As I mentioned in the other thread, this discussion can be decomposed into 2 areas:
1) The question of whether framing appears too thick when viewed from the head-on-headrest position. This has aesthetic and gameplay consequences. Resolution of this issue is likely to be made based on plans and photos, as interpreted by the 3-D engine (terminology??).
2) The question of how to best simulate the ability of a real pilot to see around framing, due to binocular vision and the ability to quickly and precisely shift head position. This has gameplay consequences only. Resolution of this issue is likely to be made based on finding game mechanisms which give the NET EFFECT of what we think real pilots experienced in their cockpits.
I humbly suggest that we keep this distinction in mind when we post to this thread.... :-)
In my opinion, for game play reasons, we should err on the side of greater SA in both of the above areas. Therefore,
For (1), the 3-D model should err on the side of thinner framing, up to just before the point where the plane begins to look strange from the game's normal viewing distance. I assume this is what the previous model did, and it looked fine to me.
For (2), other game mechanisms should exist which yield equivalent effect to binocular vision and head movement ability. The former might be achieved by allowing icons be visible through the canopy frames, at least to some degree. The latter might be achieved by increasing the "move" speeds (simulating head movement), which are currently glacially slow. BTW, Track-IR is fine, but there should be equivalent game functionality for those who use standard input for looking around.