Perceived size of spacecrafts/rockets/probes

Goth

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OK this could be a stupid topic, but still.
The DG, the space shuttle, the probes, all look small to me. I realize their actual size only when near a MMU. But then, when MMUs are not around, I feel like the spacecraft is tiny again.
This may actually be normal, but when you know that the space shuttle is big, I shouldn't still get that feeling using Orbiter.

Do you think that texture quality could improve this?
Do you think that some other components could be improved in relation to this perception?

I notice indeed that watching video by NASA this feeling is not present, maybe because the real environment (launchpad, ISS, etc) sets a best perception of the spacecraft size.

When I will be able to run the various graphics clients I'll try to see if they solve this aspect. In the meanwhile I would like to listen to your thoughts.

It's a bad feeling to fly a DG which looks tiny and fragile.
 
Try using 10° FOV in external view. It changes the experience a bit, but it would be difficult to play with.
 
Yes, I think its mainly a question of FOV, but also screen resolution and screen dimensions. I remember a thread were a formula to get the most realistic setting was discussed.
 
Yes, I think its mainly a question of FOV, but also screen resolution and screen dimensions. I remember a thread were a formula to get the most realistic setting was discussed.
I can't find that thread.

You can calculate the FOV that your screen represents and set Orbiter's FOV equal to that - that way you get the best approximation of a "through the window" view.

[math]FOV = 2\cdot tan^{-1} \left ( \frac{0.5\cdot screen\_height}{distance\_of\_eye\_from\_monitor} \right )[/math]

BTW, "FOV" in Orbiter means vertical field of view. Many other systems use horizontal or diagonal field of view.
 
A "through the window" view wouldn't acutally be very useful for playing, since you've only got one monitor--it would be like trying to fly a plane with all of the windows blocked out except for one 20" rectangle. If you had multiple monitors, it would make more sense, but other than that there's a reason that most games don't use "realistic" FOVs--it's a lot more convenient.

As for why the scale in Orbiter seems strange, it's because there's nothing to compare it to. No scenery objects of known sizes like trees, etc.
 
I think the human brain struggle with this.
Without a reference to scale all objects looks small, but when you put a known object next to it (MMU etc.), it "realize" the size of the object.
It happened to me with the Dragon capsule.
When it approaching the ISS, it look small in my subconscious mind.
But when it docked and the astronauts went inside, I thought "wow", it's big!!
 
As for why the scale in Orbiter seems strange, it's because there's nothing to compare it to. No scenery objects of known sizes like trees, etc.

I think thats a valid point. A good example of when it works well is landing at wideawake and flying past the great big hill. I did a replay and realised that it took sometime to clear the hill before landing and that gave a good sense of size and walking around things with a UMMU gives a nice feel of just how big stuff is.
 
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