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Author Topic: FOV Modification for Triples or any widescreens (SOLVED)  (Read 2020 times)

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WxTech

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Re: FOV Modification for Triples (or widescreens)
« Reply #12 on: May 28, 2023, 12:39:00 PM »

When using mods that have altered classfiles, you should run the little utility, classcheck.exe. it will identify potential conflicts if a particular classfile appears 2 or more times in your mods.

If you have the FOV logged to the HUD, what value can you achieve? Failing that, can you estimate what is the horizontal FOV? If a multi-monitor poses a problem for screen capturing, even a cell phone snapshot of your screens would be helpful.

Personally, for a combat sim I would have to have a gun put to my head in order to adopt what I call the 'tank slit' view. That's because the vertical view angle is just about as important as the horizontal due to turning fights having the highest turn rate occurring in the plane containing the lift vector. I've watched vids by players using the 'tank slit view who clearly suffered the price of poorer situational awareness and greater difficulty in acquiring and tracking bogies in a dogfight.
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WxTech

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Re: FOV Modification for Triples (or widescreens)
« Reply #13 on: May 29, 2023, 03:50:49 AM »

If enabled to display it, when you change the FoV the value will be displayed on screen for sevreal seconds, in the same way other things like power, flaps setting, etc. are.

When you alter the FoV, it does not change your position in the cockpit. While it may appear so, as you zoom in you are not getting nearer to the sight. Altering the FoV is identical to changing the zoom setting on a camera lens; it makes everything near and far change in scale identically.

In your screenshot of your monitors, note how the effect is of a 'window' which is very much wider than it's tall. This horizontally elongated view is reminiscent of the view through the small window, or slit, on a tank. Hence the 'tank slit view', as I call it.  ;)  This is quite fine for more sedate flying, but in a turning fireball the very significant loss of FoV in the vertical is an awful handicap. Even a 120 degree horizontal FoV will not cover as much vertically as a 16:9 display at 85 degrees. The stretched aspect ratio, augmented by the gnomonic distortion of a 120 degree FoV, will result in a still restricted view angle in the vertical.

Incidentally, I might mention that I wrote software to generate custom star charts for publication in magazines and books, using a variety of projections. And so the distortions imposed by stereographic, orthographic, azimuthal equidistant and gnomonic projections is well understood.  ;)
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SAS~Storebror

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Re: Re: Installing Ultrapack
« Reply #14 on: May 29, 2023, 04:04:09 AM »

UP 3.4 Patch 2 Hotfix 17.
Don't know how much more FOV one would need - this is definitely more than 85 degrees IMHO.



]cheers[
Mike
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GPatricks

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Re: Re: Installing Ultrapack
« Reply #15 on: May 29, 2023, 04:08:56 AM »

SAS~Storbror, this is my max FOV currently, it does Increase\Decrease using the hotkeys just fine.. I had installed the Hotfix, actually shows Hotfix 17, Selector 5.1 on the splash screen. Maybe a setting i'm missing? I tried adding "FOV=120" under the [Mods] section in conf.ini, didn't change.. also put "00_DefaultFOV" folder (contains 4 files) in the x:\IL 2 Sturmovik 1946\Mods folder, no change.





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WxTech

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Re: FOV Modification for Triples (or widescreens)
« Reply #16 on: May 29, 2023, 05:32:44 AM »

I use Storebror's smooth zoom mod, which allows to set a desired default wide view. It's been a while since I first put it to use, and I did quickly do a tweak of my own so as to step between a wide (105), moderate (60 or 70) and narrow (30) FoV via button presses on my throttle. Not that it applies to me, as I don't use them, but there *might* be a conflict with NG-CAM or PAL's visual mod.

If you succeed in achieving a 120 degree FoV, you can obtain something near to a 1 to 1 image scaling if your eyes are located somewhere around 1/2 to 2/3 the total screen width from the screen center. The actual best position would have to take into account the fairly considerable curvature. When the screen is large enough to permit this without having to get comically near it, this makes for a mighty fine substitute for a VR setup.
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GPatricks

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Re: FOV Modification for Triples (or widescreens)
« Reply #17 on: May 29, 2023, 05:42:32 AM »

I have tried placing "FOVMod" and "FOVMod_animated" (believe that is the "smooth zoom mod " you refer to?) at different times in the Mods folder with no effect in-game. Restart and the Increase\Decrease FOV is still at default values..
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Frankiek

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Re: Re: Installing Ultrapack
« Reply #18 on: May 29, 2023, 06:04:49 AM »

In UP mods need to go in #UP folder the MODS folder is not going to be seen no wonder is not working
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GPatricks

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Re: Re: Installing Ultrapack
« Reply #19 on: May 29, 2023, 06:19:52 AM »

THANK YOU Frankiek!! I have not seen that stated anywhere (missed it?). So once I placed "FOVMod" under "x:\IL 2 Sturmovik 1946\#UP#" it worked perfectly!

Really, so simple.... thanks again!


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SAS~Storebror

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Re: FOV Modification for Triples or any widescreens (SOLVED)
« Reply #20 on: May 30, 2023, 04:36:39 AM »

Folks I have merged the four (!!!) topics now which were all dealing with this very issue, spread all across our forums.
I'd be really glad if you could refrain from crossposting.
You will notice how confusing this thread looks now.
It doesn't get better if you spread it across four threads.

As for the underlying issue, Hotfix 18 for Ultrapack 3.4 Patch 2 will contain the "FOV Mod" per default.

]cheers[
Mike
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GPatricks

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Re: FOV Modification for Triples or any widescreens (SOLVED)
« Reply #21 on: May 30, 2023, 04:49:46 AM »

My apologies for the mess SAS~Storebror, my Google searches kept coming up with different threads about this (including one I did a year ago about HSFX!) and I posted in a few of them. I have deleted or changed them to show relevance to HSFX or UP 3.4 for better clarity. Luckily Frankiek saw the main issue was my ignorance in where to put Mods in Ultrapak. I will be more careful posting in the future, some of these threads have not been updated sine 2011...  ;D
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ssn637

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Re: FOV Modification for Triples or any widescreens (SOLVED)
« Reply #22 on: June 01, 2023, 07:49:41 AM »

Thanks Mike, Hotfix 18 has provided me with a working FOV Mod!

Cheers

Geoffrey
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GPatricks

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Re: FOV Modification for Triples or any widescreens (SOLVED)
« Reply #23 on: June 01, 2023, 08:09:14 AM »

Thanks Mike, Hotfix 18 has provided me with a working FOV Mod!

Cheers

Geoffrey

Mike - quick question. I don't see the FOVMod listed as part of the "This hotfix addresses these issues encountered after release of the previous Hotfix:" or "New Features", but it installs a "STD" folder dated 6/1/23 in #UP#. I removed the FOVMod folder and all seems well, assume that was the correct procedure as it works great? Going to Edit the 1st post to state Hotfix #18 basically negates the need for whole thread.. but maybe in the future it will help someone..

Thank you!
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