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Bryn

Does 777-P3D fix the extremely bizarre implementation of “dynamic head movement”

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Hi,

 

In the FSX manual of the 777, one of the biggest problems with using a VC in FSX is highlighted (p.136):

 

Microsoft created an extremely bizarre implementation of “dynamic head movement” in FSX that cannot be turned off. This system causes the camera’s X, Y, Z position in 3D space to shift depending on set of parameters that shouldn’t play any role in such a feature including the aircraft’s compass heading and physical latitude and longitude on the simulator’s model of the Earth. In addition to this, the effect becomes more extreme the further away the cockpit is from the center of the aircraft’s model. As a result, you are likely to see VC camera viewpoints that do not exactly match what we intended.

 

 

Has this been fixed in P3D?  If not, does anyone think it will ever be fixed in either the Dovetail or P3D version?

In other words, how much time should I commit to developing my own 2d panels... :-)

 

Bryn

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In short the answer is no because this is not a 777 problem. I doubt if it's fixed in p3d either. This was also discussed in a thread a few days back. A little search would have helped.

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Gentlemen,

 

Neither of these responses have really helped Bryn. You've told him to search and visit another forum.

 

I agree this issue is not PMDGs fault at all - but if you have alternative links it would be really useful for him, me, and the community who might see this thread.

 

Bryn, I can confirm that the issue remains in P3D - and I also understand how difficult it is to search for, as describing it succinctly is rather tricky.

 

Best wishes all.

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My point was you're more likely to get the answer you're looking for by asking in the P3D forums of avsim instead of a developers support forum.

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Gentlemen,

 

Neither of these responses have really helped Bryn. You've told him to search and visit another forum.

 

I agree this issue is not PMDGs fault at all - but if you have alternative links it would be really useful for him, me, and the community who might see this thread.

 

Bryn, I can confirm that the issue remains in P3D - and I also understand how difficult it is to search for, as describing it succinctly is rather tricky.

 

Best wishes all.

Well not exactly. I did provide direct answers to his question followed by the tip.

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Did you try to exclude the respective lines in the configfile?

People keep suggesting that, but it doesn't help. It mitigates some of the movement, but the annoying head movement is still there.

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Dear All,

 

Also very interested in resolving this - even though it may be in the wrong forum thread. If anyone knows of a link to fix - it would be appreciated.

 

Have tried the config fix etc, no change.

 

Good youtube demo on the issue here: 

 

Best wishes.

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It's hardcoded into FSX, so unless a developer with the FSX/ESP Source code (LM, or maybe Dovetail), gets around to fixing it, there's not much that can be done about it.

I remember OPUS making an effort to solve the problem, but as far as I know, they didn't succeed.

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This is something that has bothered me forever in FSX and probably versions before. I bought the 300 expansion a couple of days ago and it is of course more exaggerated due to the length of it. I have also been hopping around the equator with it which makes it even worse. A truly absurd problem to have to deal with.

 

I have many words in my vocabulary to describe the person/persons responsible for inflicting such an appalling and preposterous design decision on us. However, I can not use them here. 

 

Sometimes the movement is so ridiculous I am convinced it is a joke.

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I haven't checked, but would something like EZCA that takes over the camera mitigate or remove this problem?

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I haven't checked, but would something like EZCA that takes over the camera mitigate or remove this problem?

Users I have talked to say no.

 

If there was any utility that removes it, I would be the first in line to throw money at that developer.

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I haven't checked, but would something like EZCA that takes over the camera mitigate or remove this problem?

 

It does not. And like Kyle above I too would throw money at a solution to this.

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There appear to be just two variables that define the radius of the view point rotation: the aircraft's distance from the equator, and the distance of the eye point from the centre of the aircraft.

 

Surely with a bit of testing, someone could come up with the two parameters for those variables that can then be used to neutralise the movement through the simConnect interface. I'd have a crack myself, but what holds me back is the time-cost of collecting the data and estimating the parameters, and learning how to control views in simConnect. But there are developers who have the kit all set up...

