[
UPDATE #5: Sept 7, 2024, 7:28PM EDT] To address the inconsistent compass behaviour, here are
just the cockpit classfiles, for both 4.09 and 4.12. I cannot test 4.09 myself, and so cannot be fully confident of the result. (I have updated the full archive as well, that link being at the bottom of this post.)
https://www.mediafire.com/file/7oea22gh1i6ar84/%2521_0_Freddy_109G-2_cockpit_classes_WxTech.7z/file[
UPDATE #4: Sept 6, 2024, 5:00PM EDT] I now offer the
FULL cockpit, as a standalone pack containing
EVERYTHING to work, for 4.09 and later; no previous installation required. The updated readme file contents are presented below.
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UPDATE #3: Aug 31, 2024, 6:50PM EDT] The G-1 and G-3 now share this same fine cockpit. Classfiles for the cockpit classes have 4.12 and later versions already present in the mod's root folder (and archived in a separate folder). For pre-4.12 players, the same classfiles are in a folder named 4.09 cockpit classfiles, which you will copy and overwrite those in the mod's root folder. As before, this update requires having the original, full mod installed. The updated readme file contents are presented below.
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UPDATE #2: Aug 30, 2024, 7:20PM EDT] I have temporarily fixed the conflict with the G-1 and G-3, due to shared but altered resources in this mod, by setting a new name for the cockpit folder (the 3 characters "new" are added to the end of the name. And further fixes have been done in the meantime. The updated readme file contents are reproduced below. The same link at the bottom of this post applies.
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UPDATE #1: Aug 30, 2024, 12:30AM EDT] Since the first upload, in which I botched the cockpit folder name (grrr!), I made a few other changes, including slightly expanding the 6dof limits. Things should now be correct.

Here's my little update, containing just the new files to replace the originals in the cockpit folder, as well as the three cockpit classfiles with expanded 6dof limits. Note that you will need the original full cockpit, to which will be added this relatively small number of replacement files.
If anything can be improved upon here, let me know and I'll see if I can fit it in. Certainly if I've botched anything!

If this stuff is incorporated in an update in the top post, I can delete the link here so as to avoid needless confusion.
From the included, updated readme file:
WxTech's tweaks to Freddy's Bf-109G-2 cockpit
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This is now the COMPLETE cockpit, as a standalone pack. It does NOT require to have it already installed. I have altered so many files I figured I might as well supply the whole thing.

