Sven Groetsch aka "Kami_1" made the model in max and textured it.
It was originaly made for PF.
I exported it and did everything necessary to get it from a Max model to a working cockpit ingame.
(Kami lost everything in a PC crash a few years ago and it was all thought lost. Fortunately the Cockpit Max file & textures were found buried in an archive elsewhere, unfortunately the gunner positions which he made were not with it :-( ...)
Charlie,
thanks. Sorry that I took too long to answer.
We are still carrying an ancient mistake regarding the B-29. Since the first time it was made flyable, it was unproperly implemented, and even when now we have great pilot-copilot and bombardier positions, the gunners of the B-29 are quite wrong. Look at this:
The gunners stations of the B-29 were five:
-One in the nose (NOT IN THE BUBLE BEFORE ENTERING the tube that linked the presurized nose cockpit to the rear one). It is wrong right now, and the head you see in that bubble is a mistake too. This is the bubble where the 3D model we use places a gunner:
-One main dorsal in the rear part, called the barber chair, because it rotated 360 degrees.
-Two waist ones in left-right sides of the rear cockpit.
-The tail gunner.
It had a very complicated system for alternating who controlled what. Apart of it, it used an analogic computer to compensate ballistic and velocity effects when shooting. Basically reproducing everything is almost impossible, but:
-I think that we should have the real nose gunner station available, because the other one is a real mistake. This station controlled the upper and lower turrets, because if not, it is easy to understand that a plane coming from under the B-29 would always hit it.
Nice page which speaks about the subject:
Apart of the BombSight, the nose position (bombardier) was for a gunner with this hardware:
Regards,
Pablo