Actually this vid does a much, much better job at it:
Yes but I can't replicate that in game from my cockpit.
Actually this vid does a much, much better job at it:
Yes but I can't replicate that in game from my cockpit.
On an unrelated note, just learned that AIM-9 Sidewinder ;-), a popular Air-to-air missile is three meters long. Now picture one standing beside you. It never looked so big in movies, and even in DCS World VR it doesn't look that huge. Until you eject from the cockpit and land near your plane on the runway to be able to "spacelegs" ;-) pardon, "dcs feet" stroll around the plane ;-)
If they start making ridiculous assumptions - yes.BTW, when you make a product and a significant amount of customers don't understand some aspect of it, is it a fault of the customers?
At no point in the history of Elite have ships like the Cobra, Eagle, or Sidewinder been pitched as "pop canopy" craft AFAIK.
The question is, why are our cockpits 5-10 meters tall?
While you can say that the Eagle, Vulture, and others can look like "pop canopy" craft (without consideration for well known scale concerns) they obviously are not when you actually consider the full context (and I am not talking about anything visual here).This is true, but the Imp Courier, for example, looks like a "pop canopy" craft. Even though the canopy is the size of a house. This is the problem.
Not all of them are, it depends on the craft and general design. We could over analyse things and try to pick at details but overall it is largely irrelevant how tall, wide, or long the internal cockpit spaces are, except in terms of "minimum size". The lore based minimum size means that internally the cockpits should probably be at least the height of a small flat roofed building - after-all based on lore people are expected to move about inside their ships in an upright posture when under nominal gravity conditions.The question is, why are our cockpits 5-10 meters tall?
While you can say that the Eagle, Vulture, and others can look like "pop canopy" craft (without consideration for well known scale concerns) they obviously are not when you actually consider the full context (and I am not talking about anything visual here).
Just because there is a high degree of glass-like surface does not mean the craft is pop canopy in nature and external detailing is mostly irrelevant when considering scale perception (ED is primarily a cockpit view virtual environment). However, if you do factor in external detailing then you should also consider it's relationship to internal detailing which is visible from the in-game external view.
All in-all however you try to rationalise it the "assumption" that ANY of the craft upwards from the Sidewinder are pop-canopy in nature or terms of scale is absurd and irrational.
This is true, but the Imp Courier, for example, looks like a "pop canopy" craft. Even though the canopy is the size of a house. This is the problem.
The question is, why are our cockpits 5-10 meters tall?
This is why I love the Python's cockpit. Regardless of how large it is, it feels properly cramped due to the low angle of the wind shield and the massive bulkhead separating pilot from copilot.
Not entirely. People perceive the game world through their tiny monitor. Independent of the size of your screen, ED always shows the game from the same perspective and the same information (with regards to the HUD). Having played both in VR and 1m away on a 42" screen, I can say that any smaller screen contorts the sense of scale. Cockpits displayed on a 24" screen appear, of course, far too small as does the game world. Wrong FOV settings affect size and distance perception.If one can't perceive, FDEV's work is mandatorily wrong, a[...]
I disagree wholly on the second and mostly on the first with a caveat.All I am saying is that they look like "pop-canopy" craft. As such, from the point of view of conveying a sense of scale, they are a failure.
The default FOV settings are not necessarily wrong, but you are right about scale being perhaps perceived differently if the rendered FOV does not match the real world optical FOV. Some people can compensate for such differences mentally if they are aware of it but ultimately, the responsibility for ensuring a monitor/TV is positioned at the correct distance from the operator to achieve the correct/desired optical FOV is down to the individual in question - not the developers. You can customise the rendered FOV if necessary but given the general nature of flat screens if you do you may notice rendering distortion effects (e.g. fish eye) - that is not a game developer issue either.Not entirely. People perceive the game world through their tiny monitor. Independent of the size of your screen, ED always shows the game from the same perspective and the same information (with regards to the HUD). Having played both in VR and 1m away on a 42" screen, I can say that any smaller screen contorts the sense of scale. Cockpits displayed on a 24" screen appear, of course, far too small as does the game world. Wrong FOV settings affect size and distance perception.
Agreed. But apart from this purely technical side, I think, folk is also right about in-game assets. Lack of detail can also lead to false sense of scale, but I think that is far less of a problem, if you play with properly set up equipment.The default FOV settings are not necessarily wrong, but you are right about scale being perhaps perceived differently if the rendered FOV does not match the real world optical FOV. Some people can compensate for such differences mentally if they are aware of it but ultimately, the responsibility for ensuring a monitor/TV is positioned at the correct distance from the operator to achieve the correct/desired optical FOV is down to the individual in question - not the developers. You can customise the rendered FOV if necessary but given the general nature of flat screens if you do you may notice rendering distortion effects (e.g. fish eye) - that is not a game developer issue either.
Games in general will typically have to make some natural aggregate assumptions about the environment in which their game is played and the defaults of ED are fully compliant with the nominal industry wide standard for 1080p/FHD (and similar 16:9 displays) from what I can tell.
Only recently had time to look at these aspects in-game so....Maybe look at the internal details of a Diamondback then? The things that look very much like handles but are way out of the pilot's reach and several meters apart, meaning the pilot can't really grab 2 of them at the same time? Or the keyboard that is so far away from the pilot's chair that even if it swung around on its mount it would still be out of reach? Or the super tall pilot chairs that actually have a built-in lift to even be able to climb into? (as seen in the new Krait trailer)
I'm not saying that the scale of things is incorrect, just that it is unclear and in some cases downright misleading.
Agreed. But apart from this purely technical side, I think, folk is also right about in-game assets. Lack of detail can also lead to false sense of scale, but I think that is far less of a problem, if you play with properly set up equipment.
I think people in general need to be more realistic with their expectations, especially where expectations of a greater degree of detail in the cockpits is concerned. Personally, I do not feel there is any lack of necessary details. The cockpits may be a bit spartan but I have come to expect that kind of feel from general sci-fi and other games. In addition, nothing that is there either feels scaled wrong or out of place.Agreed. But apart from this purely technical side, I think, folk is also right about in-game assets. Lack of detail can also lead to false sense of scale, but I think that is far less of a problem, if you play with properly set up equipment.
This ought to help with your sense of ED's scale Duck.