pilots head position

Offset 0 -1 0 ; 0 -3.90625 26.25

Dist 0 0 0 0

;FOV 512 1

END

# MFD_VIEW

Type DYNAMIC_CAM

Name "MFD VIEW"

Location INSIDE

PosDamping 0

AngDamping 0

MinAlt 0

RollLock INSIDE

LookAt 0 0 20

Insts FullViewHUD

InitialOffset 0 0 0

Offset 0 0 0

Dist 0 0 0 0

END

# CHECK_SIX_1

Type REL_CAM

Key SF1

Name "CHECK SIX"

Location INSIDE

PosDamping 0

AngDamping 70

MinAlt 0

RollLock INSIDE

LookAt 10 -10 -40

Insts InternalFullHUD

InitialOffset 0 0 0

Offset 0 0 0

END

# FIXED_EX_1

Type REL_CAM

Key SF7

Name "CHASE CAM"

Location OUTSIDE

PosDamping 85

AngDamping 85

MinAlt 20

RollLock DAMPED

Offset 0 -40 -200

LookAtObj SOURCE

LookAt 0 0 200

Insts BottomInfoBar

END

# FIXED_EX_2

Type REL_CAM

Key SF7

Name "FIXED CAM1"

Location OUTSIDE

PosDamping 95

AngDamping 80

MinAlt 20

RollLock INSIDE

Offset -20 -20 50

LookAtObj SOURCE

LookAt 0 0 0

Insts BottomInfoBar

END

# FIXED_EX_3

Type REL_CAM

Key SF7

Name "FIXED CAM2"

Location OUTSIDE

PosDamping 95

AngDamping 80

MinAlt 20

RollLock INSIDE

Offset -30 30 -30

LookAtObj SOURCE

LookAt 0 0 0

Insts BottomInfoBar

END

# SATELLITE

Type FIXED_DYNAMIC_CAM

Key SF7

Name "SATELLITE"

Location OUTSIDE

PosDamping 85 ; changed from 0

AngDamping 0

MinAlt 20

RollLock HORIZON

InitialOffset 0 0 -70

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 1000 50 8000 100

END

# MOVE_EX_1

Type FIXED_DYNAMIC_CAM

; Type DYNAMIC_CAM

Key F7

Name "MOVEABLE EXTERNAL"

Location OUTSIDE

PosDamping 80 ; changed from 0

AngDamping 50

MinAlt 20

RollLock HORIZON

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 70 50 2000 16

END

# FLYBY

Type REL_CAM

Name "FLYBY"

Location OUTSIDE

PosDamping 100

AngDamping 0

MinAlt 20

RollLock HORIZON

Offset 0 0 0

InitialOffset 0 0 0

RandomOffset 300 300 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

;FOV 2000 0

END

# PADLOCK_TO_TARGET

Type TRACK_CAM

Key F2

Name "PADLOCK TO TARGET"

Location INSIDE

PosDamping 0

AngDamping 80

MinAlt 10

RollLock INSIDE

InitialOffset 0 0 0

Offset 0 0 0

LookAtObj TARGET

LookAt 0 0 0

Insts InternalFullHUD

Dist 0 0 0 0

END

# PLANE_TO_TARGET

Type TRACK_CAM

Key F2

Name "PLAYER TO TARGET"

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# TARGET_TO_PLANE

Type TRACK_CAM

Key SF2

Name "TARGET TO PLAYER"

Location OUTSIDE

PosDamping 50

AngDamping 40

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# PADLOCK_TO_THREAT

Type TRACK_CAM

Key F3

Name "PADLOCK TO THREAT"

Location INSIDE

PosDamping 0

AngDamping 80

MinAlt 10

RollLock INSIDE

InitialOffset 0 0 0

Offset 0 0 0

LookAtObj TARGET

LookAt 0 0 0

Insts InternalFullHUD

Dist 0 0 0 0

END

# PLANE_TO_THREAT

Type TRACK_CAM

Key F3

Name "PLAYER TO THREAT"

