In case my previous message wasn't clear - by offset I mean a way of repositioning the in-cockpit camera's default position across the vertical axis, rather than its 'depth,' which is what your mod currently does. I'd love to be able to lower is a bit, perhaps also 'yaw' it down by a degree or two (as if the pilot is sagged in their seat and looking slightly down) to allow greater focus on the MFD panels of mechwarriorVR.
Hey there. Would you mind adding settings for a default X/Y offset?
I'm experimenting to find an optimal setup for using the mechwarriorVR diegetic panels while playing on a monitor - once you've used those it's night impossible to return to vanilla hud, but there remains a challenge of keeping them in view without resorting to freelook all the time.
Your mod already helps a lot as is - being able to offset the default hud position vertically by a few degrees would bring the setup one step closer to that optimal sweetspot (some coding wizard implementing actual headtracking down the line would complete the MW5 experience, afaic).
Good evening friend! Is it possible to make a version that binds the camera to the head of the pilot instead of the 'floating camera' in the cockpit? This would (in theory) make it compatible with MercTech - Camera and Animation (https://www.nexusmods.com/mechwarrior5mercenaries/mods/969). Thank you very much for your work friend, I really love your mod, especially with an ultrawide monitor.
Do you think you can add additional units beyond 15 just for the sake of it? 15 is comfortable, but I do want to see further back views even despite some clipping. This is a great mod that I will never take off my load order.
I could, but theres no reason for this. theres only a handful of mechs that could go further than 15. For every other mech you literally can't see beyond 15 units.
15 units seemed to be the sweetspot for most mechs which is why I'm limiting it to this as I don't want bug reports saying things like "can you fix the clipping for <insert mech>?"
Useful mod, though as you say is limited only by clipping - seems like this mod has potential to be even more effective if someone were able to mod the cockpits to remove the mesh of what I assume is your characters head or the headrest of your seat. Not sure why they're even modelled in the first place tbh!
A lot of cockpits - but not all - do have a headrest which is the main issue for the clipping. However, without the headrest, if you move the camera too far back you'd also be able to see the part in the player model where your neck is supposed to come out of..
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Thanks for the mod, helps a lot as is.
I'm experimenting to find an optimal setup for using the mechwarriorVR diegetic panels while playing on a monitor - once you've used those it's night impossible to return to vanilla hud, but there remains a challenge of keeping them in view without resorting to freelook all the time.
Your mod already helps a lot as is - being able to offset the default hud position vertically by a few degrees would bring the setup one step closer to that optimal sweetspot (some coding wizard implementing actual headtracking down the line would complete the MW5 experience, afaic).
Many thanks
Is it possible to make a version that binds the camera to the head of the pilot instead of the 'floating camera' in the cockpit? This would (in theory) make it compatible with MercTech - Camera and Animation (https://www.nexusmods.com/mechwarrior5mercenaries/mods/969).
Thank you very much for your work friend, I really love your mod, especially with an ultrawide monitor.
Similar to this.
15 units seemed to be the sweetspot for most mechs which is why I'm limiting it to this as I don't want bug reports saying things like "can you fix the clipping for <insert mech>?"