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PostPosted: 04 Jul 2006, 15:56 
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Joined: 26 Apr 2006, 16:29
Posts: 71
Hi Jkeefe,

I was looking at my View.lua file and it doesn't have any of those settings you listed????

I did find another setting in the file cockpit.cfg in the Lock OnConfigs folder. In that file there is a setting called FOV. I changed it to 5 and it seems to work but as soon as I move the view to look either let or right it returns to the previous state of being too zoomed in.

I also found a file called Cockpit.lua with the follwoing settings

-- Copyright (C) 2004, Eagle Dynamics.
-- Cockpit view scripts (F1, Ctrl-F1, Alt-F1)
-- Uses SnapViews.lua and Serialize.lua

CockpitMouse = false
CockpitMouseSpeedSlow = 1.0
CockpitMouseSpeedNormal = 10.0
CockpitMouseSpeedFast = 20.0
CockpitKeyboardAccelerationSlow = 5.0
CockpitKeyboardAccelerationNormal = 30.0
CockpitKeyboardAccelerationFast = 80.0
CockpitViewAngleMin = 20.0
CockpitViewAngleMax = 170.0
-- If CockpitViewAngleDefault is not set here then option value is used
-- Remove comment "--" in the next line and set your custom value:
--CockpitViewAngleDefault = 60.0
CockpitKeyboardZoomAcceleration = 300.0
DisableSnapViewsSaving = true
UseDefaultSnapViews = false
CockpitPanStepHor = 45.0
CockpitPanStepVert = 30.0
CockpitNyMove = true
CockpitHAngleOrigin = 0.0
CockpitVAngleOrigin = -9.5
CockpitHAngleAccelerateTimeMax = 0.15
CockpitVAngleAccelerateTimeMax = 0.15
CockpitZoomAccelerateTimeMax = 0.2
HAngleMaxDefault = 170.0
VAngleMinDefault = -65.0
VAngleMaxDefault = 170.0
HAngleMaxSu25 = 170.0
VAngleMinSu25 = -65.0
VAngleMaxSu25 = 170.0
HAngleMaxF15 = 170.0
VAngleMinF15 = -65.0
VAngleMaxF15 = 170.0

CockpitLocalPoint = {}
CockpitLocalPoint[PlaneIndex.iSu_27] = {8.05, 1.35, 0.0}
CockpitLocalPoint[PlaneIndex.iSu_33] = {8.35, 1.35, 0.0}
CockpitLocalPoint[PlaneIndex.iSu_25] = {3.0, 0.276, 0.0}
CockpitLocalPoint[PlaneIndex.iSu_39] = {3.0, 0.276, 0.0}
CockpitLocalPoint[PlaneIndex.iMiG_29] = {4.76, 1.284, 0.0}
CockpitLocalPoint[PlaneIndex.iMiG_29K] = {4.9, 1.254, 0.0}
CockpitLocalPoint[PlaneIndex.iA_10] = {3.991, 1.507, 0.0}
CockpitLocalPoint[PlaneIndex.iF_15] = {6.4, 1.218, 0.0}

function GetCockpitLocalPoint(iType)
local p = CockpitLocalPoint[iType]
return p[1], p[2], p[3]
end

The ones in Bold are the ones I changed. I can pull out a bit further but looking at your single head screen shot I still cannot see the legs. :-(


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PostPosted: 04 Jul 2006, 17:45 
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Joined: 21 Apr 2006, 17:17
Posts: 643
I was looking at my View.lua file and it doesn't have any of those settings you listed????
Those are settings added in the Flaming Cliffs addon for more view customizability.

I did find another setting in the file cockpit.cfg in the Lock OnConfigs folder. In that file there is a setting called FOV. I changed it to 5 and it seems to work but as soon as I move the view to look either let or right it returns to the previous state of being too zoomed in.
If I change this to 5 it seems to have no effect. I can slew the view left or right using the numpad keys and the FOV does not change.

I also found a file called Cockpit.lua with the following settings
Now I'm confused, as the contents of that file are from Flaming Cliffs 1.1 or later, not Lock On 1.02. Which version are you using? If you are using Flaming Cliffs, why don't you have the same view.lua file as I did before I reverted to 1.02?


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PostPosted: 04 Jul 2006, 19:44 
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Joined: 26 Apr 2006, 16:29
Posts: 71
Hi JKeefe,

Here is what I did, I installed Lock-On form the CD. Went to Avault.com and got the 1.00-1.02 patch and that is it. These are the files and settings I am left with ????


