September 19, 201312 yr This is the idea I've suggested to Opus actually - cancel out the movements. Problem is we'll have to collect a ton of data and try to reverse engineer exactly what FSX is doing to do that though.I suggested some while ago to EZDOK that they solve this view problem with a compensating offset, but they weren't interested, didn't regard it as a problem. Perhaps you could use your influence with them? Because a fix that only works with Opus and not EZDOK would not really be satisfactory. As for the ton of data you plan to collect, I think I can save you looking for all that. I have a pretty good idea what the mathematical relationship with position is. I already know what the relationship with heading is. There is likely to be a small effect relating to pitch and roll attitude. PM me if you are interested. To be honest, as someone who's flown in a decent amount of turbulence while trying to control an aircraft, it adds to the frustration of trying to fly in weather.But this is nothing like turbulence, Kyle. It's nothing to do with any head movement simulation in fact, it's a mathematical error. In EZDOK you can choose whether to use dynamic head movement in each defined views, but with this FSX error it's there whatever the weather and for all camera views. It's a predictable and annoying position slew effect, mainly related to heading, so as the aircraft turns the eyepoint moves in a circular locus in the opposite direction.
September 19, 201312 yr Commercial Member but with this FSX error it's there whatever the weather and for all camera views. Yep. I know. Last paragraph, though I didn't allude to the lack of weather. I was just weakly comparing the frustration in general even in a real plane. Kyle Rodgers
September 22, 201312 yr why is the elimination of movement working on Microsoft Aircrafts and Realair Legacy and not on PMDG 737,777 regards Jürgen
September 22, 201312 yr http://forum.avsim.net/topic/344926-fsx-head-movement/ Have you tried this? Worked for me Dan.
September 22, 201312 yr http://forum.avsim.net/topic/344926-fsx-head-movement/ Have you tried this? Worked for me Dan. Hopefully this works. I don't mind the head moving during turbulence and turns, but the annoying thing is if you reset your view, it doesn't go back to the original but stays messed up. I have the 777 eye point as close to the back of the seat as possible, and sometimes when I turn, it goes behind the seat, but pressing ctrl+space leaves the view where it is and doesn't restore it to how it was before the turn. Alfredo Terrero
September 23, 201312 yr I have a tutorial on how to turn this crap off: http://forum.avsim.net/tutorials/article/61-how-to-disable-cockpit-head-movement-momentum/ It works for me. Try it. i7-6700K @ 4.5 GHz, 16 GB DDR4-2400 MHz, GTX 1070 8GB
September 23, 201312 yr I have a tutorial on how to turn this crap off: http://forum.avsim.net/tutorials/article/61-how-to-disable-cockpit-head-movement-momentum/ It works for me. Try it. That disables the FSX momentum effect, which is undoubtedly a help. It does not disable the movement Alex is talking about, which has nothing to do with acceleration or momentum.
September 23, 201312 yr That disables the FSX momentum effect, which is undoubtedly a help. It does not disable the movement Alex is talking about, which has nothing to do with acceleration or momentum.Funny. For me it disables both. I'll do a video later today. i7-6700K @ 4.5 GHz, 16 GB DDR4-2400 MHz, GTX 1070 8GB
September 24, 201312 yr Author Commercial Member Do it at dubai [near the equator] It is very frustrating and I am glad pmdg looked into it :-). I took out the fsx acceleration manual and looked at the names of all the developers.. Surely someone must know where one or two of them have got to, there is 30+ people Alex Ridge Join Fswakevortex here! YOUTUBE and FACEBOOK
September 25, 201312 yr Do it at dubai [near the equator] It is very frustrating and I am glad pmdg looked into it :-). I took out the fsx acceleration manual and looked at the names of all the developers.. Surely someone must know where one or two of them have got to, there is 30+ people You might be able to find the one who wrote that piece of code. They may know where the error is and even what the error is. But without the source code they can't correct it. MS own the IPR and aren't going to open access up to fix this. Has Dubai moved by the way? Last I heard it was 25 degrees North. ^_^
September 29, 201312 yr Do it at dubai [near the equator] It is very frustrating and I am glad pmdg looked into it :-). I took out the fsx acceleration manual and looked at the names of all the developers.. Surely someone must know where one or two of them have got to, there is 30+ people Sorry it took a while to reply... OK, I started up my FSX and the issue happened to me. Strange. i7-6700K @ 4.5 GHz, 16 GB DDR4-2400 MHz, GTX 1070 8GB
September 29, 201312 yr Sorry it took a while to reply... OK, I started up my FSX and the issue happened to me. Strange. Not that strange. The FSX head momentum effect is not related to this issue. The momentum effect is related to acceleration. The view bug happens no matter how little acceleration is used.
September 29, 201312 yr Commercial Member This is the idea I've suggested to Opus actually - cancel out the movements. Problem is we'll have to collect a ton of data and try to reverse engineer exactly what FSX is doing to do that though. It's simple: it's a conflict between two different coordinate systems. The aircraft is in the units of the round earth model, whilst the camera view is planted firmly in the FS9 barrel model. As the aircraft moves through the round earth coordinate system, it translates into a distorted version in the barrel system, resulting in the behavior you see. The fix is to calculate the offset between the two coordinate systems, and apply it to the view position to normalize the view position to the round world coordinate system. The clouds suffer the exact same problem. FSX is much closer to FS9 than people think. Best regards, Robin.
October 1, 201312 yr It's simple: it's a conflict between two different coordinate systems. The aircraft is in the units of the round earth model, whilst the camera view is planted firmly in the FS9 barrel model. As the aircraft moves through the round earth coordinate system, it translates into a distorted version in the barrel system, resulting in the behavior you see. The fix is to calculate the offset between the two coordinate systems, and apply it to the view position to normalize the view position to the round world coordinate system. The clouds suffer the exact same problem. FSX is much closer to FS9 than people think. Best regards, Robin. Robin, It's not the coordinate system. If it was, the error should be zero at the equator (where the two systems are the same) and maximum at the pole (where the difference between the systems is greatest). In fact the reverse applies. The effect is maximum at the equator and reduces as latitude increase to the poles. I'm fairly certain it's to do with how the pilot's eye position is calculated relative to the CG in lat/long terms. You can have the similar problems in commercial flight simulators if you aren't careful with the maths used. Kevin
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