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Author Topic: New gun sight for Hurri I and II, Buffalo and Spit I  (Read 11642 times)

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WxTech

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New gun sight for Hurri I and II, Buffalo and Spit I
« on: January 11, 2016, 10:59:45 AM »




Get it here:

https://www.mediafire.com/download/hsau00tfe3bozz5/00_Gunsight_HurriI-and-II_Buffalo.7z


Gun Sight for the Hurricane I, II and Buffalo, by WxTech
Spit I added by Greybeard -- see a later post (page 3)


This mod provides an earlier mark of the British reflector sight for the Hurricane I and II, and the Buffalo. The stock sight (with rectangular reflector on an 'open frame' support) fitted in the game is a later variant, fine to use from 1942 (??) or 1943 (??) on. (I don't know just when the changeover occurred.)

Knowing that the USN Mk. 8 sight is a close enough copy of the British GM-1 (?), I simply mated my own Mk. 8 upper part to the GM-1 lower part. The latter's texture is taken from a mod introduced some years ago by Avala, for which I give thanks! I did alter my 'Mk. 8' upper body texture from 'pebbled' to smooth, but retained the 'pebbled' texture for the mounting clamp.

Whereas the Mk. 8 reflector is pretty much purely elliptical (which presents as circular in projection), the GM-1's reflector has a wider upper portion, which in projection presents as 'egg-shaped.' This outline is adopted.

My reticle uses only one layer in the .mat file, to produce less obstruction and a give a 'cleaner' appearance.


And included:

- Added my canopy glass treatment, which emphasises forward scatter.
- For the Buffalo, Body.msh, which contains the cockpit view hooks, as well as some canopy glass.
- For the Hurricanes, COCKPIT.msh, which contains the cockpit view hooks.

=========================

For all three planes I include the night version of the lower sight's texture, which would normally turn on the green luminescence for the markings when the cockpit light key is pressed. However, for some reason this feature is not working, and I've not been able to track down the cause. For the Hurricane, having these files active causes the green glowing markings to be seen at *all times* (not just when the 'pit lighting is toggled on.) And so I've added a minus sign to the beginning of these file names, which disables them. Perhaps someone brighter than me can fix this?... ;)

=========================

The stock Buffalo has a number of little, but aggravating problems related to some instruments and other bits. For players flying the stock plane, or if they have no mod addressing the artificial horizon, airspeed indicator or altimeter, I include additional files in the sub-folder, [extras].

These files can be copied over to the parent cockpit folder, [B-339], to reside with my gun sight stuff.

!!! IMPORTANT !!! In the [extras] folder I include two versions of hier.him, with the names lengthened to indicate their purpose. Depending on your desired configuration, you copy over the relevant version to the [B-339] folder, then rename it to hier.him.

The version already present in [B-339] is for the gunsight only. If you elect to try out the 'extras', you will copy over hier_gunsight-and-extras.him to the [B-339] folder, then rename it to hier.him. (Remove the existing hier.him first, which is the same as the hier_gunsight-only.him in the [extras] folder.

=========================

Any mod--including this--which alters hier.him can cause conflicts with other mods which also make changes to hier.him. If you have any other Hurricane I or II, or Buffalo mod, check its cockpit folder to see if hier.him is present. If so, you will likely have to effectively merge the two (the game uses only the first instance it reads). The elements I have altered in hier.him:

(1) For the Buffalo, related to the gun sight, and altered in hier_gunsight-only.him:

[Z_Z_MASK] (the reticle mask)
[PRICEL_ST] (disabled, as it's the old reflector plate/support)
[PRICEL] (this is the gun sight)

And related to the 'extras', which, along with the gunsight elements above are altered in hier_gunsight-and-extras.him:

[Z_Alt_Large] (long altimeter needle)
[Z_Alt_Small] (short altimeter needle)
[Z_Speed] (airspeed needle)
[Z_Hor_Handle] (artificial horizon line)

You copy over from my hier.him and replace in your existing hier.him the relevant sections. Note that it doesn't matter if hier.him resides within this mod or the other; it suffices only to be located in the correct folder tree having the proper names. Again, if there are two or more versions of a file spread among same-name folders, the first one read by the game is the one used.

(2) For the Hurricane:

[Z_Z_RETICLE] (makes the optical reticle)
[Z_Z_MASK] (the reticle mask)
[PRICEL_ST] (disabled, as it's the old reflector plate/support)
[PRICEL] (this is the gun sight)


In similar vein, check for the presence of another Body.msh or COCKPIT.msh, which build numerous cockpit objects. If there is another such mesh file present, copy from my file and replace in the other sections:

[Hooks]
[HookLoc]

Here is where the viewpoints are defined, as outlined a bit farther below...