This cockpit mod now applies to the 109G-1, G-2, G-3 and G-4, thanks to Frankiek's provision of the new cockpit class and G1.him file for the 109G-1 (shared by the G-3). And it all works for pre-4.12 (e.g., 4.09), via the 4.09 classfiles.
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I retain the same mod folder name as before, when I was just offering a small number of altered files the user would copy over those present in an existing installation. You may want to rename the mod folder to whatever makes sense in your own mod naming scheme. Yes, a mod folder can have whatever name is valid in Windows. Your main concern is the naming to ensure no conflict with any other mod folder content. In particular, when a mod contains classfiles (like this) the user must pay attention to the mod listing (and hence loading) order, putting the priority mod higher up.
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Here are the things I've adjusted, roughly in the order attacked:
- Added a better ReVi lens texture.
- Replaced the ReVi reflector and Sun shade texture.
- Replaced the canopy glass texture and reversed the surface normals.
- Added an armored glass texture (6 layers with orthogonal surface normals for uniform density at all lighting angles.)
- Moved the two night lamp hooks to better positions (not so close to the lamp housings and hull walls).
- Replaced the reticle texture.
- Replaced the reticle mask with a properly circular one.
- Added my dynamic lens reflection, located just beyond the gun sight's reflector plate.
- Shifted the view hooks a bit forward, and placed the CAMERA hook at center laterally (no longer shifted to the right as it was.)
- Increased the 6dof virtual head movement limits for 4.12 and later (in the cockpit class).
- Lowered the artificial horizon's horizon bar by 4.5mm; it was clearly too high.
- Altered Glass2.mat to use a new Glass2.tga, as used by the perspex canopy handles.
- Added a photographic clock face texture (and its night mat equivalent.)
- Fixed the gun sight crash pad's few bad surface normals, and added a beveled edge.
- Moved the gun sight's backup iron sight rear post to the right so as to properly align with the front ring.
- Raised the gun sight's Sun shade, and reduced its range of movement.
- Added a lighter face to the gauge faces which formerly were pitch black.
- Darkened and lowered the contrast of the instrument panel surfaces.
- Darkened the instrument casings.
- Reduced the Specular values in nearly all .mat files, and limited Ambient and Diffuse values to 1.0.
- Gave the headrest leather elements a new burgundy leather look.
- Improved the compass behaviour via use of the AnglesFork() method, which stops the sudden spinning lurch at azimuth 270.
- Fixed the night glow situation for the slip ball (formerly the ball glowed(!); now the glass tube interior surface glows.
- Relocated some armored winscreen vertices which cause the glass intrude inside and slightly above the upper left frame surface.
- Moved the artificial horizon's internal 'drum' closer to the gauge face, so as to hide the gap around it visible with a close view distance.
- Altered the artificial horizon's internal 'drum' texture and .mat file properties.
- For the artificial horizon, cut away the black parts of the immobile plane reference via an added transparency cut-out in the two textures (day and night).
- Numerous lesser graphical touches.
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I have moved the two view hooks so as to do two things: to provide a better view through the gun sight and to aid in seeing to the rear. The 'normal' PoV is set by the CAMERA hook, and the more forward position is good for users of head trackers capable of and set up to move the pilot's virtual head fore-aft. Otherwise, players may find this location to be too far forward. This can be easily changed.
For reference, the 'normal' PoV is moved forward by 15cm, or 6 inches, and it has been centered in the L-R direction (as opposed to being in line with the rightward offset sight). The 'gunsight' view has been moved farther forward by 25cm, or 10 inches, and raised 5mm.
You can set the view hooks (CAMERA and CAMERAAIM) to your liking; they're defined in the file Body.msh. I have kept the original lines, nulled out with preceding // characters. I also note the direction in which the PoV moves as the X, Y and Z values are increased (Left, Back and Up, respectively.) You can null my line with "//" characters and remove those "//" characters preceding the original lines; this will restore the original PoV. And of course you can enter your own values. Here's the [HookLoc] section as I currently have it in Body.msh:
[HookLoc]
//0 -1 0 1 0 0 0 0 1 -0.04131 0.45 0.50 //CAMERA - original; X/Y/Z moves hook Left/Back/Up when increased
//0 -1 0 1 0 0 0 0 1 -0.04131 0.35 0.495 //CAMERAAIM - original
//1 0 0 0 1 0 0 0 1 0.21581 0.02078 0.31542
//1 0 0 0 1 0 0 0 1 -0.2149 -0.02109 0.26081
//0 -1 0 1 0 0 0 0 1 -0.04131 0.26243 0.4904 //SMOKE
0 -1 0 1 0 0 0 0 1 -0.01 0.3 0.5 //CAMERA; X/Y/Z moves hook Left/Back/Up when increased
0 -1 0 1 0 0 0 0 1 -0.041 0.1 0.5 //CAMERAAIM
1 0 0 0 1 0 0 0 1 0.185 -0.02 0.31 //left lamp
1 0 0 0 1 0 0 0 1 -0.195 -0.02 0.31 //right lamp
0 -1 0 1 0 0 0 0 1 -0.041 0.062 0.49 //SMOKE
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The 109G-1 through G-4 use the same cockpit folder, through two different cockpit classes and two different .him files. For reference I note which planes use which class and which .him file.
BF_109G-1.class: CockpitBf_109G1.class cockpit/Bf-109G-2/G1.him
BF_109G-2.class: CockpitBf_109G2.class cockpit/Bf-109G-2/hier.him
BF_109G-3.class: CockpitBf_109G1.class cockpit/Bf-109G-2/G1.him
BF_109G-4.class: CockpitBf_109G2.class cockpit/Bf-109G-2/hier.him
In this mod's root folder the 8 hashed classfiles are for the 4.12+ version of the G-2 and G-1 cockpit classes. These classfiles support 6dof headtrackers.
In a separate folder I supply the same classfiles for pre-4.12, such as for 4.09/4.10. Copy these 8 hashed classfiles and overwrite those present in the root folder if you are running a game version preceding 4.12.
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Originally this cockpit mod included a folder containing 60 textures of size 512 pixels (1MB each) with which to create an animated oil splotch effect. It is not used, the .him calling meshes which use the more usual single-image texture. And so I don't include that needless folder. Additionally, the blood splatter and glass hole textures formerly resided in sub-folders; I've moved them to the cockpit folder.
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WxTech
August 30, 2024
Sept 6, 2024
Get my FULL, standalone 109G-2 cockpit mod here:https://www.mediafire.com/file/i9m9kl3bhk29qee/%2521_0_Freddy_109G-2_WxTech_tweaks.7z/file