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Some Observations on the FOV mods added in TAW 2.10


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No the F-15 is so Past generations. but I do prefer flying the A-10.. I am into the 5th Generation fighters!! and TAW is the only one out there err Sim wise....

A-10? Don't start me ...... I become all weepy ...... an old girl-friend ...... not the prettiest ....... but gees could she pack some punch ...... they tell me she still can ;) God bless her. :thumbsup:

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When I use the TH2Go exe it looks like this:

f22th2goexe.jpg

By the_nephilim at 2010-09-08

When I use just the Glide EXE it looks like this:

f22d.jpg

By the_nephilim at 2010-09-07

when I use Drkevdogs Dat file the hud is off center but the Print screen does NOT copy it right. try to look past the distorted view and look where the HUD is Centered:

f22.png

By the_nephilim at 2010-09-05

What happens if you take the TH2Go view and mod the FOV??

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What happens if you take the TH2Go view and mod the FOV??

I'm not sure. What I did was perform the hex-edits as described in this thread, but instead of using these values I kept the sides at 00 00 and maxxed out the vertical (I think I did FF FF, but I'll have to check). With the exception of the HUD, I didn't do anything to the datafiles other than hex-edit the EXE.

You may want to try the 1998 HUD mod on top of the TH2G EXE and the updated views4.dat and see if it is still off-center. If the original HUD is centered, then we know we can edit the HUD datafile to fix this. If it is still off-center, we know that views4.dat is the culprit.

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..when I use Drkevdogs Dat file the hud is off center but the Print screen does NOT copy it right. try to look past the distorted view and look where the HUD is Centered:

f22.png

By the_nephilim at 2010-09-05

Neph,

Those photos are very interesting. I have a theory I'd like to test and only your system will provide the answers. Would you mind swapping the test views4.dat (posted below) for the one you are using and document what happens when you go to 'print screen', or screen capture? post the picture here and describe any changes you experience.

;

; 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 0

Insts FullViewHUD

InitialOffset 0 0 0

Offset 0 0 0

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 0 0 0

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 0 0

LookAtObj SOURCE

LookAt 0 0 0

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 0 0 0

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 0 0 0

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 0 0 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 SOURCE

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 0 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj SOURCE

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 SOURCE

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 SOURCE

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 0 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj SOURCE

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 SOURCE

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 0 0

RandomOffset 0 0 0

Dist 180 0 200 0

LookAtObj SOURCE

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 0 0 ; was 20

RandomOffset 0 0 0

Dist 200 0 200 0

LookAtObj SOURCE

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 0 0 0

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 0

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 0 0 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 0 0