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# THREAT_TO_PLANE

Type TRACK_CAM

Key SF3

Name "THREAT TO PLAYER"

Location OUTSIDE

PosDamping 50

AngDamping 40

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# VIEW_PADLOCK

Type TRACK_CAM

Key F4

Name "VIEW PADLOCK"

Location INSIDE

PosDamping 0

AngDamping 80

MinAlt 10

RollLock INSIDE

InitialOffset 0 0 0

Offset 0 0 0

LookAtObj TARGET

LookAt 0 0 0

Insts InternalFullHUD

Dist 0 0 0 0

END

# PLANE_TO_VP

Type TRACK_CAM

Key F4

Name "PLAYER TO VIEW PADLOCK"

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# VP_TO_PLANE

Type TRACK_CAM

Key SF4

Name "VIEW PADLOCK TO PLAYER"

Location OUTSIDE

PosDamping 50

AngDamping 40

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# PADLOCK_TO_WINGMAN

Type TRACK_CAM

Key F5

Name "PADLOCK TO WINGMAN"

Location INSIDE

PosDamping 0

AngDamping 80

MinAlt 10

RollLock INSIDE

InitialOffset 0 0 0

Offset 0 0 0

LookAtObj TARGET

LookAt 0 0 0

Insts InternalFullHUD

Dist 0 0 0 0

END

# PLAYER_TO_WINGMAN

Type TRACK_CAM

Key F5

Name "PLAYER TO WINGMAN"

Location OUTSIDE

PosDamping 0

AngDamping 80

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# WINGMAN_TO_PLANE

Type TRACK_CAM

Key SF5

Name "WINGMAN TO PLAYER"

Location OUTSIDE

PosDamping 0

AngDamping 40

MinAlt 20

RollLock HORIZON

Offset 0 -40 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# SSPOS_TO_PLANE ; user activated ground pos view

Type TRACK_CAM

Name "GROUND POSITION TO PLANE"

Location OUTSIDE

PosDamping 90

AngDamping 40

MinAlt 10

RollLock HORIZON

Offset 0 30 0 ; was 20

RandomOffset 0 5 0

Dist 200 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# PV_FIXED_EX_1

Type REL_CAM

Key SF9

Name "VIEW PADLOCK CHASE CAM"

Location OUTSIDE

PosDamping 85

AngDamping 80

MinAlt 20

RollLock DAMPED

Offset 15 -10 -150

LookAtObj SOURCE

LookAt 0 0 0

Insts BottomInfoBar

END

# PV_SATELLITE

Type FIXED_DYNAMIC_CAM

Key SF9

Name "VIEW PADLOCK SATELLITE"

Location OUTSIDE

PosDamping 85 ; changed from 0

AngDamping 0

MinAlt 20

RollLock HORIZON

InitialOffset 0 0 -70

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 1000 50 8000 100

END

# PV_MOVE_EX_1

Type FIXED_DYNAMIC_CAM

Key F9

Name "VIEW PADLOCK MOVEABLE EXTERNAL"

Location OUTSIDE

PosDamping 80 ; changed from 0

AngDamping 50

MinAlt 30

RollLock HORIZON

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 10 50 3000 10

END

# PV_FLYBY

Type REL_CAM

Name "VIEW PADLOCK FLYBY"

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 0 0 0

InitialOffset 0 0 0

RandomOffset 300 300 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

;FOV 3000 0

END

# PYLON_VIEW

Type REL_CAM

Key F8

Name "PYLON VIEW"

Location OUTSIDE

PosDamping 80

AngDamping 50

MinAlt 20

RollLock INSIDE

Offset 0 20 -50

LookAtObj SOURCE

LookAt 0 0 0

Insts BottomInfoBar

END

# MISSILE_VIEW_1

Type REL_CAM

Name "MISSILE VIEW"

