- Messages
- 18
- Country
Have you tried adjusting the World Scale on your VR config? If so, what value you find that accurately matches the size of the cockpit in VR?
Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.
Have you tried adjusting the World Scale on your VR config? If so, what value you find that accurately matches the size of the cockpit in VR?
Yeah I understand, just wanted to have an scaling factor to work with. We will look into this.I know this option (I even fly with 106%) but the problem is that if you use it - you touch everything, the whole world, even buildings, trees, people, so not only the cockpit. For example, if you down it to -20%, you will have the size of the rest -20%. I also specially written that the impression is such in relation to other models. In MSFS you dont have a scale for specific model but for all or nothing. So if I give it 100% (as benchmark), the scale should be the same everywhere, and Osprey then vs other models looks like more 115%-120% inside keeping 100% level on the others. The difference is so large that MFDs look like large TVs, and the stick on one that holds with two hands. Even the buttons around the MFD look like large Lego blocks. Recently, I sat in the UH-60M CMFD and the impression is completely different (I have also MFD in my home cockpit). It spoils immersion a bit. I suspect that everything can be globally reduced with a slider in MSFS SDK/or 3D soft and then give to test, so it can be quite easy to improve I suppose, because the proportions are generally OK (so one global move only in VC). Generally, the 100% scale in MSFS is too small (there are several topics on the MSFS forum about it), better scale proportions are in DCS, but this shows that with 100% effect of impression in the cockpit MV-22 should be much smaller than we have Today on 100% with MV-22 (and yet the VC is too large, so I wrote that it should be smaller with a range of -15-20% because then it starts to look fairly good). If you would like to improve it, I will gladly take part in the test. For 2D users, this will not change, because they will not even notice it, but for VR users it will be a big plus. I only fly in VR for 4 years, mainly helicopters, also in DCS but MV-22, unfortunately, it looks too big here. Pls think about it .
Doing some research online - this seems a common issue among different aircraft, and personal preferences. I've found multiple articles regarding this issue on the forums. It has to do with interpupillary distance, as this is what really determines the perspective and scale of things: https://forums.flightsimulator.com/...-school-children-classroom-seats-etc/563763/3I know this option (I even fly with 106%) but the problem is that if you use it - you touch everything, the whole world, even buildings, trees, people, so not only the cockpit. For example, if you down it to -20%, you will have the size of the rest -20%. I also specially written that the impression is such in relation to other models. In MSFS you dont have a scale for specific model but for all or nothing. So if I give it 100% (as benchmark), the scale should be the same everywhere, and Osprey then vs other models looks like more 115%-120% inside keeping 100% level on the others. The difference is so large that MFDs look like large TVs, and the stick on one that holds with two hands. Even the buttons around the MFD look like large Lego blocks. Recently, I sat in the UH-60M CMFD and the impression is completely different (I have also MFD in my home cockpit). It spoils immersion a bit. I suspect that everything can be globally reduced with a slider in MSFS SDK/or 3D soft and then give to test, so it can be quite easy to improve I suppose, because the proportions are generally OK (so one global move only in VC). Generally, the 100% scale in MSFS is too small (there are several topics on the MSFS forum about it), better scale proportions are in DCS, but this shows that with 100% effect of impression in the cockpit MV-22 should be much smaller than we have Today on 100% with MV-22 (and yet the VC is too large, so I wrote that it should be smaller with a range of -15-20% because then it starts to look fairly good). If you would like to improve it, I will gladly take part in the test. For 2D users, this will not change, because they will not even notice it, but for VR users it will be a big plus. I only fly in VR for 4 years, mainly helicopters, also in DCS but MV-22, unfortunately, it looks too big here. Pls think about it .
[CAMERADEFINITION.32]
Title="PilotVR"
Guid="{E97C2551-9376-4DBC-AE70-464C5D4697CA}"
UITitle="TT:GAME.PANEL_CAMERA_PILOT_VFR"
Description=""
Origin="Virtual Cockpit"
Track="None"
TargetCategory="None"
ClipMode="Normal"
SnapPbhAdjust="Swivel"
PanPbhAdjust="Swivel"
XyzAdjust=1
ShowAxis="NO"
AllowZoom=1
InitialZoom=0.57
SmoothZoomTime=2
BoundingBoxRadius=0.1
ShowWeather=1
CycleHidden=0
CycleHideRadius=0
ShowPanel=0
MomentumEffect=1
ShowLensFlare=0
PanPbhReturn=0
SnapPbhReturn=1
InstancedBased=0
NoSortTitle=0
NodesToHide=""
Transition=0
PitchPanRate=20
HeadingPanRate=60
PanAcceleratorTime=5
XYZRate=0.25
XYZAcceleratorTime=0
ZoomPanScalar=1
Category="Cockpit"
SubCategory="Pilot"
SubCategoryItem="PilotVR"
InitialXyz= -0.01, -0.04, -0.8
InitialPbh= 0, 0, 0
Thanks for pointing that out, i'll take a lookBtw. The windshield was touched in 1.1.3? Looks like it losts reflections:
No progress on making the FMC work to enter a flightplan or change waypoints, navigation, etc? I thought that was going to be updated in the Osprey at some point so that it would be able to navigate through the FMC?nothing new. will wait what msfs 2024 feature have.
or you expect something?
hope there have interaction with environment. I love to have this aircraft an external load (sling load)
Thanks for the explanation. I understand the on going learning part. I think we are all doing that! Good luck with your learning and bringing that knowledge into the Osprey in the future. It will be a great addition to your excellent aircraft. I am not an aircraft developer so I don't understand how any of that works but have you looked into the Working Title avionics framework to see if that will help you? It may not be compatible with what you are doing to make a system for the Osprey but just an uneducated thought in case it is helpful. Otherwise I definitely do not have any knowledge to impart for you on that! Ha Ha. Thanks for your hard work!I got dead end for flightplan in WASM. FS9GPS variable simply doesn't work. no much information I could gather
the option is build whole own navigation system or using default HTML.
I pick 2nd option learn javascript first. still on going learning.
COM2 works in most aircraft but I don't know about VATSIM support. But you should be able to use COM2 to listen to a secondary frequency and/or talk to the in game ATC with it as that is available by default. Good use case would be to listen to ATIS on COM2 while still monitoring and using COM1. It would seem that would be possible in the MV-22 for sure but as of right now I don't believe it is. This would be a much welcomed addition.Yes, Welcome back heater, thanks for the support. so you finished your "...". sorry I forgot the term in English.
radio/ Nav
- Comm2 not supported by it sim as last I checked. I checked my code. it still commanding to COMM2. if it still not work, then COMM 2 still not supported. if other software like VATSIM have a way to make COMM2 work, I will happy to add that support.
- let me check the HSI
-AP speed hold, let me re adjust it again
-yaw pedal, I must give space range due to some of pedal (physical) have jitter.
-ever try using stock FMS and it work good. unfortunately this FMS lock the navigation to GPS ONLY, so can't use VOR or TACAN. still find away for that.
let me try some other stock, maybe add a garmin GPS handheld.
blending touchscreen Garmin into CDU which not support touchscreen would be weird.