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Virtualwombat

Spot plane view point distance

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Just downloaded Dino Cattaneo's T-45C Goshawk. Excellent plane with a fantastic VC, which is all too rare in FSX freeware a/c. But there is trouble in paradise! When I go to spot plane view, the plane is too far from the view point. How can I change the spot plane view point distance for this plane? Is it buried somewhere in the Aircraft.cfg file?Edit: I mean the view point not the zoom level...Cheers,Noel.

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The short answer is no, there is no means of doing that with the .cfg,the long answer is that Bill Leaming recently produced a gauge to allow modification of the spot view position and its included with the Eaglesoft SR22G2/3 turbo and the SR22G2 upgrade, curiously it was over the weekend someone adapted this gauge for use in other aircraft in order to rectify this problem .The reasons it happens is there are parts , most often tie downs that are increasing the planes " bounding Box " in sim, the problem can be mitigated in the model but not cured as in FS9 by using Afcad to adjust the aircraft radius and as a result the developers have needed to come up with different methods to fix this, none of the methods are in the SDK and most are never published in forums due to the complexity involved and competitive nature of the industry.

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You can move the view point easily enough -- just hold CTRL down while pressing "-" (closer) or "+" (further away). Unfortunately you can't save the new position. Zoom works as before (ie without the CTRL key).

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The two XML key_events are in the FSX SDK and may easily be implemented by anyone who knows even a little bit about XML gauge scripting.These two commands will only work while IN Spot View or Locked Spot View.

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Hi Bill. I am still confused. Where do your two camera views go in the T-45C aircraft.cfg? Do they go before the existing camera views and how are they numbered and how are the existing camera definitions re-numbered? Thanks and best regards, Bob.

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>Hi Bill. I am still confused. Where do your two camera views>go in the T-45C aircraft.cfg? Do they go before the existing>camera views and how are they numbered and how are the>existing camera definitions re-numbered? Thanks and best>regards, Bob.Bob, those new camera definitions I had posted the other week turn out not to even be recognized by FSX at all. Period. Nada. Nyet. Nichtwahr. :-eek In any case though, in general any new camera definitions would be placed either before or after any others that might already be in the aircraft.cfg file, as long as their numbers are different...They don't even need to be in numeric order; just different! ;)

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>The short answer is no, there is no means of doing that with>the .cfg,>the long answer is that Bill Leaming recently produced a gauge>to allow modification of the spot view position and its>included with the Eaglesoft SR22G2/3 turbo and the SR22G2>upgrade, curiously it was over the weekend someone adapted>this gauge for use in other aircraft in order to rectify this>problem .Me :)Hopefully something is in the works to fix this problem associated with quite a few FSX aircraft, without having to purchase the SR22 G3... though I'd recommend getting the SR22 G3 anyway!! :) :) :)I was looking through the SDK and I've never done any xml programming, but I know a little bit of C++, does it have anything to do with this line?:ERR trigger_key_event( ID32 event_id, UINT32 value)

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Just add these lines to your aircraft.cfg ---- make sure the CameraDefinition numbers are in sequence to other cameras already there. The InitialZoom number is the magic key ---- bigger number is closer and smaller is farther away from the plane ---- the default was 1.0. Works for me. If you accidentally hit the eyepoint reset keys (Cntl+space) then you will have to use the plus/minus keys to reset your zoom otherwise both the spot and locked spot views should load and stay nice and close. [CameraDefinition.007]Title = SpotGuid = {BCA3FDD1-FB83-4BBA-8407-4922A7F0D00C}Description = This is the description of the spot view.Origin = CenterSnapPbhAdjust = OrdinalSnapPbhReturn = FalsePanPbhAdjust = SwivelPanPbhReturn = FalseTrack = FlatChaseShowAxis = NoAllowZoom = YesInitialZoom = 10.0SmoothZoomTime = 2.0ShowWeather = YesXyzAdjust = FALSETransition = YesShowLensFlare=TRUECategory = OutsideClipMode = SpotPitchPanRate=30HeadingPanRate=75PanAcceleratorTime=0[CameraDefinition.008]Title = Locked SpotGuid = {BCA3FDD1-FB83-4BBA-8407-4922A7F0D00D}Description = This is the description of the spot view.Origin = CenterSnapPbhAdjust = SwivelSnapPbhReturn = FalsePanPbhAdjust = SwivelPanPbhReturn = FalseTrack = FlatChaseLockedShowAxis = NoAllowZoom = YesInitialZoom = 10.0SmoothZoomTime = 2.0ShowWeather = YesXyzAdjust = FALSETransition = YesShowLensFlare=TRUECategory = OutsideClipMode = SpotPitchPanRate=30HeadingPanRate=75PanAcceleratorTime=0HotKeySelect=3Cheers!