Location OUTSIDE

PosDamping 95

AngDamping 80

MinAlt 500

RollLock HORIZON

Offset 10 -10 -40

LookAtObj SOURCE

LookAt 0 0 0

Insts BottomInfoBar

END

# MISSILE_MOVE

Type DYNAMIC_CAM

Name "MISSILE MOVEABLE"

Location OUTSIDE

PosDamping 80

AngDamping 80

MinAlt 500

RollLock HORIZON

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 50 70 200 20

Offset 0 -3 -12

END

; ***************************************

; ** **

; ** AID VIEWS - Smart View Cam Defs **

; ** **

; ***************************************

; AID - fly to new ac

# FLY_TO

Type FIXED_REL_CAM

Name FLY_TO

Location OUTSIDE

PosDamping 91

AngDamping 60

MinAlt 300

RollLock HORIZON

Offset 0 -120 -450

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

;FOV 4000 0

END

# AID_SMART_PAN

Type FIXED_REL_CAM

Name AID_SMART_PAN

Location OUTSIDE

PosDamping 98

AngDamping 50

MinAlt 80

RollLock HORIZON

InitialOffset -300 20 20

Offset 300 20 20

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

; *** FIXED AID CAMS ***

# AID_FIXED

Type FIXED_REL_CAM

Name AID_FIXED

Location OUTSIDE

PosDamping 93

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 0 -100 -250

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_FIXED_SPIN

Type FIXED_DYNAMIC_CAM

Name AID_FIXED_SPIN

Location OUTSIDE

PosDamping 93

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 0 0 -350

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 350 350 10000 200

END

# AID_FIXED_SPIN_LONG

Type FIXED_DYNAMIC_CAM

Name AID_FIXED_SPIN_LONG

Location OUTSIDE

PosDamping 93

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 0 0 -350

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 1010 1010 1010 0

END

# AID_LONG_FIXED

Type FIXED_REL_CAM

Name AID_LONG_FIXED

Location OUTSIDE

PosDamping 90

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 0 -300 -1200

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

; **** TRACK CAMS ****

# AID_TRACK_HI

Type TRACK_CAM

Name AID_TRACK_HI

Location OUTSIDE

PosDamping 90

AngDamping 40

MinAlt 50

RollLock HORIZON

Offset 0 -20 0

RandomOffset 0 5 0

Dist 120 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_TRACK_LO

Type TRACK_CAM

Name AID_TRACK_LO

Location OUTSIDE

PosDamping 90

AngDamping 40

MinAlt 50

RollLock HORIZON

Offset 0 20 0 ; was 20

RandomOffset 0 5 0

Dist 200 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 1000 0

END

# AID_ROLL_TRACK

Type TRACK_CAM

Name AID_ROLL_TRACK

Location OUTSIDE

PosDamping 90

AngDamping 80

MinAlt 50

RollLock DAMPED

Offset 0 -30 0 ; was -20

Dist 250 0 200 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 800 0

END

# AID_ZERO_TRACK

Type TRACK_CAM

Name AID_ZERO_TRACK

Location OUTSIDE

PosDamping 0

AngDamping 60

MinAlt 50

RollLock HORIZON

Offset 0 -20 0

Dist 0 0 0 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_GRND_TRACK

Type TRACK_CAM

Name AID_GRND_TRACK

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 50

RollLock HORIZON

Offset 0 -20 0

Dist 800 0 850 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# AID_WEAP_TRACK

Type TRACK_CAM

Name AID_WEAP_TRACK

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 50

RollLock HORIZON

InitialOffset 0 -8 0

Offset 0 -8 0 ; 0 -10 0

RandomOffset 0 0 0 ; added

Dist 200 0 400 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 4000 0

END

# AID_LONG_TRACK

Type TRACK_CAM

Name AID_LONG_TRACK

Location OUTSIDE

PosDamping 90

AngDamping 60

MinAlt 50

RollLock HORIZON

Offset 0 -30 0

Dist 800 0 800 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_SSPOS_TRACK

Type TRACK_CAM

Name AID_SSPOS_TRACK

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 50

RollLock HORIZON

Offset 0 -10 0

Dist 500 0 500 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

; **** FLY_BYs ****

# AID_FLY_BY

Type REL_CAM

Name AID_FLY_BY

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 0 -100 1000

InitialOffset 0 -100 1000

RandomOffset 300 300 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 2000 0

