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The Staff of SOH
I hope you'll consider both collimation and ILS for moving carriers in future Razbam aircrafts.
I agree with you Empeck, but regarding collimation, until now, I never found on the web any explanation on how to make a "collimated" HUD or sight...
If the "focused at infinity" effect is feasible (insert the 2D gauge a couple of meters in front of the windshield), the "HUD graphical elements disapearing from the sight glass when moving the head" is still a mystery for me...
Apparently this is a task for the modeler, not the gauge builder. There would need to be some new parts, but they wouldn't need to be finely modeled, because they would be invisible. The VC model would need to be ADDED TO, but not radically CHANGED.http://www.fsdreamteam.com/forum/index.php?topic=381.0;wap2
virtuali:
Without that [eyepoint] info, it's not possible to really collimate the display, without having to resort to an half-backed solution like we did in the Cloud9 Phantom, were we simply had a *very* big gunsight placed ahead the airplane and flying with it, giving the illusion of a projection, but with other issues, like for example the gunsight not being 3d clipped by the hud glass so, if you moved your head laterally in the Phantom, the gunsight would eventually appear floating outside, giving away the trick.
http://www.fsdreamteam.com/forum/index.php?topic=3093.0
virtuali:
It would require to modify the model, if it was done like the Aerosoft F-16 which, if I understood the explanation, it's using a big projection plane, moved away from the view, in order to simulate collimation. Which, btw, it's something we did long ago in the Cloud9 Phantom gun collimator.
Sylvain is on the right track. This is what Cloud9 did for their Phantom, according to the Unofficial F/A-18 Hornet forum at FSDreamTeam.com:
Apparently this is a task for the modeler, not the gauge builder. There would need to be some new parts, but they wouldn't need to be finely modeled, because they would be invisible. The VC model would need to be ADDED TO, but not radically CHANGED.
That being said, I don't know how to answer Sylvain's question.
I've been flying the A-7 for two days. From what I've seen so far, this is a great product except for one thing. It has high-quality visuals, including 3D gauges, animated ordnance, and lots of depth in the systems and FDE. We've already talked about the FDE, but check out the manual, if you haven't already, and read about the different types of map and radar displays. You could build scenery around it, and we will see missions for it. The only thing missing is a collimated HUD.
Razbam, are you open to exploring this for the A-7? If the answer's "no," I'll just drop it; we all know you're working on the next product. But if you are open, I'd like to help, if I can. I bet there are others too, like me, who are excited about the product and want it to be as good as it can.
I'm thinking that if the gauge could move itself around the panel based on the current eye-point values, then bingo-presto, it would be “focused” to infinity. Only problem with that bright idea is I don't think an XML gauge can “see” eye-point values. I've peeked into the A2A panels, and I don't see a gun sight gauge, so I'm guessing, like others here, that the capability is built into the model itself.
OK, so what happens when you look sideways through a real HUD? Does collimation apply to the real world? When the image is projected on the glass it doesn't know what the viewing angle is. Why would you move your head to the side of the canopy and look through the HUD? Would like to hear from real world fighter pilots. Is collimation realistic?
When the image is projected on the glass it doesn't know what the viewing angle is.
Prowler & Zeus - I don't want to be known as the whinerI really appreciate what Razbam did to Navy FSX fans. Can't wait for your future aircrafts, especially A-4 and A-6 made to A-7 standards.
Oh man you will be for a treat. Specially since we are updating the A-6 for use as a shared cockpit with a pilot and a bombardier with a fully working station.
A ‘simple’ way to collimate, as far as I know, is to project the HUD symbology directly on the outside world. Then the symbology is in the right place by default. The only drawback is that you can see the symbology even if you move your head far outside the cockpit, but why would you want to do that?<o></o
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I also believe there is a way to replace a HUD with another one by editing the panel file. Is that perhaps an unofficial possibility here?<o></o
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Can another developer with experience with collimated HUDs perhaps help? I would be prepared to pay for a collimated HUD as an add-on, rather than keep flying such a beautiful plane in an anachronistic way.
About collimation and FSX. Yes, to create the illusion of collimation, the HUD or gunsight gauge must be placed in a flat invisible surface in front of the aircraft. That means a change to the cockpit model. That's why Ron said that he is reluctant to make another patch of the A-7 in the foreseeable future.