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PostPosted: 05 Jul 2006, 06:13 
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Joined: 21 Apr 2006, 17:17
Posts: 643
Ok, that means you have Lock On 1.02 (without Flaming Cliffs).

Sorry, I was looking at cock;it.cfg, not cockpit.lua. I have my cockpit.lua set as you do, CockpitViewAngleMax = 170.0.


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PostPosted: 05 Jul 2006, 15:26 
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Joined: 26 Apr 2006, 16:29
Posts: 71
Hi Jkeefe,

With all those files set you should be able to pull out a bit more than the but still cannot see the legs. Unfortunately I cannot post any screens from here at work to show you what I mean :-(


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PostPosted: 08 Jul 2007, 10:32 
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Joined: 06 Jul 2007, 00:37
Posts: 9
any new info ?


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PostPosted: 03 Dec 2007, 12:22 
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Joined: 16 Oct 2007, 22:40
Posts: 13
With flaming cliffs, you must change the horizontal FOV for each plane in snapviews.lua.

You have a 2 dimension tab. The values to change are
snapviews[x][13] where x is the index of the plane (1 to 6)



It's good for the horizontal setting, but I always have vertical FOV problem: I can't increase it.

I wish to obtain this kind of view:

http://www.imagestation.com/picture/sraid159/pd00330d5b05df7774fb8035f0388b26e/f4fb18c7.jpg


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PostPosted: 03 Dec 2007, 19:01 
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Joined: 28 Feb 2007, 15:34
Posts: 104
The good news is we're in contact with Eagle Dynamics to resolve this FOV issue for the upcoming LockOn Black Shark release.

The bad news is for the original LockOn - this game has gone past the development point and now lies exclusively in the publisher's hands.

Ubisoft (the publisher) will not re-open a ticket for LockOn at this stage since any change made to a released game requires a patch, and a patch requires an intricate process involving developers and testing from a specific QA team. For LockOn, that QA team unfortunately no longer exists, and Ubisoft is unlikely to create one. This is not because they don't see the value of the FOV fix, but simply because it would cost them more to pay a team to create such a patch, than the sales they would generate from new copies sold (if LockOn is even sold still). ;)

This explanation actually helps to justify other similar cases of why certain older games do not support Th2Go.


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PostPosted: 03 Dec 2007, 22:59 
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Joined: 21 Apr 2006, 17:17
Posts: 643
Great to hear, Mark.

Just to clarify for everyone, the upcoming Black Shark release will not actually be part of the Lock On series, although it will be quite similar. Black Shark will be the first release in the Digital Combat Simulations line, featuring much more detailed systems modeling for the KA-50 helicopter.

The day I heard about DCS: Black Shark, I posted on their forums asking them to fix this restriction.


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PostPosted: 05 Jun 2008, 05:50 
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Joined: 05 Jun 2008, 05:42
Posts: 140
The good news is we're in contact with Eagle Dynamics to resolve this FOV issue for the upcoming LockOn Black Shark release.

The bad news is for the original LockOn - this game has gone past the development point and now lies exclusively in the publisher's hands.

Ubisoft (the publisher) will not re-open a ticket for LockOn at this stage since any change made to a released game requires a patch, and a patch requires an intricate process involving developers and testing from a specific QA team. For LockOn, that QA team unfortunately no longer exists, and Ubisoft is unlikely to create one. This is not because they don't see the value of the FOV fix, but simply because it would cost them more to pay a team to create such a patch, than the sales they would generate from new copies sold (if LockOn is even sold still). ;)

This explanation actually helps to justify other similar cases of why certain older games do not support Th2Go.


I don't think this is actually correct. Try this experiment: go into view.cfg and change CockpitViewAngleMax = 300.0. Then go into view.lua and change CameraViewAngleLimits[PlaneIndex.iSu_27] = {100.0, 300.0}

Now go fly the Su-27. When you zoom *in*, you can see the pilots legs but the fov is way too narrow. But when you zoom out, as you go back, your entire view actually *tilts* upward. The vertical FOV is just fine. But your "head" is forced to point progressively upward!

That's a very different problem, and I have to believe the fix is buried in one of the settings files. They're using some sort of algorithm that is limiting the azimuth in which the pilot's head is allowed to operate.

I refuse to give up on this game! It's the #1 reason I got the TH2Go and this ridiculous 3 monitor setup(!).


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