=========================

My canopy glass treatment simply reverses the signs of all surface normals. This has the effect of making the 'dirt' more visible when the surface lies in the sunward direction. In the 'normal' and usual scheme, the glass surface is treated just like any other opaque surface, where obviously the lighting normally has the surface brighter on the sun-facing side. But on a glass surface, sleeks, scratches, pits and general shmutz are more readily seen to scatter light when the surface is somewhere between the observer and light source, NOT when the surface is in the opposite hemisphere. In other words, scattering is more efficient in the forward direction as opposed to back scatter.

If you do not wish to use my canopy glass treatment:

(1) For the Buffalo:

Delete:
Canopy.msh (defines the surface normals for the sliding canopy)
Bf109F2Aperture.mat
Bf109F2Aperture.tga

Alter:
Body.msh
You do this alteration by reversing the signs of the last three values in the [Vertices_Frame0] section for Bf109F2Aperture. This section is readily identified because all its numbers are more widely separated by TABS, not spaces. This section can be copied to a spreadsheet form, the last three numbers multiplied by -1 to reverse the sign, then the altered section copied back to Body.msh.

(2) For the Hurricane:

Delete:
FONAR_GLASS.msh (defines the surface normals for the full canopy)
glass.mat
XGlass.tga

=========================

The viewpoint hooks in Body.msh (for the Buffalo) and COCKPIT.msh (for the Hurricanes) set the location of the virtual pilot's eye. Reproduced below are the two relevant sections in the Buffalo's Body.msh:

[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>

[HookLoc]
//0 -1 0 1 0 0 0 0 1            0   0.5263   0.13485 L B U
//0 -1 0 1 0 0 0 0 1            0   0.28257  0.11485

0 -1 0 1 0 0 0 0 1            0   0.426   0.125  //F10 D1
0 -1 0 1 0 0 0 0 1            0   0.2  0.125  //F8.3 U1


In [HookLoc] I've 'rem'ed' out the original lines with // characters, and added a reminder of the sense in which the numbers move the viewpoint. The last three numbers on each line define the X, Y and Z values. In this case, from third last to last, increasing the value moves the viewpoint left, back and up (L B U), respectively, in meters. On the lower pair of 'active' lines, I've added a notation indicating that I've moved the POVs forward, down or up, those figures being in centimeters (I could have written as millimeters, or meters.)

You may wish to alter one or more of these values, to suit your own tastes. Note that "CAMERA" (the first line of data) sets the 'normal' seated position, and "CAMERAIM" (the second line of data) sets the SHF-F1 gun sight view.

=========================

A final note: If you elect to make changes to the Hurricane, do so to one plane's folder first, comparing the difference to the unaltered contents of the other folder. This will permit to decide which version you prefer.

And: If you delete a file, so that the stock version is to be used instead, you may have to quit/restart the game so that the change(s) can be made to the 'registered list' of files to be used. Although loading a different plane might have the same effect. To be sure, *adding* a new file *will* require a game restart.

=========================

I give permission for the free use of this work, in whole or in part, by anyone, without restriction.

WxTech
Jan 11, 2016
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greybeard

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #1 on: January 12, 2016, 10:51:30 AM »

Thanks WxTech.

For users which have installed SAS Hurricane Pack and want to restore POV's, as well as to keep sliding canopy, please replace the whole content of following files of this mod with that coded below:

hier.him inside folder HurricaneMkI
Code: [Select]
//Hurricane I

[_ROOT_]

VisibilitySphere 1.85

[Z_Z_RETICLE]
Mesh Z_Z_RETICLE
Parent _ROOT_
//Attaching 0 -1 0 0 0 1 -1 0 0 9.3 0 0.965
Attaching 0 -1 0 0 0 1 -1 0 0 9.3 0 0.985  //U2

[Z_Z_MASK]
Mesh Z_Z_MASK
Parent _ROOT_
//Attaching 0 -1 0 0 0 1 -1 0 0 4.81924 -0.04596 0.98194  //FLU?
Attaching 0 -1 0 0 0 1 -1 0 0 4.85924 0.0 0.99594  //F4 L4.6 U1.4


