C'mon, for Pete's sake! Please... just ONE of you cockpit fanboys. Sit in your car. Hold your head still. Note what you can see without moving your head.
BOTH DOORS. BOTH SIDE MIRRORS. Almost 180º of clear vision. Even without moving your eyes at all (NOT your head), your peripheral vision is capable of detecting motion at up to 180º
http://en.wikipedia.org/wiki/Field_of_view
Cockpit view gives you the view of a blinkered horse in a derby! It is completely unrealistic. Fun to gaze around the lovely interior, but impractical to drive.
Bingo. What we're discussing is a problem inherent to one-screen, photo-real simulation. To get coverage of everything a person can see in peripheral vision you have to use an extreme wide-angle lens (< 24mm), but that results in an unnatural perspective when displayed for simulation purposes on a single 2-D screen. What humans
concentrate on is a much narrower field, with a completely different perspective equivalent to that of about an 85mm lens. The cockpit view in essence is trying to compromise that difference in field of view -- unsuccessfully, in my opinion, as I prefer bumper cam.
I can't fault PD for this, as Kaz and the gang are running into (and not solving) the same problem that's dogged authors of consumer-level flight-sim software for years. Take a look for example at Microsoft Flight Simulator, which has always offered cockpit view. The first thing veteran users of that software will do on installing it is to make sure to dial in a couple notches of zoom into what they're seeing out the window -- because the default perspective, though true to that of the wide-angle lenses M$ and add-on authors use to create cockpit interiors, isn't perceptually "right" when you're trying to judge critical distances on approach to landing. The extra zoom corrects that. But note that the zoom doesn't affect the display of the instrument panel, which operates in effect as a separate view and has to be up on screen pretty much as is, wide-angle, so you see all the gauges you need to use to operate the plane.
The only way pro-level sims (and well-heeled consumers) solve for this is to use multiple screens to create a wraparound perspective for the outside view, and to use practical rather than virtual instrument panels for the interior. In the flight-sim community there are actually more than a few folks who've used 5 screens, multiple CPUs and some major carpentry and electrical work worth thousands of dollars in cash or man hours to build their own cockpits. I don't think, or at least haven't seen any evidence, that it's really possible to overcome the perspective issue with a single screen. Maybe 3-D TVs will change that, but I'm dubious.
In addition to the Wikpedia article on Field of View linked above, see the one on
Angle of View for more info.