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I'm sure that is a good suggestion if you want the aircraft to "appear" closer, but it is important to point out that "zoom" factor is not the same as the camera position being close to the aircraft. If you set a high initial zoom setting, EVERYTHING in the scene will be zoomed in including the scenery.I think what people are looking for here is not zoom settings, which just magnify the scene. They are looking for the camera to be closer to the aircraft, without having to zoom at all. The two look very different.Cheers,Rob Young

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>I'm sure that is a good suggestion if you want the aircraft>to "appear" closer, but it is important to point out that>"zoom" factor is not the same as the camera position being>close to the aircraft. If you set a high initial zoom setting,>EVERYTHING in the scene will be zoomed in including the>scenery.>>I think what people are looking for here is not zoom settings,>which just magnify the scene. They are looking for the camera>to be closer to the aircraft, without having to zoom at all.>The two look very different.Precisely correct! What needs to be done is to adjust the Chase View* distance......something which is not at all obvious from the SDK.*Note: this is a deliberate hint... ;)

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What others have said is that they have adopted our Cirrus Series Viewpoint Gauge as found in our Preflight Gauge for use with other vendors aircraft...What Bill has said is that users/developers who wish to build such a gauge for their own use would be able to so by following his hint and the SDK.Our Gauge happens to be proprietary in nature and we cannot support its use with other vendors products:-)

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Bill/Ron,As an update to my "Got it...Thanks" reply above....In all my years of using Flight Simulator, I never really "got into" the "programming" side of it. I dabbled in minor scenery-making for personal use, but primarily with addon applications that were "point-click" types (never made anything that I considered "uploadable" for other users, etc). Add a building to my favorite airports, etc. And over time I "learned" about many of the .cfg file, etc, settings that could be changed to get aspects of Flight Simulator to "do things" in different ways. But... I always thought of the SDK as something designed for "hard-core programmers"...primarily commercial designers, or "advanced" designers of freeware/shareware addons. So...I installed it, but never really LOOKED at it before or read the included documentation that comes with it.Your "hint" above today just changed all that! I just finished reading the Camera Configuration part of the SDK. To say I was shocked was an understatement. It cleared up so many things I never understood about how all that stuff works. And more importantly, after slapping myself across my forehead numerous times during reading it, it made me realize the SDK is not just for "hard core programmers".The reason I'm posting this is in the hope that someone who may be a "newbie" user of FSX will take the time to read the SDK documentation. Even if you have no desire whatsoever to USE any of it to "change or design/develop" things in/for FSX, the KNOWLEDGE gained about how FSX works can make your understanding about FSX magnitudes greater. There may be (probably WILL be) some parts of it that will be incomprehensible the first time you read it. If so, don't sweat it. There WILL be many parts of it that will make things a lot clearer to you about how FSX "works". I'm gonna have to stock up on lots more coffee now. I can see I'm not gonna be getting anywhere near enough sleep over the next few months, now that I know what even a "novice developer/user" can do with the SDK and the knowledged gained from reading the information in it.Thanks for your accidental "wake-up call" for me concerning the SDK. :-jumpy Rick

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>Your "hint" above today just changed all that! I just>finished reading the Camera Configuration part of the SDK. To>say I was shocked was an understatement. It cleared up so>many things I never understood about how all that stuff works.> And more importantly, after slapping myself across my>forehead numerous times during reading it, it made me realize>the SDK is not just for "hard core programmers".You are most welcome, Rick. How do you suppose any of "us" got started? It all begins with a willingness to do some required reading and study, of the SDKs (plural), various dedicated forums, tips and tutorials scattered across the World Wide Wasteland... ;)Remember this: anything you can accomplish with a keyboard command (such as moving the camera in/out from an object on screen) can be programmed as well. You only need to discover what the programmatic commands are... :)

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Bill,Yeah, I kinda always knew that, but was never really interested in the programming side of things. I spent over 25 years in the Air Force doing IT on the System Administration side, and over the years picked up quite a bit of FS knowledge from forums, etc. The combination of those two (computer knowledge and specific FSX knowledge) has fortunately allowed me to avoid many of the problems users experience or complain about here in using FSX.Over the past several months I've contributed several "tutorials" on many FS related forums. With my background in teaching also (did "Instructor" jobs during those 25 AF years) I'm willing to help FS users if I can. I try to write my tutorials at the "newbie" level, and have received several kudos about them from both new and experienced FS users. But I never realized just WHAT was included in the SDK until I read it over the past several hours. A lot of the stuff I "tutored" about is already in there. It would have saved me tons of typing if I had just said (in some cases), "Go read this part of the SDK. It will explain xxx."The darn SDK should be MANDATORY reading for any new FS user. You may never want to program a darn thing, but it explains how the different parts of FSX work, and it would prevent a TON of questions posted in the forum if more new users read it.Yeah...I'm a dreamer...I know. We gotta get them to read the FSX User's Manual first, probably! ;-)Rick

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And all the manuals we produce for our products too...But let's start by expecting users to read the Readme first:-)

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>But let's start by expecting users to read the Readme>first:-)Ahhhh...another dreamer. My kinda person. ;-)

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I still maintain that the best way to get folks to read anything is to name it something like:WARNING_DO_NOT_READ_THIS_FILE.txt :-lol

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The spot plane view issue has been fixed (along with many other problems, both great and small) in Dino's latest release (V1.1, t45cfsxb.zip). Now the Goshawk offers the same instrument capability as the Acceleration F/A-18!Fantastic!Noel.

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