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Like I said... OPUS (or another developer, my mind is pretty cloudy when it comes to names) was working on adding it to the add-on they provide. However, since they didn't work it out, there may be more to it than just a few parameters. The inability to see the actual source code might have something to do with it.

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Like I said... OPUS (or another developer, my mind is pretty cloudy when it comes to names) was working on adding it to the add-on they provide. However, since they didn't work it out, there may be more to it than just a few parameters. The inability to see the actual source code might have something to do with it.

All OPUS did was provide the facility to apply a fixed offset to the eyepoint, which doesn't really help much. I requested Ezdok look at fixing it, or at least reducing it, in their suggestions forum but the developer didn't understand the problem or why he should bother adding a fix. Seemed to think any head movement was good.

 

I'm surpised LM haven't looked at fixing this for P3D given it has a professional application.

 

 

There appear to be just two variables that define the radius of the view point rotation: the aircraft's distance from the equator, and the distance of the eye point from the centre of the aircraft.

I believe it's actually the cosine of aircraft latitude rather than distance from the equator. At 90N or 90S latitude the movement radius is zero. It should be easy to predict the movement and thus an offset to apply to null out the motion.

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Bryn, on 11 Oct 2015 - 08:28 AM, said:

Anyone know if this was fixed in P3D3?

 

No. It is part of the base engine and I don't think it is as easy as some think, to fix. It does not really bother me too much, not sure why everyone makes such a huge deal of it.

 

PS Robert will delete your posts if you don't sign them...

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No. It is part of the base engine and I don't think it is as easy as some think, to fix. It does not really bother me too much, not sure why everyone makes such a huge deal of it.

 

PS Robert will delete your posts if you don't sign them...

The maths to predict the motion isn't difficult, so if you can put in an opposite movement it should cancel it out perfectly. This has been done by a developer in beta tests in FSX recently but is not compatible with other view control software like Ezdok and opus yet. Hence not released yet.

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Hi

 

I did this in fsx.cfg and it do think it works, if you remove them I can almost be sure that it will use some default hardcoded values:

Try it, set all to 0 (zero)

 

[DynamicHeadMovement]
LonAccelOnHeadLon=-0.000000
LonAccelOnHeadPitch=-0.000000
RollAccelOnHeadLat=0.000000
YawAccelOnHeadLat=-0.000000
RollAccelOnHeadRoll=0.000000
MaxHeadAngle=0.000000
MaxHeadOffset=0.000000
HeadMoveTimeConstant=0.000000

 

/Per W

Sweden

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Hi

 

I did this in fsx.cfg and it do think it works, if you remove them I can almost be sure that it will use some default hardcoded values:

Try it, set all to 0 (zero)

 

[DynamicHeadMovement]

LonAccelOnHeadLon=-0.000000

LonAccelOnHeadPitch=-0.000000

RollAccelOnHeadLat=0.000000

YawAccelOnHeadLat=-0.000000

RollAccelOnHeadRoll=0.000000

MaxHeadAngle=0.000000

MaxHeadOffset=0.000000

HeadMoveTimeConstant=0.000000

 

/Per W

Sweden

I've tried this many years ago and it doesnt completely solve the problem but it helps.

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I've tried this many years ago and it doesnt completely solve the problem but it helps.

 

OK maybe so but I do not have any crazy/silly movements after that, had that before.

I also use OpusFSIs cameras and they feel OK, no silly movements.

 

But if setting it all to zeros does not help to 100% then there is nothing more to do about it.

 

Anyway, better then nothing.

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I've tried this many years ago and it doesnt completely solve the problem but it helps.

Please read the other threads on this. The bit you can't get rid of is not a deliberate effect, it's a bug in the code.

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On the P3D forum, LM have responded positively, saying a ticket has been raised for the bug.  We shall see...  

I imagine the problem will be even worse in the very long 747-8!

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