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Author Topic: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD  (Read 15003 times)

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greybeard

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #12 on: July 29, 2015, 02:40:33 AM »

I think the problem is here:



Here follows the final part of the log.lst (sorry, the full one exceeds the maximum allowed length of 50000 characters):
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Cockpit/F6F-3/MIRROR.msh'
WARNING: object '3DO/Cockpit/F6F-3/MIRROR.msh' of class 'SkinTL' not loaded
INTERNAL ERROR: MeshObj: Can't load mesh 3DO/Cockpit/F6F-3/MIRROR.msh
WARNING: object '3DO/Cockpit/F6F-3/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/F6F-3/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/F6F-3/hier.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/F6F-3/hier.him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:811)
at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:259)
at com.maddox.il2.objects.air.CockpitF6F3.<init>(CockpitF6F3.java:83)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2942)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2397)
at com.maddox.il2.game.Mission.loadAir(Mission.java:849)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:644)
at com.maddox.il2.game.Mission._load(Mission.java:278)
at com.maddox.il2.game.Mission.access$000(Mission.java:37)
ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitF6F3 NOT destroyed
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:242)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:436)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Quick/OkinawaRedNone00.mis is Playing
warning: no files : music/inflight
[29.07.2015 8:28:37] -------------- END log session -------------
Logged
CPU: Intel Core i5 3570K @ 3.40GHz - RAM: 16,0GB DDR3 @ 799 MHz - MoBo: ASUSTeK COMPUTER INC. P8Z77-V LX2 (LGA1155) - Vidcard: 4095 MBNVIDIA GeForce GTX 970 - Screen: EK241Y (1920x1080@75Hz) - Audio: Sennheiser HD 4.50BTNC headset.

WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #13 on: August 02, 2015, 08:09:16 PM »

Greybeard,
Off the top of my head, I can't see why the mirror object should pose a problem; I did nothing I know of which would affect it. My plane's mirror works. And I assume most folks are having no such issue (I hope! ;)   ). Are you certain you have no other Hellcat related cockpit mod at all?
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greybeard

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #14 on: August 03, 2015, 01:04:08 AM »

Are you certain you have no other Hellcat related cockpit mod at all?

Yes, I am.

May be added that the stock mirror works regularly on my system, even in your mod when I remove from it everything but the three RETICLE files. Indeed, I'm enjoying your mod currently only for this latter feature, most important for me.
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CPU: Intel Core i5 3570K @ 3.40GHz - RAM: 16,0GB DDR3 @ 799 MHz - MoBo: ASUSTeK COMPUTER INC. P8Z77-V LX2 (LGA1155) - Vidcard: 4095 MBNVIDIA GeForce GTX 970 - Screen: EK241Y (1920x1080@75Hz) - Audio: Sennheiser HD 4.50BTNC headset.

WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #15 on: August 03, 2015, 07:44:26 PM »

Greybeard,
If you're running an older game version (4.09??), it may not incorporate a mirror in the stock Hellcat; my 4.08 doesn't. If that's the case, in my supplied hier.him remove the two sections

[BaseMirror] and [MIRROR] (including the few lines following these two section headers.)

You can either cut them out, or precede each line with "//" characters to REM them out.

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greybeard

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #16 on: August 04, 2015, 03:02:24 AM »

Greybeard,
If you're running an older game version (4.09??), it may not incorporate a mirror in the stock Hellcat; my 4.08 doesn't. If that's the case, in my supplied hier.him remove the two sections

[BaseMirror] and [MIRROR] (including the few lines following these two section headers.)

You can either cut them out, or precede each line with "//" characters to REM them out.

BINGO!

You are right! 4.09 does not incorporate a mirror in the stock Hellcat! Removing lines you indicated, made the mod appearing in all its glory! :)

Thank you very much!
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #17 on: August 07, 2015, 07:45:16 AM »

I should have twigged onto the Hellcat mirror issue right away. I've used an old mirror mod for so long that I got used to its presence. The hier.him I further modded was the one supplied with that mirror mod from years ago.

