I feel we're going in circles.
DX11 doesnt help here. When running dgvoodoo, V1 for all intents and purposes becomes a DX11 app, supporting multiple monitors, 3D video etc. That doesnt help with this.
Adjustable FOV, with or without thrid party warping tools, isnt a solution either. Let me explain with images. Here is a direct screenshot (yes, I fly on mars):
I then ran that screenshot through an app called Hugin to correct the perspective, from rectilinear to cylindrical, much like those $500 apps would do:
That looks great perspective wise, but more than half my monitors are now filled with white. How do you get rid of that? To get rid of most of it, you have to zoom in by a factor ~2X. If you do that, you reduce your pixel resolution by a factor 4, and your effective FOV is now half what it was too, with the instrument panel filling the center screen vertically. Such small FOV may work on shooter games, perhaps even racing games, but not in a flight sim like condor. I wouldnt be able to see the wingtip and instrument panel in one shot, so not even 90 degree, despite having 3 monitors that span an actual ~90 degree around me. If anything, I probably want an even wider FOV than what we have now, certainly not half what we have now and less than 1:1.
But you say, V2 will presumably allow changing the game's FOV. Does that help? Not really. Imagine by how much you would have to increase the game FOV, to make sure it actually renders the area's that are now white. You'd have to double it or so. The increased FOV will increase the distortion more than proportionally, making the above problem of reduced effective resolution after warping it back far, far worse. Think sub VGA quality.
Of course you can trade off zoom with FOV, but its always going to be a bad compromise, and frankly, no better than what we have with V1.