[XLampEngHeat]
Mesh XLampEngHeat
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08414 0.09575 0.77387
[XLampGearUpR]
Mesh XLampGearUpR
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.14628 0.77736
[XLampGearUpL]
Mesh XLampGearUpL
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.18822 0.77736
[XLampGearDownR]
Mesh XLampGearDownR
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.13602 0.73956
[XLampGearDownL]
Mesh XLampGearDownL
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.20093 0.73956
[nose_d0_00]
Mesh nose_d0_00
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.59997 0 0.66951
[COCKPIT]
Mesh COCKPIT
Parent _ROOT_
Attaching 0 1 0 0 0 1 1 0 0 -0.0759 0 0.35837
[FONAR_GLASS1]
Mesh FONAR_GLASS1
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0 0.64593 -0.2409
[FONAR_GLASS2]
Mesh FONAR_GLASS2
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0 0.64593 -0.2409
[BaseMirror]
Mesh BaseMirror
Parent COCKPIT
Attaching -1 0 0 0 0.939692 -0.342021 0 -0.342021 -0.939692 0 0.8757 -0.4245
[MIRROR]
Mesh MIRROR
Parent COCKPIT
Attaching -1 0 0 0 0.939692 -0.342021 0 -0.342021 -0.939692 0 0.85382 -0.41525


//[PRICEL_ST]
//Mesh PRICEL_ST
//Parent COCKPIT
//Attaching -1 0 0 0 0.707107 -0.707107 0 -0.707107 -0.707107 0 0.59887 -0.18121  //LUF?
//Attaching -1 0 0 0 0.707107 -0.707107 0 -0.707107 -0.707107 0 0.61887 -0.21121  //B3 U2

[DOSKA]
Mesh DOSKA
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 -0.06884 -0.06602 -0.04068

