Ok, glad you like it. Yes, it makes it more difficult to aim while turning. I will probably add a few additional settings for adjusting the movement limits.
The problem of those triangles is an odd one. It seems CFS3 updates view position/direction twice for each frame, but calculates terrain visibility only once. So if any head movement occurs between updates the list visible terrain triangles no longer matches the actual view. And TrackIR seems to update the view at arbitrary moments so it is very likely to happen at "wrong" time.
I fixed it by simply disabling the second view update (ok, it wasn't so simple to figure out) and looks like it worked well and without side effects. No idea why they made it like this. It might have introduced one frame lag to TrackIR movement, but I guess it is not really noticeable.
However, I noticed that missing triangles is still an issue when zooming out and when rotating the weapon in gunner position (I tested it in WOFF). Most likely it is a similar problem - view update after visibility check, but currenly I'm not looking into it as it seems to be an entirely different part of the code.
gecko, screen tearing happens because you have turned off VSync. I guess turning it off helps with frame rate, but the drawback is this kind of tearing when view moves a lot.
Modern GPUs have something called "adaptive VSync" which prevents tearing and doesn't reduce FPS. It can be enabled in driver settings, but I'm not entirely sure how it works and how modern your GPU has to be.
As for the CTD, the logs doesn't show anything, but I've also had several CTDs during testing (though not with this latest version) when my mod tried to rotate the view to extreme angles. Maybe I need to add a stricter sanity checks into my math. There is a Russian joke about the military thinking: "during wartime the value of sine can reach 4", but it seems that the game engine doesn't agree with it
The problem of those triangles is an odd one. It seems CFS3 updates view position/direction twice for each frame, but calculates terrain visibility only once. So if any head movement occurs between updates the list visible terrain triangles no longer matches the actual view. And TrackIR seems to update the view at arbitrary moments so it is very likely to happen at "wrong" time.
I fixed it by simply disabling the second view update (ok, it wasn't so simple to figure out) and looks like it worked well and without side effects. No idea why they made it like this. It might have introduced one frame lag to TrackIR movement, but I guess it is not really noticeable.
However, I noticed that missing triangles is still an issue when zooming out and when rotating the weapon in gunner position (I tested it in WOFF). Most likely it is a similar problem - view update after visibility check, but currenly I'm not looking into it as it seems to be an entirely different part of the code.
gecko, screen tearing happens because you have turned off VSync. I guess turning it off helps with frame rate, but the drawback is this kind of tearing when view moves a lot.
Modern GPUs have something called "adaptive VSync" which prevents tearing and doesn't reduce FPS. It can be enabled in driver settings, but I'm not entirely sure how it works and how modern your GPU has to be.
As for the CTD, the logs doesn't show anything, but I've also had several CTDs during testing (though not with this latest version) when my mod tried to rotate the view to extreme angles. Maybe I need to add a stricter sanity checks into my math. There is a Russian joke about the military thinking: "during wartime the value of sine can reach 4", but it seems that the game engine doesn't agree with it