END

# AID_STAT_FLY_BY

Type REL_CAM

Name AID_STAT_FLY_BY

Location OUTSIDE

PosDamping 100

AngDamping 0

MinAlt 60

RollLock HORIZON

Offset 0 5 10 ; 500

InitialOffset 0 5 10 ; 500

RandomOffset 10 10 0

LookAtObj SOURCE

LookAt 0 0 50

Insts BOTTOMINFOBAR

CamBob ON

;FOV 4000 0

END

# AID_STAT_FLY_BY2

Type REL_CAM

Name AID_STAT_FLY_BY2

Location OUTSIDE

PosDamping 100

AngDamping 0

MinAlt 60

RollLock BANKING_HORIZON

Offset 0 0 150

InitialOffset 0 0 150

RandomOffset 10 10 0

LookAtObj SOURCE

LookAt 0 0 110

Insts BOTTOMINFOBAR

CamBob ON

;FOV 3000 0

END

# AID_MAD_BY

Type REL_CAM

Name AID_MAD_BY

Location OUTSIDE

PosDamping 100

AngDamping 0

MinAlt 50

RollLock DAMPED ; BANKING_HORIZON

Offset 0 0 1000

InitialOffset 0 0 1000

RandomOffset 300 300 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 3000 0

END

# AID_FB_LEFT

Type REL_CAM

Name AID_FB_LEFT

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 60 0 200

InitialOffset 60 0 200

RandomOffset 50 90 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# AID_FB_RIGHT

Type REL_CAM

Name "AID_FB_RIGHT"

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset -60 0 200

InitialOffset -60 0 200

RandomOffset 50 90 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# AID_LONG_FLY_BY

Type REL_CAM

Name "AID_LONG_FLY_BY"

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 0 0 1500

InitialOffset 0 0 1500

RandomOffset 1000 1000 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 4000 0

END

# AID_PAN

Type REL_CAM

Name "AID_PAN"

Location OUTSIDE

PosDamping 98

AngDamping 50

MinAlt 50

RollLock HORIZON

InitialOffset 10 -10 300

Offset 18 -10 -300

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

; **** CLOSURE CAM ****

# AID_CLOSURE

Type CLOSURE_CAM

Name "CLOSURE"

