VIEW_FORWARD_DIR can look aft
Hi Michael,
That is what the VIEW_FORWARD_DIR command exists to control.
VIEW_FORWARD_DIR=3,0,0 looks down 3 degrees and forward parallel to the datum line.
VIEW_FORWARD_DIR=3,0,180 looks down 3 degrees and aft parallel to the datum line.
The mid value is roll (degrees). The positive value context is ..... degrees down, degrees roll, degrees right.
This will not be a 'fixed window'. The gauges of pop up windows which use VIEW_FORWARD_DIR to establish the *EYELINE* can be used fully (can be clicked) without restraint. Just experiment with the default C172 panel.
The problem you have not addressed is *EYEPOINT*.
The pop up will use the P1 EYEPOINT from the aircraft.cfg unless you prevent that. To prevent that your pop up must invoke the panel.cfg EYE (point) Variable to establish the real aft facing EYEPOINT, for use with the aft facing pop up simulation control interface EYELINE (VIEW_FORWARD_DIR).
VIEW_FORWARD_EYE=minus some number, left or right some number, up or down some number // ..... controls the EYEPOINT of that particular 2D pop up simulation control interface.
Many 2D simulation control interfaces (incorrectly called panels) are completely broken, having no VIEW_FORWARD_DIR command to control which slice of the external scenery is visible when datum line pitch = 0, (and thus versus any other datum line pitch). In most default simulation control interfaces the second and third variable are not needed, but the first is mandatory. Whether the consumer is looking forwards, to the beam, or aft, the developers of 2D simulation control interfaces must understand that they are the scenery projectionist and that they must project the compliant vertical slice of the external scenery into the relevant 'windscreen', always using and imposing the first parameter of VIEW_FORWARD_DIR. Many 2D simulation control interface designers have never understood that they are the scenery projectionist and must write the scenery projection code.
This becomes a huge annoyance to real aircrew when they are presented with false pitch cues during 2D simulation, especially on approach. Even a three degree misrepresentation, (misprojection), of current pitch within the 2D simulation control interface windscreen is a huge developer design time error. Any 2D simulation control interface that has a window to look through must have the compliant vertical slice of scenery, from the available 360 degrees, projected into it. It is the author of the 2D simulation control interface, (it not just a 'panel'), who must know which slice of external scenery is compliant, and he must write the code.
All 2D simulation control interface designers must understand why 3 degrees rotation of the external scenery, to display the real vertical slice of scenery in the 2D windscreen of the fixed format bitmap, is the complaint value in the MS default C172, and why the parameter is not omitted (by MS) in FS9. It should not be omitted for a 3D simulation control interface. It must not be omitted for a 2D simulation control interface. During head up flight that simulation control interface is used to judge current pitch using the position of scenery in the windscreen. It is not just a 'panel', above which any random slice of scenery may be projected without detriment to the real time control of the simulation.
VCs (3D simulation control interfaces) do not allow that scenery projection error. Only during 3D simulation Microsoft is the scenery projectionist and no scenery projection displacement error can exist from any eyepoint, down any eyeline, at any zoom, making 3D simulation far superior. However if you have no choice but to use 2D simulation, then learning how to use VIEW_FORWARD_DIR, if necessary in compliant conjunction with VIEW_FORWARD_EYE, is essential.
Regardless, the way to understand what can actually be seen looking aft in a Ju 88 is to use a relevant pre existing 3D simulation control interface that works compliantly in FS9. The logical choice of FS9 conversion from CFS3 is by K. Malinowski, but claims to be 'for CFS2'.
kmalin@lodz.mm.pl
QUOTE from his 'read me'
These visual models were adapted from CFS3 visual models and converted for use with CFS2. Many changes and additions were made to the various models during the process of conversion for each variant. These models include many animated features, including cowl flaps, bomb doors, suspension, and dive brakes (if so equipped). Each texture is that of an actual aircraft that flew in combat in its respective area of operations.
Consequently an 'unclickable' Ju 88 aft (any) facing simulation control interface is freely available for FS9. *With Mr Malinowski's permission*, simply screen capturing that revised VC from the real aft eyepoint, down the real aft eyeline, at relevant zoom, not only provides the bmp background to lay the *working* wireless tuning gauges on in any 2D pop up simulation control interface, but automatically includes the correct projected scenery. You must then use that screen capture bmp to determine the look down eyeline value needed inside the VIEW_FORWARD_DIR in the 2D simulation control interface to match the real error free scenery projection as disclosed by always superior 3D simulation.
FSAviator.