Airbus A319 Cockpit

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Marsilius Boa

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Aug 3, 2024, 5:28:56 PM8/3/24
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Hello everyone,
since updating my ToLiSS Airbus to V1.1.1 I have the problem of having a very small FOV in the 3D cockpit view. Regarding to this thread, the reason for this is that the view was adapted to be suitable for VR users. It reads further that the view setting can be changed by using custom view commands.
This is my actual problem - being a non-VR user I would like to to it this way, but cannot get to grips with it.
In section 4.1.1 - "Special view commands" in the simulation manual I cannot find any information on how to actually change these settings.
Can anyone of you help me out here?
Thanks

Position the view as you want, then press CTRL+NUMPAD number. Then you can press the numpad number to go to that view and I've assigned a key on my joystick to go to that view which I press as soon as I load in.

DWood to change Field of View go to Settings, Graphics, Monitor Configuration. You may have to scroll down to see Field of View. Increase the Lateral Field of View to see more on the screen at once. Probably shouldn't set it to much more than 90.

E.g. the command toliss_airbus/3d_cockpit_commands/view_3D_straight can be mapped to any key of your keyboard using xplane's native keyboard assignment interface. That command gives you a view suitable for a 2d panel. I e.g. assign that command to F8, and everytime I press F8 I get the respective view which works well for 2d flight on a screen but is not good at all for VR flying.

First of all thank you all for your help.
By thinking that this VR-view-adapion was done by changing the FOV I might have asked my question a little unclear - but now I know better.
My problem was not the FOV but the adapted viewpoint.?

One of the things I find frustrating about flight sim 3D cockpits is the view restrictions because of the seat backs. If you pull too far back to get a bit wider view, the seat back comes into view. I wish there was an option to have the seat back of the seat your flying from become invisible, so it doesn't block any view.

And no you can't brighten up the textures like that. Yes they are pictures but that's not how the environmental / texture lighting is handled.
Even if it would be possible to get "the dark condition" fixed like that it would totally mess up any other brighter condition since the "pictures" would be to bright than.

This issue looks more like that there is not enough environmental light / sunlight entering the cockpit.

I have the impression they simulate the effect you would get when taking a photo without flash in the cockpit with the brightness adjusted to give a reasonable exposure for the outside world. The effect is worst on bright sunny days, where the difference between light level inside and outside is the strongest.

HI GK, yeah that's what I thought and knew about plane modeling.
But FF must have manged somehow, since the "environmental light entry points (windows)" must nearly be the same size.
Would an invisible light emitting object in the cockpit where the brightness is linked to some dataref which refers to outside brightness (if such exists?) be possible?
Or some (if thats possible?) sort of hidden window in the top as light entry point?

Another thing i notice a lot in the FF320 is the exterior lights light up the runway far much brighter than either of the toliss airbuses.....why is that? you can hardly see in front of you when taxing around at night in the toliss but in the FF its lovely and bright......much better exterior lighting in the FFA320 in my opinion.

We are skimming on the limit of violating the forum rules here. This is the ToLiss support forum, and as we (ToLiss) cannot talk about the competition, we cannot contribute to this discussion anymore. In general we do not allow discussing the competition - be it good or bad.

About taxi lights: We looked at real life youtube videos and photos and came to the conclusion that the lights do not light up very much. Each of the bulbs is 500W and from the cockpit you can see the ground from 10m ahead of you. Those bulbs don't do as much light as often seen in the simulation world. If you want to light up the runway ahead of you for 100m you'll need a LOT more power than that. In short: We believe that our tuning of the lights is realistic. It's maybe not as nice as brighter light, but we don't aim for nice, we aim for realistic.

Not saying you should or need to do it....but the new LEDs are super bright if you wanted to consider that a selectable mod kinda like selecting IAE or CFM engines. Just a thought. Your planes just keep getting better and better. Keep up the good work!

I have about 10 planes and all of them are too dark a lot of the time and it can be very depressing at times. Sometimes you can even see visible switching between 2 light models and it gets several notches darker or brighter.

I always switch on all available cockpit lights at the beginning of a flight. Thats the only thing that helps. And you need to check you have HDR enabled, if you disable it this is even 10 times worse.

After long time I decided to edit them. Even now sometimes the textures look a bit to bright it helps with this problem. Tried to find some middle ground between to bright and to dark. Hope Laminar will improve light effects in the future.

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