The height of the weapon can be compensated, the difference between the neck and the eyes is about 10-15 cm.
I don’t know, but it seems that you haven’t seen the attached video completely. I suggest you look at it first so you understand why.
In simpler terms, there is no temporal spatial coherence of the player’s view with the character’s view, so there are all kinds of unwanted effects in the gameplay as you can see in the video, plus you get a misleading point of view of the environment, which damages the competitive experience and in turn limits the tactical use of the environment.
I reckon the effort to correct this should be equal to the effort put into the details of tanks and aircraft that has been saved. Since a lot of that effort was not necessary, since this is all from WarThunder and already done, so spending the time and effort on character details, doing some research and accommodating each animation model and character. each unique way of holding the weapon, research on the correct position of the body, the biomechanics of the movement with the weapon and the coherent animations would be a compensation for all the effort that has been saved and that the game deserves, this above in addition to the completion of all the campaigns would be a common goal of continuous improvement.
This includes posing and animation review, camera height review, biomechanics, environment response, and more advanced stuff like body ballistics, body damage model and vital organs, body reaction to shots, and responsiveness enhancement. of the weapon and the recoil, inertial forces and other living elements of the experience of a soldier of the Second World War.
I wonder, what is the use of putting wind and subatomic particles in the game to improve physics and appearance, if the point of view of the player’s camera is still placed on the neck? I wonder.
2001 Game
2023 Game
Devs these days really seem to have forgotten that it’s “the little things that matter”
Total
Whoa, I know spanish
Since I see that this is a problem that they refuse to solve, apparently taking into account that they have to adjust not only camera, but also gun and head positions, and the animations in between. Therefore I urge that in order to reduce the cost in terms of work required, the adjustment should be done on the premium squads exclusively, that way there will be an additional incentive to spend money on the premium squads, as they will have a correct position of the camera, weapon, head, and animations, so that they are natural and the movement and tactics of taking cover with the environment do not differ from the natural way.
Does anyone else know if this problem is being taken into account for a solution and improvement?
As you can see, the position of the weapon is not correct, and here they are compared, but what can be done, if the work they save on tanks and planes that are already made from war thunder, they could execute it in improving these aspects of the character and the correct position of the camera with respect to the eyes, head and alignment and animations of head eyes and various shooting positions, studying well poses and biomechanics involved in each weapon.
New Update example.
huge thumbups to TS for such research
Gentlemen, the images were removed, after a supposed update of the forum engine. I will load them in the same order in this comment as I am unable to edit the publication:
The first-person view is placed approximately at the height of the neck. (Image 1)
It becomes visible by placing two players facing each other and seeing how their points of view differ in height from each other. (Images 2, 3, 4 and 5)
Waiting request
After the Making Enlisted a Better Place №51 update, the neck camera problem was solved… or not?
Making Enlisted a Better Place №51 - News - Enlisted
After the update, the camera is no longer on the neck, now it’s on the nose, that’s a bit above the neck, the camera, which are the player’s eyes, are not on the character’s eyes, as expected, it’s a tease on top of another tease… Currently it is still below eye level, and when tilting the problem of the head outside the camera persists (hitbox and camera decoupled), i.e. a complete decoupling of the head and camera on tilting movements, while standing, crouching or body down.
The mockery does not seem to be towards the users this time, I would say that there is a developer making fun of who pays the end of the month salary ( If he moved the camera from the neck to the nose, why did he leave it on the nose and not on the eyes? ) A question that proves that they have loose ends within the development team…
From:
Camera position does not correspond to the view of the character // Gaijin.net // Issues
Continue the series in:
Eyes in the nose - Continuation of “eyes in the neck” - Suggestions - Enlisted
Pictures Here