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Head movements (for all and dev)


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Posted (edited)

Hello all, 

 

First of all, sorry for my english, I'll try my best to explain my point.

 

I've thought about something about head movements when I tried COD blitz recently. On COD, the pilot's head has quite coherent movements under positive and negative load factors. But it's strange that the pilot can't keep his head in front of the gunsight when we are rolling. Those who practice aerobatics IRL can tell it's possible to hold the head under this kind of slow roll rate. But anyway, it's not the subject. 

 

First thing, and simple question: Could it be possible to integrate some head movements in the game?

 

Second and main thing:

When you take a lot of negative load factors in a plane (like more than -2G), even if your harness is really tight, it must be hard to keep your head in front of the gunsight, and so keep aiming a target. 

But, even with hundreds of aerobatic hour in real planes, I've never thought about the ability of keeping my head precisely in front of a gunsight in the cockpit. I would say that you can handle it until -3G, but over, it may be impossible.

I need to try as soon as I'll fly.

 

If this effect is confirm by other experienced guys, is it possible to create it in the game? It could be a real realism improvement, and make evolve the immersion in dogfight. For example, the negative defensive maneuvers could be more useful. We also don't need to make the aiming completely impossible under negative G, but just harder.

Edited by F/FS300_Faucon
  • Upvote 1
Posted

The effect is there in this sim, it is just way more pronounced in ClOD.

  • Upvote 1
Posted

You are right. But it's almost like it was not there.

The main goal of my post, in summary, is about the idea of making the aiming harder under negative G.

Posted

Ok so I have to understand everybody don't care about a bit more realism and immersion?  :(

Posted

Ok so I have to understand everybody don't care about a bit more realism and immersion? :(

Sure we do, but the head movements in ClOD are actually exaggerated (just like the squeaking sound when you put stress on the airframe in that sim). When exposed to G forces we tend to compensate for any movement pretty well, especially when you’re a trained combat pilot. So IMHO BoX is the more realistic of the two.

  • Upvote 4
Posted

Talking about realism, I would love if we could just lose the loud weapon sounds when shooting ...

  • Upvote 2
Posted

Nooooooo thank you, I play above 60hz and those head movements in CloD made me motion sick at first, and I don't get motion sick.

  • 1 month later...
Posted

+1

 

Some natural head movement (roll, pitch, g-forces etc)

 

Original IL-2 had more head inertia. BoX feels very 'static'

 

Optional of course.

  • Upvote 1
Posted

Only if you can turn it off. In VR it would be very disorienting and probably cause motion sickness.

  • Upvote 1
Posted

Yes, Faucon, if you are after immersion, just buy yourself a VR HMD. You'll never play a sim without one again.

Posted

1st) It is modelled.

 

2nd) Be sure you ticked "Head shake" in "Camera" options

 

3rd) I, personally (option ticked) constantly need to move my exact real head position in order to get a decent gunsight view while aiming yet. This uses a significant "percentage" of my overall concentration at critical moment yet. It seems to me so that the phenomenom is quite well modelled yet.

 

4th) As said above, the guys had some sturdy necks, trained reactions...

Posted (edited)

In CloD the main reason I rarely play online is that it is a server difficulty setting to have that head movement, and servers always have it on, because more difficult = more realistic, right? Realistic or not? I don't know for sure. Maybe it'd be less of a PITA if I used track IR rather than EdTracker. Maybe not.

Just for me, keep it as it is in BoX.

Edited by 71st_AH_Barnacles
Posted

I agree (I've changed my mind since I posted this topic).

 

And yes, head movements in COD (especially during rolls) are a real bullshit.

  • Upvote 1

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