Pilot POV
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I only would like to discuss abou the pilot pov.
According to the picture. The F16 landing config set the 13 degrees of AOA. And the pilot eye line is the same if he want to look down. because the below side is blocked by cockpit instruments.
So everything in front of the pilot below the horizont is missing. Thus the pilot can’t see the runway at all.
in a higher altitude the blocked area is bigger. in 500m altitude the blocked distance aprox 9km with 10 degrees AOA. So according the calculation there is no chance to see the runway from 7km from the cockpit
Even if the plane on the ground the pilot can see the full view only farther more than 8m.
What do you thik about this mesurment int he game?
An the other thought about the POV. the pilot default view is lean back full ont he head rest and straight ahead or compensate the seat leaning?
Because if not then the default center line (blue line int he picture)is pointing up and the instruments are in periferial vision of the pilot vertical POV . So from this we can mesure the visible picture of the screen.
I don’t know the BMS is calcualte the different resolution for FOV or just counting the FOV degrees. like this
I don’t know what is the different between VR and the 2D version .
Because in VR should be see aprox 90 deg in vertical and 110deg in horizontal like a real , but in 2d only limited the FOV.The third thought. in the games if the pilot turn around to see the six. it feels like the pilot head turn and move front of the cockpit until the ICP or more. But in the real life there is very limited moving to can do
. For to see the head rest and so big portion of the sky .The pilot can see the headrest with only the very limit of his vision.
This is not only in BMS it is almost every sim has this kind of issu. at 3:18
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@repvez
IRL, on M2000 they had to raise the seat position to land. -
I think your numbers are off, or something else is not right in your thinking. I don’t have time to dig into them right now.
- F-16 pilots normally land at 11 deg AOA, which does give better over the nose visibility. But 13 is used for “short field” landings.
- the pilot pulls the nose to 13 deg AOA for aero braking
- You can see from many HUD videos the pilot has a clear view of the runway from short final, to landing to aerobraking.
- there is zero mention of any visibility problems
- you don’t normally see much of the nose from the cockpit
In closing, we don’t have a problem.
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@repvez
During final approach you would have ~10° - 11° AOA on a 3° glide slope down to the TDZ which result is a ~8° - 9° pitch angle.
So according to your picture the pilot is able to see and aim at the desired touch down point.
If we now take into account that the head position in your picture might be a bit too low then we easily see that there’s no issue at all.
The visual representation of what the BMS pilot sees is in VR is exactly the same as without VR (I can tell that because I’m faily new to VR ). -
@repvez
During final approach you would have ~10° - 11° AOA on a 3° glide slope down to the TDZ which result is a ~8° - 9° pitch angle.
So according to your picture the pilot is able to see and aim at the desired touch down point.
If we now take into account that the head position in your picture might be a bit too low then we easily see that there’s no issue at all.
The visual representation of what the BMS pilot sees is in VR is exactly the same as without VR (I can tell that because I’m faily new to VR ).That is why I would like to figure out what going on the POV, because I saw video and yes the pilot see the runway, but according tha trigonometry calculation, the distance is bigger than expected.
But I don’t think the glide slope is reduce the AOA degrees. Even the slope is 4 degrees the AOA could be 12.
Maybe the default AOA set up on F-16 is 4 degrees between of the fuselage and the wings.
So if the AOA is 12 degrees the Jet centerline only 8 degrees and only the wing have 12 degrees AOA.
https://forum.dcs.world/uploads/monthly_2021_09/1058828260_AoADisplay-F-16C-D-Flight-Manual.gif.125fa07032f38acc28060d5c450f5c60.gif
According this the optimal AOA is 13ish .And also for me the pilot POV is too low in game too, because most of the case when I see a video or pics about the cockpit it looks like the pilot’s head is equal height with ICP or HUD, but IRL it is way above. so the pilot looks down always on it .
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@repvez
AOA and pitch angle are two different things. -
@Razor161
Yes you are right, but I am speaking about the pitch angle because it is influencing the visibility . -
You fly the approach a 10-11 AoA, on a 3 degree glide slope that means the nose is only 6-7 degrees above the horizon during approach, this allows plenty visibility of the runway. The only time the aircraft is configured as per your image is right at the end of the flare just before touchdown, and during the aerobraking phase.
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that is why I asked to determine the exact height and distance for the pilot’s head in the cockpit.
This one seems the head located somewhere in the middle of the pilot’s chest
these two are almost the same POV only the bigger FOV cause the different , but some strange thing s are there for me.
The first maybe due to the bigger FOV the camera distortion the glare shield is stretched in left more than the right size . I know the perspective view but in this distance it shouldn’t have to be so big different.
The second is that the pilot look right side but we see the HUD and ICP frame left inner side which is strange for me .
And both cases I feel the distance far from the head to ICP that IRL I wouldn’t never reache it by hand.
And both of them look 2Dish compare the last pic, because I can see everything in front and no cover each other than the last case.
Although every cases the POV is almost the saent. me only the FOV and the distance of the head from the ICP are the differ