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Wired moves in VC aircraft rotates.. (FSX issue)

Featured Replies

Ok guys, you want a reason for this topic to be in the NGX forum? I'll give you one. This viewpoint distortion makes it annoying to view the HUD at times. The viewpoint gets out of position and, since I don't have Track IR, I have to keep moving the view to center the HUD so that I can see all the information in it. That's a good reason for this topic to be in the NGX forum, because this issue affects the way I fly the NGX. Thus I'm also interested on a solution to this.

Matheus Mafra

Ok guys, you wanna a reason for this topic to be in the NGX forum? I'll give you one. This viewpoint distortion makes it annoying to view the HUD at times. The viewpoint gets out of position and, since I don't have Track IR, I have to keep moving the view to center the HUD so that I can see all the information in it. That's a good reason for this topic to the in the NGX forum, because this issue affects the way I fly the NGX.
Exactly, I've had times where I can't see my current speed and end up moving my viewpoint to the right.

Thanks!
Nick Crate
Chief Executive Officer
FedEx Virtual Air Cargo

Couldn't this be solved with the EZDok Camera add-on? I don't think I have noticed any movement whatsoever with everything turned off.

Christoph Kühne

  • 2 weeks later...
Couldn't this be solved with the EZDok Camera add-on? I don't think I have noticed any movement whatsoever with everything turned off.
EZDok adds alternative camera views, which I suspect are relative to the FSX eyepoint. If so, EZDok will have this circular movement as well. An easy way to check would be to taxi in circles with the HGS in view. If the HGS seems to move around then EZDok does not solve the problem. If the HGS remains fixed then please let me know and I'll be buying EZDok ASAP!! IMO this is not a deliberate FSX effect, but an error in calculating the position offset between CG and the VC eyepoint. It's unrelated to acceleration effects, which are completely removed by setting "MomentumEffect = No" in Cameras.cfg (you don't have to change the dynamic head movement settings in fsx.cfg). You can slew heading and see the eyepoint position change, no acceleration involved. The effect gets less the closer the eyepoint is to the CG. It's not noticeable at all in the default Cessna, but it's just as noticeable in the default 737-800 as it is in the NGX. As others have said, it's the NGX's HGS which makes it so obvious. However since, unlike other addons, I fly the NGX in the VC I'd noticed the way that sometimes the control wheel would partially obscure the FMS CDU, other times not. Now I know why, it depends on your heading. It's possible pitch and roll angle have an effect too (they should also be part of the CG to VC translation calcs) but I haven't experimented with that yet. Kevin Hall

ki9cAAb.jpg

Hey I'm having exactly the same problem, very annoying when using the HGS in the NGX.

Arjen Vandervelde

  • Commercial Member

Unfortunately, as we discovered, the axis of rotation for the airplane and the camera are not co-located in FSX (for reason's unknown), so the airplane's rotation conflicts with the camera's rotation, and you get the exact issue you see here. We have been unable to find a work around for this.

Vin Scimone

Precision Manuals Development Group

www.precisionmanuals.com

PMDG_NGX_Dev_Team_FB.jpg

Regarding EZDok: I just had time to test it. Indeed, it does not get rid of this effect, sorry about that. I just never noticed it before, mainly because of TrackIR.However I did wonder why my preset head-position would coincide with the combiner perfectly, while other times I have to "move over" to see the all of the projection. That explains it. The nice thing about TrackIR is that it actually enables you to do such a thing without button pushing.

Christoph Kühne

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