Aces High Bulletin Board
General Forums => Open Beta Test => Topic started by: nooby52 on April 25, 2016, 11:25:39 AM
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I wish the numbers and tic-marks on the instruments were a bit sharper, and, at least on the Corsairs F4U-1A model, the dials seem to be a bit off-center (some more-so than others).
And no wise-cracks about me needing to get better spectacles (which I do need). :o
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Best I can tell the instrument panel is meant to be viewed at the default 80 FOV. Beyond 80 they get blurry. It has been reported many times.
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They might crisp up if you disable AA under the Post Lighting effects check boxes in the graphics controls.
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They might crisp up if you disable AA under the Post Lighting effects check boxes in the graphics controls.
I tried that Bustr. Made little or no difference to the instrument panel but did seem to help on air to ground views.
My best advice is to play with the FOV to find a compromise. 100 FOV on my setup is a good compromise.
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I'm letting other guys suggest the FOV be reduced, I'm not sure how much of this is subjective.
If you sit on the runway looking forward in the default head position at just about any FOV from about 105 and up. You will notice the primary instruments just below the gunsight don't pinch as much until past about 120. While the next row down look pinched until you change your PoV to them and they round out. Another aspect of this is in the Yaks. In the default PoV, the round blue handle knobs for the canopy latches change shape as you change your PoV. One might wonder if our undistorted PoV is a circle with a radius from the gunsight to just above the second row of gauges. So as you reduce your FoV below 105 you are hiding that from your self.
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My problem with the cockpit in the P-38J is the elevator trim indicator needle is very difficult to see compared to AH2. Makes it difficult to adjust elevator trim.
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Almost makes it a candidate for it's own movable HUD position.
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Ack-Ack,
HiTech, as well as many others (maybe including yourself) with real world cockpit experiences, have a better grasp on realistic as opposed to convenient, than I do. I would imagine however, that a real pilot would be able to focus his attention from instruments to environment quite easily. For our cartoon pilots, this has to be done with buttons and dials instead of :uhoh
When, adjusting the trim is it possible for you to map a button to look directly at the guage? I did so using the "Look Front Down" command and mapped it to an un-used joystick button. The flight yoke did present a problem, so I used the "new" function that enable you to save head tilt. I moved the view to its lowest position and farthest left. With the head tilt I was able to save a position looking about 30 degrees and was able to view that portion of the instrument panel very well. I hope this is something that you would feel comfortable with. I have always admired your abilities in the P38, and wish to someday be able to follow your example in conquering it. :salute
This is what I was able to capture with a flick of a button. Even with heavy shadows and antialias, I can still make out the needle positioned full up.
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=379021.0;attach=24383)
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My problem with the cockpit in the P-38J is the elevator trim indicator needle is very difficult to see compared to AH2. Makes it difficult to adjust elevator trim.
Try moving your head position forward to get a better view over the yoke. The default position I set for the P-38J shows the trim indicators when the yoke is trimmed to center.
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FLS,
I should let Ack-Ack answer this, however I believe that his problem is not so much as not being able to view them as it is, to be able to "read" them. In my example, although I have a FOV of 106, by looking forward (using the up arrow) it decreases the FOV to something nearer to the original FOV 80 with a much easier read aileron trim needle. Also in my example you can see that the cross bar shadow in the P38J has made the aileron trim needle partially obscured (which is part of his complaint). This was my intention with the screenshot to show the worst case scenario from that "point of view".
I agree that your default "point of view" would show the panel when the yoke is not in view. For someone that is depending on reading that needle position in a maneuver, hit or miss due to yoke movement, does present a problem.
Edit: Scratch everything :O Even with the extra point of view setting, the yoke DOES obscure the trim gauge view at anything past neutral > down.
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Chili, I think we are talking apples and oranges. Clarity and or focus of the panel instrument is more in question than an instrument that has its view blocked.
Many patches back, the instrument panel was clear at AH2 FOVs settings. As i remember it anyway.
I understand the reason the lower FOV is being used in Beta but the lower FOV has some negative aspects in a game where "View" is a big part of the play.
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This is the default view. The elevator trim indicator is clearly seen but it's not quite as visible as the rudder and aileron trim indicators.
(https://www.mediafire.com/convkey/3a8e/3lb72s8l6dbjfaq7g.jpg) (https://www.mediafire.com/view/?3lb72s8l6dbjfaq)
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My problem with the cockpit in the P-38J is the elevator trim indicator needle is very difficult to see compared to AH2. Makes it difficult to adjust elevator trim.
Is a darkness in the cockpit issue for you Ack Ack?
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When i go to AH2, the in cockpit views are very realistic. In Beta, the same views remind me some what of Sunday newspaper cartoons albeit that comparison is greatly exaggerated.
In order of best instrument panel graphics view.
The best cockpit views were the older versions of the future AH3.
Next best, and close second AH2.
A distant third, the current beta.
When AH3 goes live I will still play and enjoy the game but I will miss the clean lines in AH2.
Now from a tree stand point, the trees in beta are much much better than ah2.
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I'm confused?
Cockpit view like saved by F10 or, cockpit 3D graphics and effects due to post lighting? If the latter disabling post lighting pretty much gives you back AH2. The former, you can spend the time adjusting your views how you want them.
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I do not have any problem making out those trim positions. I don't know what the difference could be?
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I'll post some screenshots when I get home from work today.
I can see the aileron/rudder trim indicators fine, it's just the elevator trim needle that is hard for me to see as the color blends in. It could be that it's because my FOV is 106, will check when I get home.
