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Author Topic: J2M3 and J2M5 6dof range of movement increased  (Read 1323 times)

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WxTech

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J2M3 and J2M5 6dof range of movement increased
« on: August 04, 2022, 11:58:03 PM »

I debated including these classfiles with my J2M3/J2M5 PoV fix (available in this thread:  https://www.sas1946.com/main/index.php/topic,69305.0.html ), but figured not all folk might necessarily want to use classfiles if they can be avoided.

In a fashion, this treatment of the 6dof limits largely overcomes the limitation of the stock PoV values. But both strategies--relocating the PoV and increasing the 6dof range of movement--give the fullest control. Indeed, with the boosted limits here you could move the CAMERA hook farther back from my more forward position, if you wish.

If you want to use both mods, and reduce the mod folder count, simply move the 3do folder (containing the two cockpit folders) from the other mod into this folder. (Note that classfiles should be in folders placed near the top of your mod folder listing, to ensure the files are read before those they are replacing. This folder is named so as to ensure a sufficiently near-the-top position.)

Get it here:

https://www.mediafire.com/file/d3d94bdmn0svit0/%2521%2521%2521_J2M3_J2M5_cockpit_classes_6dof_expanded.7z/file


From the included readme file:

Expands the range of virtual head movement in the J2M3 and J2M5. The stock range of motion was quite restricted, presumably so as to hide parts of the external model that show up when the PoV is moved well away from the 'normal' position. To me it's far more important to be able to move about for the best view.

These classfiles are from B.A.T. 4.0, but should be fine for all game versions from 4.12 and later.

CockpitJ2M3.class   (adjust 6dof limits; 2022-08-05 1:22 AM)
  3A6454DE260A53CA
  5C612088524373E8
  7DFE26CE78C4703C
  B559526EBB0A5C1E

CockpitJ2M5.class   (adjust 6dof limits; 2022-08-05 1:25 AM)
  6AC06BA64D1C47A6
  9E18FF4CDDD7F7B4
  086F147644F88B9E
  D22E925CAF123BAC




WxTech
Aug 5, 2022
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RABIZO

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #1 on: August 05, 2022, 02:52:44 AM »

Thank you "WxTech"

I tried.
The "weird stuff" visible on the cowling is no longer visible.
There's a bullet destination in the sights, but it's still up there."←"
But a lot better than before.
Is it possible to raise the "reticle"?
If so, what numbers should we move?
If it can be done at the same time as lowering the viewpoint, it seems to be the best position.

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WxTech

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #2 on: August 05, 2022, 03:17:03 AM »

RABIZO,
Are you using any other J2M mod?

In my BAT 4.0 game the bullet aim point is just fine, going through the reticle center.

If you need to move the reticle (as certainly looks to be necessary here), you need the hier.him file in each of the J2M3 and J2M5 cockpit folders. As for the PoV hooks in Body.msh, for the item [Z_Z_RETICLE] you would likely alter the last number in the series of 12 in order to move it in the up-down direction.

But first we must ascertain if you are using any other mod besides the two I uploaded today.
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RABIZO

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #3 on: August 05, 2022, 06:26:01 AM »

Thank you "WxTech".
I am always helped by you.
I look forward to working with you.

There was nothing related to "J2M3" in the "#WAW3" folder.
I put the "Tainan120" mod and left only the "J2M3" and "J2M5" folders.
When I started the game, the bullets were gathered in the center.
I don't know why, but I will continue to use it.
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WxTech

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #4 on: August 05, 2022, 06:35:50 AM »

Does this mean that your problem with the bullet aim point is now solved?

And have you obtained a good position for the pilot's point of view?

And do you now enjoy a larger range of virtual head movement?

I have just carried over an older mod I made years ago that gives the armored glass a greenish tint, uses an improved gun sight texture and reflector/Sun tint glass, uses my latest reticle, applies a correctly sized, circular reticle mask, and gives the canopy perspex my usual treatment. It of course includes the hier.him for both cockpits.

I should be uploading this fairly soon...
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RABIZO

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #5 on: August 05, 2022, 08:29:06 AM »

Thank you "WxTech"

I don't understand much, but it seems to have been resolved, so I will try to do something good
I'd like to lower my head a bit, but I don't understand the "number of 12".
I'm in the state of checking by moving the game while touching various numbers.
If you want to lower the head position by 5 cm with "//0 -1 0 1 0 0 0 0 1 -1E-005 0.32535 0.44568 //L B U", which number should you change?
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WxTech

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #6 on: August 05, 2022, 02:22:58 PM »

A line which starts with either "//" (a pair of forward slashes) or with ";" (a semicolon) is NOT read by the game, because these particular characters denote that what follows them is a comment, or renark. This is a common programming practice. In this case, the lines starting with the "//" characters are the original ones, which I have disabled and replaced with my own versions just below. I leave in place, but disabled, the original values as a reference, so that one always knows what one is working from.

Therefore, do not alter those original values, not least because the game code only skips over these lines anyway. Edit the lines which DO NOT start with "//" characters, for those lines are read by the game.

In each of the lines of data, the first 9 numbers you will ignore, because these are the orientation matrix, setting the directions in space for the 3 axes.

The last 3 numbers set the position on the X (#10), Y (#11) and Z (#12) axes. In the case of these view hooks, increasing numbers 10, 11 and 12 will move the hook left, back and up, respectively. The units are meters.

Therefore, to move a hook down by 5cm, subtract 0.05 from the last number.

To move a hook rearward by 10cm, subtract 0.1 from the 11th (next to last) number.
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RABIZO

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Re: J2M3 and J2M5 6dof range of movement increased
« Reply #7 on: August 08, 2022, 07:23:00 AM »

Thank you "WxTech"

It's now in my preferred position. (Maybe even a little earlier)
In the future, the number of appearances of this aircraft may increase.

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