
Wow guys, I just discovered a hum dinger. This affects the realism of every cockpit and gun view in this game. I am thinking how I can be the first to notice this. Every cockpit view in the game has to be reexamined and modified. Sorry HTC, but you went too far with the F4U’s cockpit redesign and created huge blind spots that a two eyed person would not have in real life.
What I discovered is this game’s graphics are designed to replicate what a Cyclops would view. Yes that is right a Cyclops. You may ask why a Cyclops view? Because the VERTICAL pillars and frames are creating blind spots that a person with (2) two eyes would not have.
I have included a link to prove to myself and others that I am not that crazy, but I wouldn’t rule out a little bit crazy. See sheets 10, 11, & 12 to see an example of Stereo Vision (how a normal two eyed person sees behind thin vertical objects less than about 2.5 inches).
Link:
http://www.cse.wustl.edu/MediaAndMachines/perceptionseminarresources/presentationGazihan.pdfAlso, if you don’t believe this link try this yourself. With your index finger pointing up and hand extend in front of you. Focus on an object at least 20 feet beyond your index finger and view with one eye at a time and the other eye closed. Then open both eyes, while still focusing on the distance object and what do you see? I bet you see two transparent fingers and the entire object behind your fingers.
My point being is that HTC is creating blind spots in the forward cockpit view (and side) that is limiting our view and making shooting much harder than in real life. For example, the F4U and 190 views may be horrendously incorrect. If the vertical pillars of these planes are less than the distance between a persons two eyes (about 2.5 inches). The pilot in these cockpits would be able to see an object travel left to right without the object disappearing behind a vertical (or near vertical) pillar.
My recommendations are:
1. Reduce the size of the vertical pillars to a thin line. Please start with the F4U and 190’s as these are used frequently. Resorting to the previous F4U’s cockpit view may be a quick solution for the mean time.
2. Or make the vertical pillars transparent. This option is good because the inside of the cockpit remain real.
3. Or don’t change anything and assume Cyclops ruled the skies in WWII.
4. Don’t forget the vertical window frames on the sides of cockpits have to be just as transparent.
PS. I thought of this issue when flying an A20. The A20’s cockpit view has skinny vertical pillars with limited blind spots. Also, check out the rear guns and try to fire them through the tale. Notice that the guns will not fire at the tale. However, one will fire while the other will not. Also, notice how the tracers can travel behind the tale. This is a perfect example of stereo vision. Think about it.