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Modify perspective in external views - help!

ndicki

Charter Member 2016
There's a tweak I used in my 1939 install that changes the perspective so that you no longer get the exaggerated "the nearer it is, the bigger it looks" views that CFS3 uses by default. I didn't apply it at the time - it's fairly recent - to all my installs, because I wanted to be sure it worked well... And of course, I now can't remember what it was!

Does anybody know?
 
If you're using AnKor's shaders (and why wouldn't you) there's a setting in the d3d8.ini for it. No idea about a good value though, I'm at work at the moment so checking is a bit of a mission impossible.
 
If you're using AnKor's shaders (and why wouldn't you) there's a setting in the d3d8.ini for it. No idea about a good value though, I'm at work at the moment so checking is a bit of a mission impossible.

That was it! Thanks. I hadn't updated the shaders in that install.
 
For my widescreen I'm using ExternalFOV=30, but i also had to adjust VirtualCockpitView FovScale="0.4" in ViewUI.xml to make the view distances match when I jump into the cockpit. Unfortunately the in cockpit setting is not universal for all aircraft because of how the cockpit eye distance is set in each model. It takes some adjusting to find a setting that works most of the time. For the rest you need to use [ and ] to tune it once you jump in to the cockpit.

For the standard external FOV of 60 degrees in d3d8.ini, the FOVscale should be set to 0.8 in ViewUI.xml.

The narrower the angle you use for the external FOV the larger the target aircraft will appear on the screen. Besides letting you identify aircraft types at a greater distance, this also has the fortunate side effect of raising the LOD being displayed. This is because the LOD levels are based on the number of pixels used to display the aircraft on the screen rather than the physical distance they are away from you.
 
Interesting to know! I think I'm going to have to fiddle about a bit here. Thanks!
 
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