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 50

Offset 0 -50 0

RollLock HORIZON

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_TURRET

Type TRACK_CAM

Name AID_TURRET

Location OUTSIDE

PosDamping 90

AngDamping 80

MinAlt 50

RollLock HORIZON

Offset 0 -10 0

RandomOffset 0 0 0

Dist 50 0 50 0

LookAtObj TARGET

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

END

# AID_SMART_FLYBY

Type REL_CAM

Name AID_SMART_FLYBY

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 50

RollLock HORIZON

Offset 15 0 200

InitialOffset 15 0 200

LookAtObj SOURCE

LookAt 0 -5 0

Insts BOTTOMINFOBAR

END

; *****************

; ** **

; ** ACMI VIEWS **

; ** **

; *****************

# ACMI_SPIN

Type FIXED_DYNAMIC_CAM

Name ACMI_SPIN

Location OUTSIDE

PosDamping 0

AngDamping 50

MinAlt 10

RollLock HORIZON

Offset 0 0 -5000

LookAtObj SOURCE

LookAt 0 0 0

Insts NONE

Dist 4000 100 20000 200

END

# ACMI_FREE

Type FIXED_DYNAMIC_CAM

Name ACMI_FREE

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 10

RollLock HORIZON

Offset 0 0 -5000

LookAtObj SOURCE

LookAt 0 0 0

Insts NONE

Dist 4000 100 20000 200

END

# ACMI_CLOSURE

Type CLOSURE_CAM

Name ACMI_CLOSURE

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 20

Offset 0 -50 0

RollLock HORIZON

LookAtObj SOURCE

LookAt 0 0 0

Insts NONE

END

# ACMI_TRACK

Type TRACK_CAM

Name ACMI_TRACK

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 20

RollLock HORIZON

InitialOffset 0 -200 0

Offset 0 -200 0

Dist 800 0 20000 0

LookAtObj TARGET

LookAt 0 0 0

Insts NONE

END

# ACMI_COCKPIT

Type REL_CAM

Name ACMI_COCKPIT

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 0

RollLock INSIDE

LookAt 0 0 20

InitialOffset 0 0 0

Offset 0 0 0

Dist 0 0 0 0

END

# ACMI_SAT

Type FIXED_REL_CAM

Name ACMI_SAT

Location OUTSIDE

PosDamping 0

AngDamping 0

MinAlt 10

RollLock HORIZON

Offset 0 -5000 0

LookAt 0 0 0

Insts NONE

END

# MP_PACKAGE

Type REL_CAM

Name PACKAGE_CAM

Location OUTSIDE

PosDamping 90

AngDamping 80

MinAlt 10

RollLock HORIZON

Offset -30 -10 100

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# MP_PACKAGE2

Type FIXED_DYNAMIC_CAM

Name PACKAGE_CAM

Location OUTSIDE

PosDamping 96

AngDamping 98

MinAlt 10

RollLock HORIZON

Offset 0 0 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

Dist 100 100 100 0

END

# MP_TARG_AREA1

Type FIXED_REL_CAM

Name TARG_AREA_CAM

Location OUTSIDE

PosDamping 99

AngDamping 0

MinAlt 1000

RollLock HORIZON

InitialOffset 20000 -10000 18000

Offset -8000 -5000 -8000

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# MP_TARG_AREA2

Type FIXED_REL_CAM

Name TARG_AREA_CAM

Location OUTSIDE

PosDamping 99

AngDamping 0

MinAlt 500

RollLock HORIZON

InitialOffset 20000 -8000 -18000

Offset -8000 -8000 8000

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# MP_TARG_AREA3

Type FIXED_REL_CAM

Name TARG_AREA_CAM

Location OUTSIDE

PosDamping 99

AngDamping 0

MinAlt 200

RollLock HORIZON

InitialOffset -20000 -7000 2000

Offset 8000 -7000 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# MP_TARG_AREA4

Type FIXED_REL_CAM

Name TARG_AREA_CAM

Location OUTSIDE

PosDamping 98

AngDamping 0

MinAlt 500

RollLock HORIZON

InitialOffset 2000 -7000 -20000

Offset 0 -7000 8000

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# DEATH_CAM

Type REL_CAM

Name "DEATH CAM"

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 300 0 1300

InitialOffset 300 0 1300

RandomOffset 300 300 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# HIT_FLYBY

Type REL_CAM

Name "DEATH FLYBY"

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 0 0 0

InitialOffset 0 0 0

RandomOffset 100 100 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

END

# PARA_FIXED

Type FIXED_DYNAMIC_CAM

Name "EJECT VIEW"

Location OUTSIDE

PosDamping 0

AngDamping 50

MinAlt 5

RollLock HORIZON

LookAtObj SOURCE

LookAt 0 30 0

Offset 0 0 -250

Dist 80 0 80 0

Insts BOTTOMINFOBAR

END

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Well at First I had to figure out to take the .txt part out of the filename ;)

It was cool panning around in a 360 motion. but when I started looking around the HUD would be Offcenter and was very confusing to fly around off center??I was able to straighten it out once and then it got Off center like I was lurched to the left looking into the cockpit very wierd to fly that way..

