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Author Topic: Thoughts on F4U Corsair's mirror positioning.  (Read 815 times)

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genXgamer

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Thoughts on F4U Corsair's mirror positioning.
« on: February 25, 2024, 01:38:28 AM »

Hi guys

I'm currently playing Hell in the Pacific campaign.
The Corsair has terrible rearward visibility, you can't see anything behind you by turning your head so the mirror becomes extremely important (for me anyway).

What's annoying me is the mirror is tilted upwards which makes it pretty much useless, I have to continually pitch the nose up to see if my tail is clear.

Interested in what others think, does it need tilting downwards?
Do we need more mirrors?




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Frankiek

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #1 on: February 25, 2024, 04:29:05 AM »

A few planes have the same problem that you can't use the mirror from the basic set pov and you need to move your head or use the hat or mouse. It so annoying and mirror is totally usless
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WxTech

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #2 on: February 25, 2024, 07:21:11 AM »

Solutions:
- In Body.msh move the view hook(s) a bit farther forward. This helps to obtain a wider FoV for the mirror image. And it affords a bit of an improvement when turning to look aft.
- In the cockpit class increase the 6dof movement limits. This also permits to get nearer to the mirror, as well as to increase the range of coverage by the mirror via head movement.
- Adjust the angle of the mirror if found to not deliver sufficient coverage in the downward direction.

The additional side mirrors; wasn't that a post war innovation?

I'll take a look at this business with the existing single mirror...
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Kopfdorfer

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #3 on: February 25, 2024, 07:30:36 AM »

Would be very cool if interior cockpit mirrors were adjustable during flight.
Obviously the ones exterior to the cockpit housing should be fixed ( only adjustiable when
cockpit is open ? ) , and some keen souls would have to dig around to see which mirrors
of the interior variety were , in fact adjustable by the pilot.
I also thought ( way back ) that given the number of different types of mirrors available
on certain models ( early spits and P-51s in particular ) where different types of "ad hoc"
mirrors were applied ,
it would be fun if the mirror options could be cycled through in the
arming screen set up menu.

Kopfdorfer

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genXgamer

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #4 on: February 25, 2024, 08:34:47 AM »

Thanks guys for the input.

I'm thinking I should just tilt the mirror down in the cockpit hierarchy file to see if this does improve things.
What I find good, may not be for others.

Quote
Would be very cool if interior cockpit mirrors were adjustable during flight.
It would indeed.
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WxTech

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #5 on: February 25, 2024, 08:50:59 AM »

Shane,
Do you use 6dof head tracking?
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genXgamer

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #6 on: February 25, 2024, 09:06:57 AM »

Hi mate

I use Opentrack with Aruco marker, which I find is excellent.
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WxTech

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #7 on: February 25, 2024, 01:08:25 PM »

Do I take it that you do have the ability to translate your virtual coconut fore-aft, L-R and up-down? This impacts how effective the mirror can be.
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genXgamer

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #8 on: February 25, 2024, 02:01:42 PM »

Yes I can move my head in all directions, even roll.

Mirrors should be positioned so you only have to slightly glance up, not re-position yourself.
The mirror is angled up and needs to be adjusted for me.
I can do this myself, just wanted to know what others thought.

In regards to how many mirrors they had, I'm sure there's someone out there who the F4U is their favourite aircraft and knows every detail.
This guy seems pretty knowledgeable on the subject, check his second post.

https://old-forum.warthunder.com/index.php?/topic/374078-f4u-1-series-inaccuracies/
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WxTech

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #9 on: February 25, 2024, 10:12:58 PM »

Here's a result for the F4U-1 Birdcage cockpit. I rotated the mirror a further 5 degrees from the original 10 degrees. I also moved it down 1cm so as to eliminate the ugly clipped edge of the glass for the external model which ran along the upper part of the mirror's image.

I first tried an additional 10 degree tilt, but this is clearly too much; the extra 5 degrees looks pretty good to me, and this is in effect for the screen captures below...

