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Author Topic: Adapting Fred cockpits for the Bf-109 G series  (Read 10616 times)

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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #108 on: September 06, 2024, 12:14:41 AM »

I think I'm just about done with playing with the instruments and panels. Note that the Interior 'drum' of the artificial horizon has had some shadowing added along the upper part, and that it has been darkened overall. Additionally, this 'drum' was far enough inside that from certain viewpoints one could look through the window and see past its edge, thus seeing parts of the cockpit interior that should not be seen. I slightly enlarged the 'drum' and moved it outward as close to the horizon bar as possible without hiding it. This makes me happier. ;)

Also for the artificial horizon... Formerly the slip ball was a bit too far outside and thus 'passed through' the two thin bands which define the centered position; I pushed the ball almost 1mm deeper inside so as to clear them. It looked odd to see the ball 'sliced'.


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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #109 on: September 06, 2024, 01:16:38 AM »

... first rapid test :

The waypoint indicator keeps swaying fast from say, 11 o'clock to 1 o'clock, even on the ground and engine off ...

More testing after the weekly shopping ...  ;)
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #110 on: September 06, 2024, 05:41:55 AM »

Mick,
I can't reliably remember who are the 4.09 Rebels; do I assume you are?

Anyway, I just made the azimuth indicator code dependent on the engine being on. If all else is OK with 4.09 behaviour, then I suppose I'll be ready to release everything soon...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #111 on: September 06, 2024, 05:49:21 AM »

... yep, I am one of those 4.09 Rebels (+ Tiger_33's UV3 sound mod ...  ;))

... well, if you just made "the azimuth indicator code dependent on the engine being on", then everything should be OK now ...  ;)
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #112 on: September 06, 2024, 02:20:06 PM »

The original package contained a folder having 60 textures of 512 pixel size (1MB each) to make an animated oil splotch effect, but which appears to NOT be used. The cockpit classes call oil damage meshes which use the more typical single, static texture. I won't be including that needless stuff.

The blood splash and bullet hole textures resided in sub-folders; I've moved them into the cockpit folder.

I should shortly be making the full mod available as its own standalone cockpit requiring nothing else. I would encourage looking out for any anomalies from the altered cockpit classes, particularly for 4.09 (which I cannot test.)
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #113 on: September 06, 2024, 03:03:50 PM »

FULL mod released, as a standalone for 4.09 and later. Go to my post #30, on page 3, for the d/l link (at the bottom of the post.)

If Frankiek takes what he likes and incorporates it into a 'final' version, I would remove my own link. I would prefer to not potentially confuse things with effectively two links to what would be the same mod. ;)

Or if it's deemed OK to have floating about the universe two different flavours of this cockpit, the d/l link to my version added to this thread's top post might be the better place for it?

Anyway, I prefer to minimize confusion where possible, even though I often fail in that lofty aim.  ;)
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gunny0134

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #114 on: September 06, 2024, 08:39:19 PM »

It was worth waiting for !!




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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #115 on: September 07, 2024, 01:40:47 AM »

... many THX for the standalone version, I'll thoroughly test it whenever Mediafire decides to work again, as it is currently out (I even tried using a free proxy, but to no avail, and couldn't even go to my own Mediafire account) ...

So don't be surprised if there are no comments, Gunny was lucky to be able to DL your mod ...!

I get this :


Connection timed out

The initial connection between Cloudflare's network and the origin web server timed out. As a result, the web page can not be displayed.

    Ray ID: 8bf50692c6667017
    Your IP address: xxxxxxxxx
    Error reference number: 522
    Cloudflare Location: Paris

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Frankiek

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #116 on: September 07, 2024, 02:38:13 AM »

The original package contained a folder having 60 textures of 512 pixel size (1MB each) to make an animated oil splotch effect, but which appears to NOT be used. The cockpit classes call oil damage meshes which use the more typical single, static texture. I won't be including that needless stuff.

The blood splash and bullet hole textures resided in sub-folders; I've moved them into the cockpit folder.



Thanks for this as usual great job the link in the first post is already there so i will just update it.  The fact that we have different versions don't bothers me at all as this is the richness of Il-2.

Now concerning the textures for the oil and the gore splatter it is an additional feature that I have kept for people with better hardware as it is resource demanding it is just a matter to change two mat files. I think that in the last version I have put an additional folder for people to choose. If not my bad and I will amend in the final version.

I would rather keep these textures in separate folders as these will be used by other 109 pits that I intend to release E-7, G-6, G6late, G-10. All this is already working in my personal set up but I have to finalise a few glitches and hick-ups for cross version compatibility.

I would like to ask you if you have checked the different textures for the ice accumulation on the glass and de-icing of the cockpit? as I am not sure that it works well. 
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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #117 on: September 07, 2024, 02:59:36 AM »

... OK, Mediafire isn't AWOL anymore, so I could DL the pack and rapidly test it ...  ;)

I again changed the Camera viewpoint in the Body.mesh to suit my taste (was too close to the Revi), and also reverted back to Frankiek 3 java class files (4.09), as the constant compass needle swaying after engine start up was rather disturbing ...

Also changed the Glass texture and put a "clean" one ...

I am really glad that the G-6, G6late, and G-10 versions are already in the works (no Erla canopy versions of course) ...!  8)

Many THX again to all involved ...!  :P
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #118 on: September 07, 2024, 06:48:52 AM »

I did try to see if the canopy icing feature worked. I spent a good amount of time at 7km or so, with nothing being seen. Then I plunged rapidly to the deck with nothing being seen. It seems to be not supported in Il-2...
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Kelso

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #119 on: September 07, 2024, 07:25:12 AM »

The compass needle vibrates very strongly when the engine is running. Do you have that too? Is this a bug or feature? WxTech version.
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