"Gunner" viewpoint

Has anyone observed and realized that “gunner” viewpoint is NOT the gunner’s view point in warthunder?
Maybe I’m late in realizing that (some years ago) and haven’t read the game’s technical manual, but based on plenty of weird facts while playing tanks, it seems that the gunner’s view point is in fact the driver’s “view point”?! Is not even the main gun’s viewpoint.
Because I can’t explain, and i have some recordings around with this, why the gunner can barely see even an antenna but an APFSDS!? projectile hits under the gun (driver’s view port) from a couple of meters away?! while I see from the gunner’s pow the projectile hitting above? Then from replay I see clearly hitting between the driver’s head and gun.
Then what’s the point in modeling gunner optics?!
When “all” the optics are aligned with the main gun, but you can’t see that because WT is “different”, what’s fun in that?

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because that’s what simulator battles are for
You can change it so the optic is in the correct gunner view

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The gunner sight by default in arcade and realistic is in the center of the main cannon barrel. This can be easily changed by playing simulator or changing it in optics settings, but it is the center of the gun, the commanders view is either from a secondary optic or the cupola, and the drivers view is usually center of the hull but varies from tank to tank.

image
go turn this on in the settings if you want to play the game like that

gunners viewpoint is through the gun itself but you can choose to have it offset to the actual location.

its just a game convention as man… some tanks suffer really bad from the parallax. Sim does force that view, which is very easy to use with a LRF as it zeroes your gun in decently well

Ok … so if that’s true, that camera is on the gun, how i get my gun shot when i can’t see from my gun the other’s gun?! barely see his tip of the cupola.
Enlighten me

I assume its because the camera is all the way in the gun barrel where the breach is, and War Thunder makes the barrel invisible so that it doesn’t hinder your sight. This makes it so you can’t just peak a corner or through a building using your barrel and see right out the tip.

this doesn’t explain what i asked

If you’re asking how to shoot someone elses gun with the gunner sight, practice. Just learn how. Practice in test drive, custom battles, whatever works.

I have played WT for 12+ years, with more than 23k battles in ground RB!
All countries and tanks researched (99%).
It seems it’s hard to understand what I am asking.
Maybe I should draw something.

Clarification would be appreciated, thank you. I can’t tell you how many people just call you an idiot because they misstated their question and you answered your interpretation of it.

Your question is not exactly clear.

My stab at interpreting it:

it seems that the gunner’s view point is in fact the driver’s “view point”?!

Its because the POV camera aperture size is larger than just the Gunner’s sight or even the barrel aperture. Otherwise it would look like you were looking thru a straw. If the “camera” were visible it would probably be about a meter in diameter in scale. This is why if you look at your tank after you’ve been hit and can see the shell “stuck” in the gunner’s view, and it not even stuck in the mantlet. Its stuck in the imaginary camera POV.

You mean, focal length maybe? Aperture is something else ;)

No I meant field of view aperture as it is applied to the 3D space and the model. Focal length is something else.

Looking for a good image…

Er… yeah… that why you don’t have to deal with parallax and you can put bushes over the gunner sight and not be blinded.

maybe he is shooting with binos or commander fire control.

And yet you only just discovered that the sight is “bore sight” not “gunner sight”… not to be rude, but I would suggest you not insulting other peoples understanding of the game in this situation.

That wasn’t an insult, I am literally preparing some drawings to better explain what I mean.
And yes, I should be more clear.

Fair enough, to put it simply though, you still use the optics the gunner has in terms of magnification and FOV, but it “looks” from the POV like you opened the gun breach looked down the barrel, think of it like they removed the gun and mounted the gunner sight in the trunnions in it’s place, that’s what you see by default in ARB/GRB.

Yes, I do that sometimes, but the projectile is not leaving the “commander viewpoint” isn’t it?
It still leaves the barrel, where the “gunner’s” camera viewpoint (not gunner optics) is, right? and from that view you cannot see the other tank’s barrel as there IS SOMETHING OIN THE WAY! and I mean terrain, not grass, fences etc.

But let me come back with some drawings, to better explain.

I think the main issue in fact is the fact that any object and terrain in WT has a texture layer, which the player sees and relates to, and a collision layer which ideally should match the texture layer (or the other way around ) in some critical places.

Whether you are using a physical camera or rendering inside a 3D game engine, Field of View (FOV) is dictated by the focal length (and sensor size) , while aperture dictates the depth of field (clarity/blurriness of out-of-focus areas)

https://www.youtube.com/shorts/UlYwlewfcfQ

Oh yeah… the amount of times I peak a corner and shoot and have my round leave an impact mark half a meter from the wall… just hovering in mid air… that is an issue, and you can shoot through a little bit of the tops of hills too (I thing that is intentional).
I’m just thinking of hit box and collision issues as separate issues to sight position, you might be seeing them as part of a single issue.