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 0 0 0

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 0 0

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 0 0

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 0 0 0

Offset 0 0 0

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 0 0

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 0

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 0

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 0 0

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 0 0

RandomOffset 0 0 0

Dist 120 0 200 0

LookAtObj SOURCE

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 0 0 ; was 20

RandomOffset 0 0 0

Dist 200 0 200 0

LookAtObj SOURCE

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 0 0 ; was -20

Dist 250 0 200 0

LookAtObj SOURCE

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 0 0

Dist 0 0 0 0

LookAtObj SOURCE

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 0 0

Dist 800 0 850 0

LookAtObj SOURCE

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 0 0

Offset 0 0 0 ; 0 -10 0

RandomOffset 0 0 0 ; added

Dist 200 0 400 0

LookAtObj SOURCE

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 0 0

Dist 800 0 800 0

LookAtObj SOURCE

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 0 0

Dist 500 0 500 0

LookAtObj SOURCE

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 0 0

InitialOffset 0 0 0

RandomOffset 0 0 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 0 0 ; 500

InitialOffset 0 0 0 ; 500

RandomOffset 0 0 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 0

InitialOffset 0 0 0

RandomOffset 0 0 0

LookAtObj SOURCE

LookAt 0 0 0

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 0

InitialOffset 0 0 0

RandomOffset 0 0 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 0 0

END

# AID_FB_LEFT

Type REL_CAM

Name AID_FB_LEFT

Location OUTSIDE

PosDamping 100

AngDamping 50

MinAlt 20

RollLock HORIZON

Offset 0 0 0

InitialOffset 0 0 0

RandomOffset 0 0 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 0 0 0

InitialOffset 0 0 0

RandomOffset 0 0 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 0

InitialOffset 0 0 0

RandomOffset 0 0 0

LookAtObj SOURCE

LookAt 0 0 0

Insts BOTTOMINFOBAR

CamBob ON

;FOV 0 0

END

# AID_PAN

Type REL_CAM

Name "AID_PAN"

Location OUTSIDE

PosDamping 98

AngDamping 50

MinAlt 50

RollLock HORIZON

InitialOffset 0 0 0

Offset 0 0 0

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 0 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 0 0

RandomOffset 0 0 0

Dist 50 0 50 0

LookAtObj SOURCE

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 0 0 0

InitialOffset 0 0 0

LookAtObj SOURCE

LookAt 0 0 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 0

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 0

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 0 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 0 0

Offset 0 0 0

Dist 800 0 20000 0

LookAtObj SOURCE

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 0

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 0 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 0 0 0

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 0 0 0

Offset 0 0 0

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 0 0 0

Offset 0 0 0

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 0 0 0

Offset 0 0 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 0 0 0

Offset 0 0 0

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 0 0 0

InitialOffset 0 0 0

RandomOffset 0 0 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 0 0 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 0 0

Offset 0 0 0

Dist 80 0 80 0

Insts BOTTOMINFOBAR

END

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Neph,

Those photos are very interesting. I have a theory I'd like to test and only your system will provide the answers. Would you mind swapping the test views4.dat (posted below) for the one you are using and document what happens when you go to 'print screen', or screen capture? post the picture here and describe any changes you experience.

The Pic is Fixed now here it is but the view is still off center and moves around very disorienting but getting closer:

f22fixed.jpg

By the_nephilim at 2010-09-08

Now I notice a similar effect with TAW as with OFP:Resistance.. but they had a FOV Fix in the userinfo.config file.. Also in Call of Duty 2 thery made a FOV Hack. it is a little program that fixes the FOV of CoD2 and makes them turn from Fat midgets to normal looking people standing instead of Small and fat..

Could we make such a FOV Hack for TAW??

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The Pic is Fixed now here it is but the view is still off center and moves around very disorienting but getting closer:

f22fixed.jpg

By the_nephilim at 2010-09-08

Looks like your nearly there. But what about the HUD and HMD text display. Is it easily readable? Bit hard to tell from the screenshot.

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The Pic is Fixed now here it is but the view is still off center and moves around very disorienting but getting closer:

f22fixed.jpg

By the_nephilim at 2010-09-08

Now I notice a similar effect with TAW as with OFP:Resistance.. but they had a FOV Fix in the userinfo.config file.. Also in Call of Duty 2 thery made a FOV Hack. it is a little program that fixes the FOV of CoD2 and makes them turn from Fat midgets to normal looking people standing instead of Small and fat..

Could we make such a FOV Hack for TAW??

Neph,

Your posting that 3-headed picture was brilliant :thumbsup: The resultant 'theory' is that the image was based on the rendering of multiple simultaneous offsets. The fix was, unfortunately, a shotgun approach and I simply set all the offsets to zero.

This continues to be just a theory but now, thanks to your screenshot, we have something to direct us. As to the FOV fix, some of this is semantics but, TAW doesn't use 'FOV' parameters for its general views so a FOV hack won't help. I have, however, discovered some unused code that may be analogous to code for FOV corrections, I'll keep looking ;)

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This continues to be just a theory but now, thanks to your screenshot, we have something to direct us. As to the FOV fix, some of this is semantics but, TAW doesn't use 'FOV' parameters for its general views so a FOV hack won't help. I have, however, discovered some unused code that may be analogous to code for FOV corrections, I'll keep looking ;)

Is it my imagination, or is the ASE circle more round with the latest views4.dat? I always figured that was hard-coded since the gadget is referenced in the f22.hud file. If we can find a way to tweak the "FOV" for better aspect ratio without having to hex-edit the EXE, that would be huge for the graphical anomalies at the top of this thread.

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Well on a side not about the Aspect ratio of the Outside world. I have noticed that with the Glide version of TAW in a Triple Screen environment the Buildings and such seem Squashed vertically. here is a Pic of Glide and HF's TH2Go Profile:

f22fat.jpg

By the_nephilim at 2010-09-09

f22normal.jpg

By the_nephilim at 2010-09-09

now you ask what is the big deal well I think there is some sort of FOV going on here. So we know what was changed in both and we can maybe combine the 2 and get a correct FOV and have the buildings look normal??

Or perhaps someone smarter then myself can see where I am going with this and it will spark and idea or two.. ;)

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Neph, let me tell you exactly what I did with the TH2G EXE:

Based on inputs from this thread, I made adjustments to the field of view of the default "camera" (for the lack of a better term). The following screenshot is from the original TAW 2008, where aspect values are 00 00 for both the x and y axes.

image005.jpg

What I did with TH2G was leave the x axis value at 00 00, but maxxed out the y axis value to ff 00, which maximized the zoom (and therefore cropped the top and bottom of the original FOV).

TH2GNarrow.jpg

When you put this in wideview, it looks a little more like normal.

TH2GWide.jpg

In both cases, this is what the game is putting out. It's still rendering an image in 800x600 (and possibly upconverted to whatever resolution you choose for your glide wrapper), and as you can see the buildings look quite tall with the FOV being stretched in the Y axis. This is why things look fairly normal in 3 monitors, which is essentially a 2400x600 (12:3, or 4:1 aspect). Things are slightly stretched wide in a 4:1 aspect, but the effect is similar to a 16:9 aspect ratio (TAW is ideal with a 16:10).

TH2GWide3x.jpg

Essentially what is happening is a standard (albeit squished) view is being stretched across 3 monitors without the game knowing about it.

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Neph, let me tell you exactly what I did with the TH2G EXE:

.......

Essentially what is happening is a standard (albeit squished) view is being stretched across 3 monitors without the game knowing about it.

I could live with that ...... except for the HUD/HMD text ....... just need a monitor that could also handle it. :lol:

OK..... I'll butt out ..... ;)

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Gents, Would you mind publishing step by step instructions on expanding the FOV for glide and then spreading the image across 3 screens using the SoftTH software. I've been following this thread for a while and can now get a reasonable image, however my hud symbology is rather chunky, and was wonder what the best combination of hex edit values and screen rez might be (if its at all possible to get the text approximately the same).

Great thread by the way.

F22 ADF/TAW pilot for the last 12 years.

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Gents, Would you mind publishing step by step instructions on expanding the FOV for glide and then spreading the image across 3 screens using the SoftTH software. I've been following this thread for a while and can now get a reasonable image, however my hud symbology is rather chunky, and was wonder what the best combination of hex edit values and screen rez might be (if its at all possible to get the text approximately the same).

@Neph (or PeterPan69), I'll need you to chime in on this one. I hex-edited the EXE for the single virtual monitor of TH2G, so we need by-the-numbers directions on how to do this. I won't be able to set up my SoftTH test rig for at least a few weeks.

BTW, this is becoming such a hot topic that I'll post something on the Wiki once I get it figured out. There will also likely be something in the Manual Addendum for the next release as well. However, I will likely not create a specific SoftTH EXE; that just opens up too many cans of worms with the tweaked DLL. That said, people who use SoftTH generally don't need to be hand-held with normal driver configurations.

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Hi all, I've now got better hud symbology by reducing the y axis from 1024 to 600, my Softth screen settings are 2400*600, but still wish to get a better ratio. Does anyone have any additional ideas?

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