xandy Wrote:
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> my 2 cents
>
> (1) imho you are on the right track with the
> camera views and view angles ...
>
> (2) There are limitations for projecting 3D object
> on a flat surface (your PC screen). Front of the
> cockpit (where the steering wheel is) and end of
> the cockpit (where the driver's head is) are more
> or less equal in width on real cars. On your
> screen you see the front and some tires right and
> left. To be realistic the cockpit's sides (car
> chassis and headrest) should be more or less
> parallel to one another. They would then be
Thank You very much for your explanation.
I had a hunch the aspect was mainly in camera views & angles
The cockpit info I knew nothing about & what you told me is very interesting & gives me
something to think about & play with
Much appreciated
Thank You
> "cutoff" on the flat surface - your screen that
> is. GP4 uses a 3D-object for the cockpit
> (car_cockpit_00.gp4) which is a really curious
> one. The sidewalls aren't parallel but open at
> quite an angle. For all practical purpose the
> sidewalls must be "more to the right/left" than
> the width given for the flat surface you select
> with the cockpit view position.
> K-sor's update of the original cockpit is widely
> used (with some updates) iirc. And this shape
> works as I tried to explain. Now - if you have
> mods with cutoff cockpit's sides you may have to
> change the cockpit shape and to look for the right
> cockpit's textures.