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  1. #1
    10+ Posting Member frazer's Avatar
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    Lightbulb Pitch vs zoom in FSX when building a HUD

    I'm making a software that are to display a HUD image into a real life military HUD optical system. It works well with the basic presentation, but the hard part is to get the artificial horizon to follow the horizon in FSX.

    I've experimented a bit, and the problem (I think?) is that the amount of movement of the horizon, compared to aircraft pitch (retrieved from FSUIPC), depends on the Zoom setting in FSX. With a lower Zoom value (more FOV), the amount of movement on the horizon is less than the change in pitch.

    Is there any way to calculate the movement of the horizon with the parameters of pitch and zoom level in FS?

    It's not necessary to get 100% accuracy (cause it very much depends on the head position and movement of the pilot as well), but it would be nice to get quite close at least.

    Any ideas are appreciated

  2. #2
    300+ Forum Addict jmig's Avatar
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    Re: Pitch vs zoom in FSX when building a HUD

    Have you looked at the various HUDs programed for FSX fighters? Most are xml format and could prove helpful to see what parameters and offsets they are reading.
    John

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  3. #3
    10+ Posting Member frazer's Avatar
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    Re: Pitch vs zoom in FSX when building a HUD

    Quote Originally Posted by jmig View Post
    Have you looked at the various HUDs programed for FSX fighters? Most are xml format and could prove helpful to see what parameters and offsets they are reading.
    I've looked at the one included in CSWeapons, and that one is scaled together with FSX zoom, so the HUD is very small if the zoom has a low value. This isn't what I want to do.

  4. #4
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    Re: Pitch vs zoom in FSX when building a HUD

    Hi I too have the same problem, if you have solved, please send me the offsets for EFIS opencockpit, I would be very grateful, I'll leave my email: giovanni.dellamonica@alice.it
    Thank you very much.

    Giovanni

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