Incidentally, should you ever get a mirror mod (or any other mod that alters hier.him), you will have to incorporate the two .him files into one, by copying the relevant alterations. A handy text file compare utility can make this painless, but a Mark I eyeballing will suffice, given due care.
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greybeard

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #18 on: August 08, 2015, 06:00:47 AM »

I should have twigged onto the Hellcat mirror issue right away.

Do not feel guilty, I think this thread have accumulated some shortcomings on the part of all. Perhaps it is also the hot weather which does not help! ;) (Here there are 30°C / 86°F at this time).

Quoting myself: "May be added that the stock mirror works regularly on my system...". I was dreaming that! (Probably confused with F4F that I was flying in another campaign...).

Also, you wrote: "... I assume most folks are having no such issue...". According to a poll I did time ago, the majority of people who downloaded a mod, does not install it - so can't notice any issue! :P Often they thanks giving for granted it will be as described by the author.

At any rate, now it works and adds much to realism and enjoyment; hope you'll continue to work on similar issues (btw, did you forget the S.Giorgio gunsight?).

Regards,
GB
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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #19 on: August 10, 2015, 09:06:52 AM »

Nope; I didn't forget the S. Giorgio. I've already completed the vertices and surface normal assignments. Will soon sort out the polygon faces and then build the texture. In a recent PM from another member here I was informed that TD has been giving uniform treatment to the Italian plane sights. Does this mean they've already been worked over for 4.13 (or 4.12)?
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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #20 on: August 11, 2015, 02:02:34 AM »

... I was informed that TD has been giving uniform treatment to the Italian plane sights. Does this mean they've already been worked over for 4.13 (or 4.12)?

I don't think so.


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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #21 on: August 13, 2015, 10:45:37 AM »

Sad to see such crude stuff remaining after all these years. I only wish I'd started modding much sooner. Wait 'til you see what I'm cooking up for this S. Giorgio sight! My most complex build yet, due to the all the details of this 'busy' Italian design. It'll look far more like a photo of the real thing than what we have now. It likely will have different height settings for the sight head in different planes, thanks to the real sight's height-adjustable vertical posts. I might even contemplate offering in some instances a user-selectable height configuration, depending on whether they like a higher, looking-over-the-nose viewpoint or a more 'hunkered-down' position to hide cowling polygon gaps...
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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #22 on: August 14, 2015, 01:14:05 AM »

... It'll look far more like a photo of the real thing than what we have now. It likely will have different height settings for the sight head in different planes, thanks to the real sight's height-adjustable vertical posts. ...

Sounds really good! :)

Speaking of gunsight height, I just wonder if they were really as low as they're modeled in IL-2; often target evades "zooming" and this way it offers a good firing solution, but below player's plane nose. Lately I got some successful hits aiming well above an enemy plane that I couldn't see, relying only on instict, but was it so also the real thing? Or, as you mention, developers 'hunkered-down' position to hide cowling polygon gaps? And historical layout was higher? So to really help also during dogfight?

Lately I noticed, for instance, how TD improved N1K in 4.13: player may rise at will in his cockpit without seeing any inconsistency in his plane nose and fuselage (Shiden has big sides), on the contrary of previous, original one, which showed huge gaps when raising POV.

Sorry for the long digression (and all rhetorical questions).
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #23 on: August 15, 2015, 09:35:41 AM »

It was common enough practice for pilots in high deflection shots to have to shoot while the target was obscured by the cowling. Naturally, this was more prevalent for long-nosed planes having sight lines clearing the cowling upper surface by only a couple or few degrees (recall that a 100 mil diameter reticle has a radius of about 2.86 degrees.) High deflection shots at speed can approach 10 degrees. Quite often I find myself shooting at such hidden targets when flying such birds as the Spit, P-40 and I-185, among others.

I know beyond doubt that in some of our game's planes at least (US in particular), the sights are placed too low. In looking over historical cockpit photos it's apparent that some sights were located at almost astonishingly high positions by comparison. To the point that when sighting there was almost no clearance between head and canopy.

I've recently raised most of the JA plane sights by about 30mm, which makes a noticeable improvement in high aspect shooting. This may not reflect reality, as I have no data nor clear images of installations to use as a guide, but I am making what I think is a plausible adjustment. And if not realistic, it's at least a small concession to game play that's not egregiously outlandish.
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