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Author Topic: P-66 Vultee Vanguard  (Read 11956 times)

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WxTech

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Re: P-66 Vultee Vanguard
« Reply #72 on: October 23, 2023, 09:58:50 PM »

Now you can have damage effects for this plane. Effects were not possible before due to most or all relevant collision boxes having names starting with either ".xx" (in 27 meshes) or ".x" (3 meshes), where the code is expecting to see no period preceding the name.

Using your favourite text editor (Notepad++ is excellent), do a bulk replace in all .msh files in the cockpit folder, exchanging ".x" (that is, period x) with "x". This should involve a total of 30 meshes.

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WxTech

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Re: P-66 Vultee Vanguard
« Reply #73 on: October 23, 2023, 10:14:26 PM »

Gunny asked, "One poor question: What does the nose look like when the pilot leans a little and looks at the gunsite on a real plane ? It's more like a 'Before' ?? Is it more like an 'After' ??"

In the real world plane, leaning closer to the sight will cause virtually no alteration in appearance of the cowling. Whatever slight difference there will be will be to the better. By getting a little closer to the front of the plane, the obstruction of the upper cowl edge which limits the view angle downward is made to appear to very slightly move downward. That is, leaning forward always provides a slight improvement in the look-down direction. But because the ratio of the pilot's range of lean distance to the distance from pilot to cowl edge is pretty small, such a gain is usually so tiny as to be essentially meaningless. Raising one's head higher (stretching upwards to touch the upper canopy) pretty much always provides a greater gain here.

If you use a 6dof tracker and have the sensitivities set so that you can take full advantage of the range of virtual head movement in the cockpit, these aspects can be easily seen.

I find that among the numerous creators making Il-2 '46 YoiuTube vids, almost all do not exploit the full 6dof capacity of their tracker. Some seem content to have their virtual head pretty much stuck in one place, thus often times needlessly suffering restrictive views out of the cockpit. Both situational awareness and gunnery improve when one's viewpoint is free to move within the full range permitted by the 6dof limits for each cockpit.
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WxTech

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Re: P-66 Vultee Vanguard
« Reply #74 on: October 23, 2023, 10:24:37 PM »

Another thing I did is move the wing fuel tank collision boxes from the Inner wing meshes to the Mid wing meshes, in order to have the collision box in the same chunk as the hook to which the damage effects are tied. Note that the collision boxes remain where they are on the plane; they are merely reassigned to a different mesh.

This may not be strictly necessary, but it doesn't hurt anything.
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gunny0134

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  • no skill just simple, but seek the best beauty !!
Re: P-66 Vultee Vanguard
« Reply #75 on: October 23, 2023, 10:37:23 PM »

I'm working hard to interpret your long text using a translator.

Those are difficult words.

My conclusion is that it is wise to choose the 'After' side.

I'm one of the YouTube people with poor vision, and you're going to scold me again here... ::( ::( ::(

Thank you.
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Frankiek

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Re: P-66 Vultee Vanguard
« Reply #76 on: October 24, 2023, 05:31:22 AM »

One small suggestion on my side would be to swap the revi sight with the US N-2. It should be an easy task as this was already done for the H-75 cockpit.   
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WxTech

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Re: P-66 Vultee Vanguard
« Reply #77 on: October 24, 2023, 12:36:46 PM »

I added the Chinese pilot, but suffer frequent full or partial blackness, sometimes with a freeze until I change the viewpoint, due to there being too many polygons (Java errors popping up saying this). So I have to reject these awfully complex pilot models.

I thought I had my BAT 4.0 game up to snuff with the proper dlls...
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WxTech

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Re: P-66 Vultee Vanguard
« Reply #78 on: October 24, 2023, 03:09:40 PM »

I'm in the process of replacing the ReVi-3 sight with the US N-2. Will have this available soon...
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WxTech

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Re: P-66 Vultee Vanguard
« Reply #79 on: October 24, 2023, 03:42:00 PM »

In this post I make available for download my own alterations for your use:
- Fix the incorrectly named collision boxes that prevented damage effects from being generated.
- Add my own US N-2 gun sight.
- Raise the cockpit by 6cm so that the external and internal models join together better at the cowling.

UPDATE, Oct 24, 2023: I realized that I had overlooked the necessity of adhering to the names Reticle.mat and Reticle.tga in order that the reticle brightness adjustment function would operate. I've updated the archive accordingly.

If you have d/l'd before this update and don't want to do so again, make these 4 changes in the cockpit folder:
- In us_Reticle.msh, change the [Materials] reference to "Reticle".
- Change the file "us_Reticle.mat" to "Reticle.mat".
- Change the file "us_Reticle.tga" to "Reticle.tga".
- In the now renamed "Reticle.mat", change the TextureName reference to "Reticle.tga".
---------------------------------- end of update --------------------------------------


Here's the fixes and additions I've made in the 24 hours since downloading/installing this plane  :-|:

https://www.mediafire.com/file/yff73l44jfhg6ng/P-66_WxTech_fixes.7z/file

From the included and updated readme file:

WxTech's fixes and additions to the P-66 Vanguard


  In the plane folder (external model), I've fixed the collision object names formerly incorrectly starting with a period (.) character by removing the period. Now damage effects can be generated, where previously this was impossible. This involves replacing 27 meshes.

  In the cockpit folder I have all the US N-2 gun sight resources, most of which which are unique and so do not overwrite any existing files. These file names begin with "us_". The Reticle.mat and Reticle.tga files, however, need to be named as just recited in order for the game to be able to apply the reticle brightness adjustment function; if the names are any different, the reticle is always on at full brightness. I supply the updated hier.him, which will replace the original. And I have body.msh, with its raised view hooks suitable for the new sight. It also replaces the original.

The cockpit was located about 6cm too low, resulting in a discontinuity at the 'join' between the forward cowling of the external model and the rear part modeled with the interior. I supply a simple reference mesh (move.msh) which acts as the new parent for the cockpit collectively, allowing to shift the whole works by making a single change in the XYZ coordinate of this move.msh. This is all controlled in hier.him.


WxTech
Oct 24, 2023
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Frankiek

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Re: P-66 Vultee Vanguard
« Reply #80 on: October 24, 2023, 04:36:42 PM »

Looks nice thanks a lot
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WxTech

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Re: P-66 Vultee Vanguard
« Reply #81 on: October 24, 2023, 06:58:58 PM »

@ 101tfs,
If you decide to incorporate my changes into your own archive, that's perfectly fine with me. If so I would delete (or heavily trim/modify) my post above. It seems this would be the least confusing way to handle these differing resources. I know I much prefer to have the top post of a thread to contain the latest source, and to not have to scroll through numerous pages to pick out various and multifarious bits and pieces to add.   ;)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Kelso

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Re: P-66 Vultee Vanguard
« Reply #82 on: October 25, 2023, 12:11:06 AM »

WxTech - thanks! As always, reliable.
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Gaston

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Re: P-66 Vultee Vanguard
« Reply #83 on: October 25, 2023, 01:07:02 AM »

So many updates... I hope it will be included in the next BAT update, so we will not have to follow all these modifications (yeah, I know... I am a bit lazy...) !
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