February 24, 201511 yr 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. Name available upon request
February 24, 201511 yr 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.
October 10, 201510 yr 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... Wes Meyer
October 11, 201510 yr 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.
October 11, 201510 yr 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=-0.000000LonAccelOnHeadPitch=-0.000000RollAccelOnHeadLat=0.000000YawAccelOnHeadLat=-0.000000RollAccelOnHeadRoll=0.000000MaxHeadAngle=0.000000MaxHeadOffset=0.000000HeadMoveTimeConstant=0.000000 /Per W Sweden Per W Sweden Programmer since 30+ years (now retired) and a avid flightsimmer since SubLogic on Vic64. Now I enjoy XP 12.1.3r2 and Scenery fixing. Also did some real pilot training back in 1979-80. Win10 Pro, i5-11600K, Water Cooling, ASUS MB 32GB, nVidia 4060Ti 16 GB, 27" ASUS TUF Gaming VG27AQZ 2560x1440 monitor, 2 NVMe drives + 4 SSDs and 1 HDD for downloads/storage. Honeycomb Yoke + throttle and MFG Crosswind rudders. I always build my PCs myself so I know what is inside them.
October 11, 201510 yr 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. Ron Hamilton "95% is half the truth, but most of it is lies, but if you read half of what is written, you'll be okay." __ Honey Boo Boo's Mom
October 11, 201510 yr 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. Per W Sweden Programmer since 30+ years (now retired) and a avid flightsimmer since SubLogic on Vic64. Now I enjoy XP 12.1.3r2 and Scenery fixing. Also did some real pilot training back in 1979-80. Win10 Pro, i5-11600K, Water Cooling, ASUS MB 32GB, nVidia 4060Ti 16 GB, 27" ASUS TUF Gaming VG27AQZ 2560x1440 monitor, 2 NVMe drives + 4 SSDs and 1 HDD for downloads/storage. Honeycomb Yoke + throttle and MFG Crosswind rudders. I always build my PCs myself so I know what is inside them.
October 13, 201510 yr 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.
December 5, 201510 yr Author 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! Streaming at twitch.tv/brynmwr
February 2, 201610 yr Author Fixed in P3D3.2!http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=12618&start=15 Streaming at twitch.tv/brynmwr
February 2, 201610 yr That's very good news. I wonder if Dovetail will follow their lead and fix the bug in FSX-SE?
February 3, 201610 yr Fixed in P3D3.2!http://www.prepar3d....=12618&start=15 fantastic news! What's next, mouse over performance bug? :wink:
February 5, 201610 yr I have the Real Air Simulation of the Duke B60 Version 2. It has absolutely no Dynamic Head Movement, so I'm assuming they have figured out something to mitigate it...
February 5, 201610 yr Commercial Member I have the Real Air Simulation of the Duke B60 Version 2. It has absolutely no Dynamic Head Movement, so I'm assuming they have figured out something to mitigate it... I doubt it has none at all, but since the Microsoft function is based on a calculation from an aircraft (and not VC) center point, and the 777-300ER is just over 7 times as long as the Duke, the effect is that much more exaggerated. Kyle Rodgers
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