[BORT_R_DET]
Mesh BORT_R_DET
Parent COCKPIT
Attaching 0 0.522477 0.852653 1 0 0 0 0.852624 -0.522525 -0.31645 -0.13254 -0.19368
[BORT_L_DET]
Mesh BORT_L_DET
Parent COCKPIT
Attaching 0 0 1 0 1 0 -1 0 0 0.33882 -0.23381 -0.36251
[FONAR1]
Mesh FONAR1
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 0.15353 0.68541 -0.25481
[FONAR2]
Mesh FONAR2
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0.15353 0.68541 -0.25481
[RAILS]
Mesh RAILS
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0.15353 0.68541 -0.25481
[SEAT]
Mesh SEAT
Parent COCKPIT
Attaching 0 0 1 0 1 0 -1 0 0 0.19012 -0.20696 -0.43394
[PRIBORY]
Mesh PRIBORY
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.03249 -0.10815 0.45931
[PRIBORY_RAF]
Mesh PRIBORY_RAF
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.01681 0.06638 0.28587
[PRIBORY_FAF]
Mesh PRIBORY_FAF
Parent DOSKA
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0.01681 0.06638 0.28587
[TUMBLER_L]
Mesh TUMBLER_L
Parent DOSKA
Attaching 0 0 1 0 1 0 -1 0 0 0.00858 0.4302 0.2074
[TUMBLER_R]
Mesh TUMBLER_R
Parent DOSKA
Attaching 0.923887 0 0.382664 0 1 0 -0.382664 0 0.923887 0.03467 -0.18238 0.414
[RUSBase]
Mesh RUSBase
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 0 -0.38166 -0.21398
[RUS]
Mesh RUS
Parent RUSBase
Attaching 0 -1 0 0 0 1 -1 0 0 -0.03027 0 0.3404
[RUS_GUN]
Mesh RUS_GUN
Parent RUS
Attaching 0 0 -1 -1 0 0 0 1 0 -0.04473 0.27929 -0.01065
[RUS_TORM]
Mesh RUS_TORM
Parent RUS
Attaching 0 0 -1 -1 0 0 0 1 0 0.00888 0.19251 -0.03231
[RUS_TAND_L]
Mesh RUS_TAND_L
Parent RUSBase
Attaching 1 0 0 0 1 0 0 0 1 0.02248 0.03275 0.27736
[RUS_TAND_R]
Mesh RUS_TAND_R
Parent RUSBase
Attaching 1 0 0 0 1 0 0 0 1 0.02248 -0.03285 0.27736
[RUD]
Mesh RUD
Parent COCKPIT
Attaching 0 0.707107 0.707107 1 0 0 0 0.707107 -0.707107 0.40671 -0.03049 -0.30612
[SHAS_RUCH_T]
Mesh SHAS_RUCH_T
Parent COCKPIT
Attaching 0 0.515051 0.85716 0 0.85716 -0.51505 -1 0 0 -0.31957 -0.13354 -0.19456
[PROP_CONTR]
Mesh PROP_CONTR
Parent COCKPIT
Attaching -0.17101 0.469861 0.866018 -0.29622 0.813815 -0.499959 -0.939686 -0.342039 0 0.43268 0.13851 -0.25347
[PEDALY]
Mesh PEDALY
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 0 -0.28578 0.17585
[COMPASS_M]
Mesh COMPASS_M
Parent COCKPIT
Attaching 0 0 1 -1 0 0 0 -1 0 0 -0.00820999 -0.07446
[SHKALA_DIRECTOR]
Mesh SHKALA_DIRECTOR
Parent DOSKA
Attaching 0 1 0 -1 0 0 0 0 1 0.06049 0.06578 0.13794
[STREL_ALT_LONG]
Mesh STREL_ALT_LONG
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.01566 0.18965 0.16333
[STREL_ALT_SHORT]
Mesh STREL_ALT_SHORT
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.01577 0.18923 0.16297
[STREL_ALT_SHRT1]
Mesh STREL_ALT_SHRT1
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.01609 0.18923 0.16297
[STRELKA_BOOST]
Mesh STRELKA_BOOST
Parent DOSKA
Attaching 1 0 0 0 0 -1 0 1 0 0.03145 -0.18397 0.32366
[STRELKA_FUEL]
Mesh STRELKA_FUEL
Parent DOSKA
Attaching 1 0 0 0 -0.55933 0.828945 0 -0.828945 -0.55933 0.03101 -0.30819 0.2319
[STRELK_FUEL_LB]
Mesh STRELK_FUEL_LB
Parent DOSKA
Attaching 0.930418 0 0.366499 0 1 0 -0.366499 0 0.930418 0.0895 -0.22472 0.20599
[STRELKA_RPM]
Mesh STRELKA_RPM
Parent DOSKA
Attaching 1 0 0 0 -0.422639 0.906298 0 -0.906298 -0.422639 0.03127 -0.10726 0.45729
[STRELK_TEMP_OIL]
Mesh STRELK_TEMP_OIL
Parent DOSKA
Attaching 1 0 0 0 -0.719325 0.694674 0 -0.694674 -0.719325 0.03045 -0.17288 0.11577
[STRELK_TEMP_RAD]
Mesh STRELK_TEMP_RAD
Parent DOSKA
Attaching 1 0 0 0 -0.31736 0.948305 0 -0.948305 -0.31736 0.03045 -0.25591 0.11577
[zRadFlap]
Mesh zRadFlap
Parent DOSKA
Attaching -0.52944 0.0230763 0.848034 -0.283953 0.937149 -0.202786 -0.799421 -0.348162 -0.489602 -0.18365 0.36364 -0.08433
[STREL_TURN_DOWN]
Mesh STREL_TURN_DOWN
Parent DOSKA
Attaching 1 0 0 0 0 -1 0 1 0 0.01576 -0.05373 0.16452
[STRELK_TURN_UP]
Mesh STRELK_TURN_UP
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.01576 -0.05373 0.16452
[STRELK_V_LONG]
Mesh STRELK_V_LONG
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.0158 0.18784 0.28653
[STRELK_V_SHORT]
Mesh STRELK_V_SHORT
Parent DOSKA
Attaching 1 0 0 0 0 -1 0 1 0 0.01533 0.18794 0.28588
[STRELKA_VY]
Mesh STRELKA_VY
Parent DOSKA
Attaching 1 0 0 0 -1 0 0 0 -1 0.01536 -0.05305 0.28594
[STRELKA_GOR_FAF]
Mesh STRELKA_GOR_FAF
Parent DOSKA
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0.01821 0.06692 0.28554
[STRELKA_GOS_FAF]
Mesh STRELKA_GOS_FAF
Parent STRELKA_GOR_FAF
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
[STRELKA_GOR_RAF]
Mesh STRELKA_GOR_RAF
Parent STRELKA_GOR_FAF
Attaching 1 0 0 0 1 0 0 0 1 0 -0.00158 0.0011
[STRELKA_HOUR]
Mesh STRELKA_HOUR
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.03144 0.31636 0.20052
[STRELKA_MINUTE]
Mesh STRELKA_MINUTE
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.03144 0.31636 0.20052
[STRELKA_SECUND]
Mesh STRELKA_SECUND
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.03144 0.31636 0.21673
[HullDamage1]
Mesh HullDamage1
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.02581 -0.14264 0.28405
[HullDamage2_RAF]
Mesh HullDamage2_RAF
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.01886 0.15325 0.26565
[HullDamage2_FAF]
Mesh HullDamage2_FAF
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.01886 0.15325 0.26565
[HullDamage3]
Mesh HullDamage3
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.00238 -0.34365 -0.0248
[HullDamage4]
Mesh HullDamage4
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.36098 0.19791 -0.3473
[HullDamage5]
Mesh HullDamage5
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.3742 0.18509 -0.45667
[HullDamage6]
Mesh HullDamage6
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.19125 0.44236 -1.0164
[XGlassDamage1]
Mesh XGlassDamage1
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.05483 0.6607 -0.17215
[XGlassDamage2]
Mesh XGlassDamage2
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.00389 0.776 -0.69394
[XGlassDamage3]
Mesh XGlassDamage3
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.21545 0.56065 -0.79909
[XGlassDamage4]
Mesh XGlassDamage4
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.22446 0.5364 -0.75982


