I agree, full 3D is the way new sims work and FGFS should have that as
well and not implement now a feature that was state of the art some
years ago. It is easy to make the yoke optional. While modelling the
cockpit I would strive for realism and then let FGFS disable it if the
user wants. There may be small "artistic freedoms" to make things more
legible, for example shadows on gauges that partly and non-uniformly
shadow digits on gauge faces can make it more realistic and pretty,
but harder to read. Also, if in reality there is much space between
gauges, you can increase the size of the gauges. I also love a fully
3D, fully functional, fully clickable cockpit. But it is a lot of
work, more than exteriour models. Also, an artist can make an
exteriour model without help from a coder. If an aritist does a 3D
cockpit that holds a switch or gauge or whatever that has not been
coded before, he needs the help of a coder.

It should off course be possible to change the view direction.
I have heard (IIRC from warbirds or Aces High users) that a very nice
effect is if the eyepoint moves at the same time. If you sit and look
in another direction, turning your head, the eyes move since you will
probably hold your neck fairly constant. Also, it should be possible
to move the eyepoint via keys so that you can look around things. This
may go so far that you can open the canopy and stick your head out to
look besides the large obstructing engine. If this is realistic (this
technique is used for some planes in RL), then users appreciate this
effect a lot. 

Also, g forces should move the eyepoint as an option (some people like
me like this, some don't). AFAIK, this is already in the code.

Bye bye,
Wolfram.



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