I also increased the 6dof limits in the fore-aft and up-down directions fairly considerably. The 6dof settings I have in CockpitF4U1.class (including the default values if not specified in the class, and a guide to the parameters):
Code: [Select]
/*      limits6DoF = (new float[] {0.5F, 0.08F, -0.05F, 0.15F, 0.2F, -0.2F, 0.05F, -0.05F}); DEFAULTS GUIDE
    (0)spineL, (1)faceL, (2)spineOffsetX, (3)leanSideMax, (4)leanForwardMax, (5)leanForwardMin, (6)raiseMax, (7)raiseMin */
//        limits6DoF = (new float[] {0.7F, 0.055F, -0.07F, 0.11F, 0.16F, -0.11F, 0.03F, -0.03F});  //original
        limits6DoF = (new float[] {0.7F, 0.055F, -0.07F, 0.11F, 0.2F, -0.25F, 0.09F, -0.1F});

I also adjusted the CAMERA and CAMERAAIM hooks in Body.msh:
Code: [Select]
[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
CAMERAUP <BASE>

[HookLoc]
//0 -1 0 1 0 0 0 0 1 0.00638 0.27235 0.99906
//0 -1 0 1 0 0 0 0 1 0.00638 0.09405 0.99013
//0 -1 0 1 0 0 0 0 1 0.00638 0.16449 1.15229

0 -1 0 1 0 0 0 0 1 0.00638 0.1 1.0  //L B U
0 -1 0 1 0 0 0 0 1 0.00638 -0.08 1.0
0 -1 0 1 0 0 0 0 1 0.00638 0.16449 1.15229

In this 3-panel image the POVs are farthest aft, about midpoint, and farthest forward, with the head kept in line with the gun sight. One can raise up (or scrunch down) in the seat to alter the look angle for the reflection; more so than the restricted stock 6dof limits permitted.

I tilted only the mirror, not the mirror base. This required a different amount of shifting in the rearward and downward directions. From the cockpit's hier.him:
Code: [Select]
[MIRROR]
Mesh MIRROR
Parent Canopy
//Attaching -1 0 0   0 0.17365 0.984808   0 0.984808 -0.17365   0.0 -0.37491 0.247  //original, 10deg; L B U
//Attaching -1 0 0   0 0.17365 0.984808   0 0.984808 -0.17365   0.0 -0.37491 0.237  //D10mm only
Attaching -1 0 0   0 0.34202 0.939692   0 0.939692 -0.34202   0.0 -0.3715 0.237  //D10mm, B3.4mm; xtra 5deg
//Attaching -1 0 0   0 0.34202 0.939692   0 0.939692 -0.34202   0.0 -0.37 0.237  //D10mm, B4.91mm; xtra 10deg

[BaseMirror]
Mesh BaseMirror
Parent Canopy
//Attaching 1 0 0   0 1 0   0 0 1   0.0 -0.37784 0.247  //original; L B U
//Attaching 1 0 0   0 1 0   0 0 1   0.0 -0.37784 0.237  //D10mm only
Attaching 1 0 0   0 1 0   0 0 1   0.0 -0.37784 0.238  /D9mm; goes with xtra 5deg
//Attaching 1 0 0   0 1 0   0 0 1   0.0 -0.37784 0.239  /D8mm; goes with xtra 10deg



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genXgamer

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #10 on: February 25, 2024, 11:41:03 PM »

G'day Glenn

The Birdcage Corsair is the only one I'm actually happy with.

I play in default FOV never zooming in or out.
Your middle screenshot is close to what I get, if you look at the Birdcage mirror it appears to be mounted flat.
The mirror for the others is angled up.






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WxTech

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Re: Thoughts on F4U Corsair's mirror positioning.
« Reply #11 on: February 25, 2024, 11:58:31 PM »

Here's the later Corsair with the mirror rotated a further 5 degrees. The PoVs for the 3-panel image are farthest back, about middle, and farthest forward, all views more or less in line with the gun sight. I want to eliminate that odd dark bar along the mirror bottom, which is a 'reflection' of the mirror base object's lower edge. Not sure why this occurs; it might be due to it and the mirror having very different coordinate origins.

I've boosted the 6dof limits similarly to those for the Birdcage, and tweaked all three CAMERA positions.




With the expanded 6dof limits, particularly in the forward direction, the direct rear view aft like this can be obtained.

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