Is this is what supposed to happen or is the HUD supposed to be centered??

It definetely has some potentail, I would be glad to test some more and I can get some Pics too if you would like??

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Well at First I had to figure out to take the .txt part out of the filename ;)

It was cool panning around in a 360 motion. but when I started looking around the HUD would be Offcenter and was very confusing to fly around off center??I was able to straighten it out once and then it got Off center like I was lurched to the left looking into the cockpit very wierd to fly that way..

Is this is what supposed to happen or is the HUD supposed to be centered??

It definetely has some potentail, I would be glad to test some more and I can get some Pics too if you would like??

The off-center issue is caused by it being locked onto a padlock view. IIRC, it padlocks to the closest AC or GB object. The best way to experience the best effect is to go to Custom Combat and configure: Location=Sea, Mobile Type=Sea, configure one easy enemy object and dispatch that immediately. That tends to relieve the padlock view somewhat. You'll still need to use rudders and fly the jet like you would if it were subject to real-life physics :D After awhile it becomes easier to keep centered and seems to train one to "straighten up and fly right" ;)

Seriously though, I think this does have some potential and I'd love to see some photos.

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DKD,

Is this possibly a way to adjust the aspect ratio of the views without having to hex-edit the EXE (like we did in 2.10+)?

It has been some years since I worked on that file and I can't say it's not possible, however, I can't recall there being any aspect ratio adjustable parameters. IIRC, there may be some additional functional parameters that could be added and those can be obtained from the disassembled executable. Perhaps one of those would be related to aspect ratio. I'll take a look when I get some time.

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I have to admit that I don't know what the edits are to the file, or what they mean. I too would love to see a video of this. Perhaps I could include this version of the views4.dat with the TH2G EXE in the next build.

As far as aspect goes, this question was more of a shot in the dark than anything else. Bottom line is that if we can adjust the aspect ratio without tweaking the binaries, that will likely remove some of the visual artifacts noted at the top of this thread.

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The off-center issue is caused by it being locked onto a padlock view. IIRC, it padlocks to the closest AC or GB object. The best way to experience the best effect is to go to Custom Combat and configure: Location=Sea, Mobile Type=Sea, configure one easy enemy object and dispatch that immediately. That tends to relieve the padlock view somewhat. You'll still need to use rudders and fly the jet like you would if it were subject to real-life physics :D After awhile it becomes easier to keep centered and seems to train one to "straighten up and fly right" ;)

Seriously though, I think this does have some potential and I'd love to see some photos.

I will get some Pics possibly a video of it in action..

I had did as you said picked a CC Mission and killed the ship and I still got the Off center view.

I noticed I would still be flying Straight according to the Flight Path Marker but I was offset in the seat as I was leaning left looking right?? Very strange effect, I tried using the rudder but that takes some time to get the view straight and it tends to go back to the last postion??

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Well at First I had to figure out to take the .txt part out of the filename ;)

It was cool panning around in a 360 motion. but when I started looking around the HUD would be Offcenter and was very confusing to fly around off center??I was able to straighten it out once and then it got Off center like I was lurched to the left looking into the cockpit very wierd to fly that way..

Is this is what supposed to happen or is the HUD supposed to be centered??

It definetely has some potentail, I would be glad to test some more and I can get some Pics too if you would like??

We'd like to see those ......... :thumbsup:

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heres one but I still need to find out how\to get a screenshot within TAW.

f22.png

Uploaded with ImageShack.us

Now the images is NOT cropped on the Screen FRAPS just doesnt work with Triple screens for some reason. but If you look the HUD is OFF Center that is the main problem with using the Modified DAT.. I have tried PrintScreen but the Screenshots are being saved someplace adn I dont know where.. I know you go to paing and paste them but SoftTH is Saving the screenshots when I save them with Printscreen but I dont know where?? I will do a search for All jpg's..

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