Again can't read those links now... :-( (will read them later, now turned the comp on just for 1 min to check something on the net) but. can't resist to add something
I'm not sure if you knew that, but I tried to account for both true and apparent FOV in the mod optics .
We can't recreate realistically apparent FOV - one of reasons being that there are different monitor sizes and people can look at them from various ranges. But I keep the true FOV of in-game optics correct (to my best knowledge) and the relations between apparent FOV of various sights are also correct (if one sight has 2 times larger apparent FOV than other, it shows in game). This is reason why Panther's sight is so "large" and Stug's sight is so "small" in the mod. Actually it should be even bit smaller, I made it few % larger than should.
I assumed the whole monitor width to be 70deg of apparent FOV. If you keep your eyes close to the monitor, you can make it true. Although usually you look at the screen from greater range, the ganme sight can't extend outside of the screen unfortunately . I made 70deg my "standard" because this is about the largest apparent FOV you can find in WW2 tank/gun optics. And also apparent FOV of Panther's TZF12 (2.5x28deg).
So Panther's sight takes whole screen, everything else is smaller. Stug sight has IIRC 5x8deg so 40deg of apparent FOV. So the visible part takes 40/70 of the screen.
Of course the "zoom" of the optics is not coordinated with the game "official" 85deg zoom of naked eye view. It can't be, and should not be (those 85deg of world vision is usually compressed to about 40deg of my monitor screen as I see it. Even with assumed 70deg apparent 1x FOV the things in game (and in sights, with correct 2.5 or 5x zoom) appear smaller than they do in real life (naked eye or optics eyepiece). But a bit larger than with 85deg standard. Untill we all have 32" screens at our desks, it can't be any better. I could of course assume 65 or 60deg apparent FOV standard, but then Panther's sight would be bigger than the screen and you would lose true FOV to the sides...
So in the mod, the Panther has 28deg of true FOV, Tiger 24 or 35deg (can't remember now), Stug 8deg, ect. Full screen means 70deg of apparent FOV (Panther sight) and everything else is scaled proportionally down. True FOV, apparent FOV and zoom are all tied together. The zoom for all sights is calculated taking 70deg in game FOV as x1, so x2.5 means setting the screen to 28deg, x5 = 145deg and so on.
Can't make realistic apparent FOV, but everything else is set to true numbers Compare this with stock game (the stock game apparent zoom (little lower), and the apparent and true FOVs (first fixed for all, second depending only on the first and the zoom, haveing nothing to do with real sight parameters). I believe my system is bit better.
I'm not sure if you knew that, but I tried to account for both true and apparent FOV in the mod optics .
We can't recreate realistically apparent FOV - one of reasons being that there are different monitor sizes and people can look at them from various ranges. But I keep the true FOV of in-game optics correct (to my best knowledge) and the relations between apparent FOV of various sights are also correct (if one sight has 2 times larger apparent FOV than other, it shows in game). This is reason why Panther's sight is so "large" and Stug's sight is so "small" in the mod. Actually it should be even bit smaller, I made it few % larger than should.
I assumed the whole monitor width to be 70deg of apparent FOV. If you keep your eyes close to the monitor, you can make it true. Although usually you look at the screen from greater range, the ganme sight can't extend outside of the screen unfortunately . I made 70deg my "standard" because this is about the largest apparent FOV you can find in WW2 tank/gun optics. And also apparent FOV of Panther's TZF12 (2.5x28deg).
So Panther's sight takes whole screen, everything else is smaller. Stug sight has IIRC 5x8deg so 40deg of apparent FOV. So the visible part takes 40/70 of the screen.
Of course the "zoom" of the optics is not coordinated with the game "official" 85deg zoom of naked eye view. It can't be, and should not be (those 85deg of world vision is usually compressed to about 40deg of my monitor screen as I see it. Even with assumed 70deg apparent 1x FOV the things in game (and in sights, with correct 2.5 or 5x zoom) appear smaller than they do in real life (naked eye or optics eyepiece). But a bit larger than with 85deg standard. Untill we all have 32" screens at our desks, it can't be any better. I could of course assume 65 or 60deg apparent FOV standard, but then Panther's sight would be bigger than the screen and you would lose true FOV to the sides...
So in the mod, the Panther has 28deg of true FOV, Tiger 24 or 35deg (can't remember now), Stug 8deg, ect. Full screen means 70deg of apparent FOV (Panther sight) and everything else is scaled proportionally down. True FOV, apparent FOV and zoom are all tied together. The zoom for all sights is calculated taking 70deg in game FOV as x1, so x2.5 means setting the screen to 28deg, x5 = 145deg and so on.
Can't make realistic apparent FOV, but everything else is set to true numbers Compare this with stock game (the stock game apparent zoom (little lower), and the apparent and true FOVs (first fixed for all, second depending only on the first and the zoom, haveing nothing to do with real sight parameters). I believe my system is bit better.
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