Author Topic: How do you dogfight with hatview?  (Read 3989 times)

Offline BBQsam

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Re: How do you dogfight with hatview?
« Reply #30 on: January 21, 2019, 05:45:04 PM »
try it, you might find a whole different game. I went from flying once a month or two, to everyday :)
Rent it for a week or two and see how it pans out.

Where can you rent VR googles?
"I have really only one simple rule,
Give more to the game than you take away."
Zoney  December 23, 2009  ahbbs
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<Salute> Pipz    September 27, 2017   RIP

Offline CptTrips

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Re: How do you dogfight with hatview?
« Reply #31 on: January 21, 2019, 06:07:34 PM »
Pretty much my experience too; found my self feeling like I was leaning up against the inside of the canopy trying to get a better view at times.....t'would be hard to go back to flying without it now.....

Get into some intense WWI fights with it.  The planes are much closer with slower closure rates.  You really have time to appreciate the beauty of 3d experience when you are saddled up 30 yards behind a twisting turning Fokker at 200ft above the trees and farm houses. 

The 3D'ness of it is worth 3x the pixel resolution, IMHO.

:salute,
CptTrips


« Last Edit: January 21, 2019, 07:12:03 PM by CptTrips »
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline Vulcan

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Re: How do you dogfight with hatview?
« Reply #32 on: January 21, 2019, 11:18:18 PM »
Been playing non vr for a few weeks while I get my headset back. I do so much better without it lol

If my headset is non-functioning I just cannot play.

Mind you... I have been using VR with AH for just over NINE YEARS now  :rock


Offline HAMMERR

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Re: How do you dogfight with hatview?
« Reply #33 on: January 22, 2019, 12:03:26 AM »
I love my track IR, but the rear views out of my favorite planes are terrible (F4U & F6F).  So I still have a hatview for looking back, up and forward. 

Also.. the implementation of TIR in this game is really weird as well, since when i'm using only the track IR and i look backwards... say back and left, looking over my left shoulder.. If I move my head right to see around the seat, the game view moves LEFT as if the game is thinking my character head is still looking forwards.  Which is opposite of what it should do.

I know this isnt my TIR setup, since it works as intended in DCS, BMS, war thunder and my racing games. AH3 just seems to interpret left and right X axis movement while your head is turned backwards without considering that twist.  Same if you look pure left, the X axis movement is interpreted into forward and back now (since you're facing 9-oclock).  without taking twist into play.

Offline save

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Re: How do you dogfight with hatview?
« Reply #34 on: January 22, 2019, 12:58:06 AM »
Bozon promised me, when I come and visit him, he will pick me up in his mint condition T-ford  :D

Keypad views are the only way to go. :old:

I mean, that and dial phones.
My ammo last for 6 Lancasters, or one Yak3.
"And the Yak 3 ,aka the "flying Yamato"..."
-Caldera

Offline 1stpar3

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Re: How do you dogfight with hatview?
« Reply #35 on: January 22, 2019, 01:24:21 AM »
I love my track IR, but the rear views out of my favorite planes are terrible (F4U & F6F).  So I still have a hatview for looking back, up and forward. 

Also.. the implementation of TIR in this game is really weird as well, since when i'm using only the track IR and i look backwards... say back and left, looking over my left shoulder.. If I move my head right to see around the seat, the game view moves LEFT as if the game is thinking my character head is still looking forwards.  Which is opposite of what it should do.

I know this isnt my TIR setup, since it works as intended in DCS, BMS, war thunder and my racing games. AH3 just seems to interpret left and right X axis movement while your head is turned backwards without considering that twist.  Same if you look pure left, the X axis movement is interpreted into forward and back now (since you're facing 9-oclock).  without taking twist into play.
Yes, DCS deals with this a lot different! Wish they would do what HT has done with VR...enable hat views like we have here.This may be due to the "Object Relative View(in AH) and "True View(in TIR)". I am strictly VR now, but one of these gives you that result. :uhoh Try checking and unchecking of these...I found that if I let TIR flow with my movement I.E. sort of lean forward (knowing seat would block my view) and leaning towards bad guy(before merge) helped to reduce the impression you are off kilter.Meaning that I lean to where he is and turning head to where he will be after merge/gonna show up behind me.  Forward and then lean to side he is on(when set correct, True view realative view(done first(lean) it seems better as any twist of head direction gives same view..where he gonna be. Ok, you are familiar with TIR obviously...but tweaking curves helps as well. I didnt like the faster head movement with TIR so I scaled pretty aggressively only at the MUST DO point. Seems it made it feel a bit more natural and stopped that odd view problem.
« Last Edit: January 22, 2019, 01:48:20 AM by 1stpar3 »
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