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It looks like the elevator indicator has a smaller area of bright red compared to the other two.
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Using keys only to angle down at the trim indicators in the 38, time of day, the elevator horizontal red indicator can barely to not at all be seen. Using TR, it depends on the time of day and if you use zoom when you look down.
Depending on the importance to a majority in the game, this might be a candidate for a HUD movable indicator. So many things now are tied to the sun to light up their brilliance, and the vertical red lines for rudder and ailerons appear by their orientation to have a stronger response.
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I'm wondering if AH3 requires a supplemental high-res texture pack like AH2 does. What I'm hearing sounds like trying to run AH2 without high-res textures.
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Here are two screenshots that show what I am talking about. You can see in both screenshots the needles for the aileron and rudder trim are clearly visible but the elevator trim needle is not. FOV is 106.
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Are you using SweetFX? I had to drop gamma down by 0.3 to get anything like that contrast level.
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Here are two screenshots that show what I am talking about. You can see in both screenshots the needles for the aileron and rudder trim are clearly visible but the elevator trim needle is not. FOV is 106.
If I set up the same shot with only the elevator trim indicator in shadow it still looks the same as the pic I posted where it's visible but not as bright as the other two. I can see yours at the top of the gauge but it's much dimmer than mine. Similar FOV but my resolution is higher.
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Maximum individual file size of 30000KB and it won't take 3.79MB?
So I resized it down from 5760x3240 matching conditions the best I could and setting gamma to 0.7 even!
Can't explain the difference.
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Are you using SweetFX? I had to drop gamma down by 0.3 to get anything like that contrast level.
nope.
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These are my graphic settings in game. I slightly raised the gamma to see if that would make the needle easier to see, normally it's at the default 1.
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Just a thought: There's been lots of talk about adjusting the in-game gamma. I know calibrating a monitor isn't possible for most of us, but a basic adjusting is. How many have ever touched the adjustment buttons of his monitor, preferably using a test image of some sort?
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Bizman,
Very early on in the alpha testing I had a similar experience, and you are correct, I was able to able to achieve good results from monitor settings. I wonder what the effect of DX11 will be on this, if any. Or will it make additional "Sweetfx" / monitor type controls "in game" for AH3 more feasible? :pray
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Ack Ack,
The canopy bar shadow darkens out the vertical red line for the pitch trim in your pictures.
My gamma is at 1.4, set at 12:00 to look like real world 12:00. At that point there is just enough ambient light around the shadow to barely see the pitch trim red highlight. The horizontal red trim indicators respond brighter to the ambient light. The vertical pitch red trim looks very narrow or nonexistent from some angles and doesn't respond very well to the ambient lighting.
Is this an issue with the additional files used to define light response for 3D objects related to that red indicator?
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I am fortunate enough to have a slider for my manual elevator trim. My fingers tell me the position of the trim. Before I had the slider, the instrument panel indicator was essential. Without the slider I would probably abandon manual trim in BETA.
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If you're trimming for your speed you can just look at a reference point over the nose or tail.
I only look at the trim indicators to preset trim for takeoff and dive bombing.
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Whish list a HUD box for the trim indicators that can be moved around the cockpit.
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Please don't mention the HUD in AH3. It is the cruelest low-blow to a game based rooted in a simulation.
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Mehhh, you will get over it in about a decade. I was the same way back 2002.
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Randy1,
I know that you may feel nontraditional HUD is arcade fringe, but it may also end up being another person's reason for staying. I have to err on the side of folks having a good impression of flight control management as well as what it might have been to be in WW2 aircraft. Our 2D monitors are not capable of satisfying the instantaneous change in focus like the human brain, eyes, ears, muscles and nervous system, so these types of additions do more good than they distract from authenticity.
Also, as with the current HUD, there is an option to turn it off. So, if you want more of a "pure" experience, it will be available. It is like flying in the DA and not using external mode. Just my two cents.....
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Also, as with the current HUD, there is an option to turn it off. So, if you want more of a "pure" experience, it will be available. It is like flying in the DA and not using external mode. Just my two cents.....
And much like flying in the DA and not using external mode, it means you're either with or without an advantage during the fight.
One immediate advantage I noticed was the ability to do a much more refined hammerhead at the top of a rope while keeping my eyes on my opponent.
It's not going to turn average players into gods, but it's going to give the people that use it an edge against people they're about even with who don't use it.
Just MHO.
Wiley.
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But unlike external views, a real pilot "would" be able to take a glance at the instruments, and in most instances without moving his head :uhoh but would not be able to dangle outside of the plane and maintain control. :airplane: :joystick:
Your point about advantage going to the "user" is valid, but in terms of trim information in HUD, it is first of all moot, if HiTech agrees or simply makes a decision for other reasons not to add this HUD information. I will just make the argument that any advantage here will be due to skill level (the ability for a person to manage multiple sources of input). This is unlike the advantages of having more / better equipment (ie... monitors, GPU, TrackIR, VR, rudder pedals, joystick ~ gaming mouse....)
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May be irrelevant, but the only thing I could see in ACK-ACKS screen shot, was a shadow across the trim panel? The shadows and reflections are pretty detailed. I like it! I tried to check from every angle I could and never lost the indicators showing up.? I DO use sweetfx though, pretty much had too. To get the look I was wanting. Liked the standard game set up, but it really popped with sweetfx!
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Wow checked my screenshots here. BIG difference in what I see in game and what showed up in screenshot. BIG diffrence :headscratch: