Special Aircraft Service

Battlefield - Airborne - Tactical (BAT) => BAT Lounge => Topic started by: shardana on November 25, 2020, 08:00:13 AM

Title: Wider FOV for Cockpit view
Post by: shardana on November 25, 2020, 08:00:13 AM
As on the subject, is There a Way to set once and for all a wider fov when on cockpit view?
Every time I come back from external view cockpit view fov comes back native and too narrow...
Any idea?

Title: Re: Wider FOV for Cockpit view
Post by: elot on November 25, 2020, 08:46:25 AM
As on the subject, is There a Way to set once and for all a wider fov when on cockpit view?
Every time I come back from external view cockpit view fov comes back native and too narrow...
Any idea?

For me these settings in Conf.ini work like a charm (at the end of conf.ini)
De fov=120 gives it a 120 degrees, you can change that to something other if you like, but do not make it to large, some planes will get distorted.

;FOV settings
fov=120
FOVLog=0
FOVSpeed=200
FOVDefault=120
FOVAnim=0
Title: Re: Wider FOV for Cockpit view
Post by: shardana on November 25, 2020, 02:04:00 PM
Hi and thanks. The point Is that at
Mission start with these settings the cockpit view Is 120 as I like.  But when i go external view and then cockpit view a gain the latter goes back to 90 degrees. Really annoyng. Hope someone can help me
Title: Re: Wider FOV for Cockpit view
Post by: whistler on November 26, 2020, 03:26:07 AM
Are you using NG-CAM (https://www.sas1946.com/main/index.php/topic,60008.0.html), shardana?
Title: Re: Wider FOV for Cockpit view
Post by: shardana on November 26, 2020, 06:04:28 AM
Yes, why?
Title: Re: Wider FOV for Cockpit view
Post by: elot on November 26, 2020, 09:23:36 AM
Yes, why?

That is doing it.
Remove it and you will get the 120 as standard view.
I had to remove mine also.
Title: Re: Wider FOV for Cockpit view
Post by: shardana on November 26, 2020, 11:27:38 AM
Thank you!!! I’ll try it
Title: Re: Wider FOV for Cockpit view
Post by: whistler on November 27, 2020, 01:55:40 AM
is There a Way to set once and for all a wider fov when on cockpit view?
Yes, set the default FOV and don't change FOV.

Every time I come back from external view cockpit view fov comes back native and too narrow...
Because you changed FOV?

I am sorry but I am not following.
Title: Re: Wider FOV for Cockpit view
Post by: shardana on November 27, 2020, 03:45:36 PM
Hi whistler I’ll try to be clearer. I find the default fov in cockpit  view too close to the front of the cockpit, so to widen the view of the cockpit i push wide view and i get what i consider the best cockpit view.
The problem is that when I push external view and then I come back to cockpit view the fov is back to the native One and so too narrow. So I have to click again wide view in order to get cockpit view the Way I want.
I have tried the method above so to change the default cockpit view but when I try it I’m still stuck with the same problem.
I have tried even without cam mod but still nothing....
Title: Re: Wider FOV for Cockpit view
Post by: whistler on November 29, 2020, 02:49:03 AM
Let's use NG-CAM. Mod's default FOV is 90:
(https://i.postimg.cc/DZrxcC7N/2020-11-29-10-28-45.jpg)

Let's now set FOVDefault=120 in conf.ini:
(https://i.postimg.cc/ydsm77zf/2020-11-29-10-31-49.jpg)

The FOV value is global, and that means if I go outside and change the FOV:
(https://i.postimg.cc/1XxfyH6y/2020-11-29-10-39-19.jpg)

When I go back to the pit I will get the last FOV set:
(https://i.postimg.cc/0NbQm308/2020-11-29-10-39-25.jpg)

The FOVDefault entry sets the initial FOV but it also engages and sets the "Normal View" control key to, in this case, to 120.
Meaning that whenever I need to go back to my default FOV (120) I just go and press the "Normal View" FOV key:
(https://i.postimg.cc/ydsm77zf/2020-11-29-10-31-49.jpg)

I honestly don't understand what your problem or request is, shardana.
Title: Re: Wider FOV for Cockpit view
Post by: WxTech on November 30, 2020, 10:13:11 AM
I interpret shardana's desire as having the FoV by itself jump to the default setting when going back into the cockpit from any external viewpoint. I know this currently is not possible, but perhaps new code could be implemented to do this.

I do know that the currently set FoV is globally applied and maintained whenever switching viewpoints. This even extends to the builder, as far as I know. If I have some particular FoV set while flying, then quit the mission and go to the FMB, that same FoV is applied there.
Title: Re: Wider FOV for Cockpit view
Post by: shardana on November 30, 2020, 03:56:51 PM
Thank you! that's exaclty what I meant. I hope one day this feature will be available. For the time being I'll keep enjoyng this great game as it is.
Grazie!
Title: Re: Wider FOV for Cockpit view
Post by: oldbutto on July 04, 2021, 03:25:54 AM
I second the motion. Just set up a triple monitor setup and a wide view from the cockpit in a DH 2 looks like I am licking the butt of the Lewis gun.
(https://i.postimg.cc/hGyvwBWD/IMG-0436.jpg) (https://postimg.cc/wtN9ynjZ)
Title: Re: Wider FOV for Cockpit view
Post by: WxTech on July 04, 2021, 12:15:28 PM
I have no experience with triple monitor setups, and so my comments here must be taken as general.

For a single monitor, the FOV is measured from the left and right edges of the display.

For triple monitors, if the FOV is measured from the left and right edges of the whole combination (L edge of L screen to R edge of R screen), then this 'tank slit' view chops off a huge part of the view on both the the top and bottom.

To be more effectively utilized in an air combat sim, where sufficient vertical field angle is a must, the triple monitor FOV must be expanded very significantly. But without suffering the horrible gnomonic distortion introduced by the tangential projection necessary for correct polygon drawing.

Indeed, the limit to FOV in a single tangential projection is 180 degrees. But at this limit, the image scale variation between field center and edge approaches infinity! That's gnomonic distortion at the ultimate extreme. Utterly unusable.

And so the implementation of more than one screen should handle the drawing for each quite independantly, with each having its own center of projection. Then can you set really large FOV values for the whole combination. For instance, if the game treats the FOV value as applying to a single screen, and you set this as 90, the total horizontal FOV for three screens becomes 90 * 3 = 270 degrees. On the other hand, if the game expects the FOV value to apply to all three screens in combination and you set 90, the FOV of each is but 30.