(...) because then the elevation changes and distance perception will be totally different on 2 different fov, regardless if they are both correct according to the calculator.....
No. When you don't change your distance to the screen, then it all goes up or down in proportion. Bigger screen? Then bigger FOV and vice versa. FOV = Field of View. If you switched to a screen two times wider, then your horizontal FOV should also be 2 times bigger, to get things back in place.
If you won't chenge screen and just increase FOV, it will be like you had 2 times more view than you should, which is a fake (I mean, you can't do that with your eyes in real life ;-) ).
The confusion might come for you, because you probably didn't have a chance to sit in front of more than one screen.
Also keep in mind, that in rF you define vertical FOV. That means, if I go from 1x22" to 3x22" (one next to each other) then the only thing I have to do in rF is.... nothing

What changed, is just my horizontal view and rF calculates horizontal FOV based on resolution ratio. If my 22" are 1920x1080 and I go with 3 of them, then I will have 5760x1080. Aspec ratio change then from 16:9 (1.78:1) to 48:9 (5.33:1). It become 3 times wider, so rF (with the same vertical FOV all the time) just recalculate horizontal FOV to be 3 times wider. Again, it all goes in proportions to each other.
Here's an example:
Link to full res:
CLICK
FOV in rF was set to 25 for this one.
The perfect solution, would be to have VR helmet (so, screens are always in the same distance from your eyes = only one FOV would be matemathically correct) with a head tracking device (so your head movement is translated into in-game cockpit camera movement).