Also added red out and black out due to high G over time, still need to work out tunnel vision
Thank you! These are much needed additions to any flight sim. Most flight sims assume that airplanes are flown and crewed by robots, not humans. Hypoxia and similar human factors problems are much needed additions.
Don't forget relative loss of distance and night vision as hypoxia creeps up on aircrew. The human eyes are energy-hungry organs, so they begin to lose acuity as O2 starvation sets in ca.10k feet. (FWIW, smoking or other forms of mild oxyegen starvation make this problem worse.)
As for tunnel vision, it not only shows up as an early symptom of GLOC but also hypoxia and, effectively, combat stress (although the latter is actually reasonably well-modeled by inexperienced players getting target fixation and failing to check 6 or otherwise maintain SA).
There's also the related issue that it's far more difficult for even well-trained pilots to quickly do "shoulder checks" while pulling G because of the physical demands of turning the head and neck. That is, realistically, it should be harder to pan your POV around while pulling any serious Gs.
Stock IL2 actually does a good job of modeling tunnel vision due to GLOC. I think that it's just a simple function which applies an overlay texture to the screen which describes the area of the screen outside the bounds of a circle. The closer you get to GLOC, the smaller the radius of the circle and the more intense the red or black screen overlay is at its periphery.
It might be two algorithms, one to define the radius of the circle based on the player's POV and GLOC state, the other to fill in a progressively darker red/black screen overlay which has its origin at player POV and gets darker towards the screen perimeter as GLOC gets more severe. Both functions are actually conic/circular, but they normally appear to just affect the sides of the screen due to typical screen geometry.