[PRICEL]
Mesh PRICEL
Parent COCKPIT
//Attaching -1 0 0  0 0 -1  0 -1 0   0 0.52272 -0.19997  //LUF?
//Attaching -1 0 0  0 0 -1  0 -1 0   0 0.54272 -0.22997  B3 U2 old sight
Attaching -1 0 0  0 0 -1  0 -1 0   0 0.588 -0.21997  new sight

hier.him inside folder HurricaneMkII
Code: [Select]
//Hurricane II

[_ROOT_]

VisibilitySphere 1.85
[Z_Z_RETICLE]
Mesh Z_Z_RETICLE
Parent _ROOT_
//Attaching 0 -1 0 0 0 1 -1 0 0 9.3 0 0.965
Attaching 0 -1 0 0 0 1 -1 0 0 9.3 0 0.985  //U2 WxTech's figures
[Z_Z_MASK]
Mesh Z_Z_MASK
Parent _ROOT_
//Attaching 0 -1 0 0 0 1 -1 0 0 4.81924 -0.04596 0.98194  //FLU?
Attaching 0 -1 0 0 0 1 -1 0 0 4.85924 0.0 0.99594  //F4 L4.6 U1.4


[XLampEngHeat]
Mesh XLampEngHeat
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08414 0.09575 0.77387
[XLampGearUpR]
Mesh XLampGearUpR
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.14628 0.77736
[XLampGearUpL]
Mesh XLampGearUpL
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.18822 0.77736
[XLampGearDownR]
Mesh XLampGearDownR
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.13602 0.73956
[XLampGearDownL]
Mesh XLampGearDownL
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.08351 0.20093 0.73956
[nose_d0_00]
Mesh nose_d0_00
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.59997 0 0.66951
[COCKPIT]
Mesh COCKPIT
Parent _ROOT_
Attaching 0 1 0 0 0 1 1 0 0 -0.0759 0 0.35837
[FONAR_GLASS1]
Mesh FONAR_GLASS1
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0 0.64593 -0.2409
[FONAR_GLASS2]
Mesh FONAR_GLASS2
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0 0.64593 -0.2409
[BaseMirror]
Mesh BaseMirror
Parent COCKPIT
Attaching -1 0 0 0 0.939692 -0.342021 0 -0.342021 -0.939692 0 0.8757 -0.4245
[MIRROR]
Mesh MIRROR
Parent COCKPIT
Attaching -1 0 0 0 0.939692 -0.342021 0 -0.342021 -0.939692 0 0.85382 -0.41525

//[PRICEL_ST]
//Mesh PRICEL_ST
//Parent COCKPIT
//Attaching -1 0 0 0 0.707107 -0.707107 0 -0.707107 -0.707107 0 0.59887 -0.18121

[DOSKA]
Mesh DOSKA
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 -0.06884 -0.06602 -0.04068[BORT_R_DET]
Mesh BORT_R_DET
Parent COCKPIT
Attaching 0 0.522477 0.852653 1 0 0 0 0.852624 -0.522525 -0.31645 -0.13254 -0.19368
[BORT_L_DET]
Mesh BORT_L_DET
Parent COCKPIT
Attaching 0 0 1 0 1 0 -1 0 0 0.33882 -0.23381 -0.36251
[FONAR1]
Mesh FONAR1
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 0.15353 0.68541 -0.25481
[FONAR2]
Mesh FONAR2
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0.15353 0.68541 -0.25481
[RAILS]
Mesh RAILS
Parent COCKPIT
Attaching 1 0 0 0 0 -1 0 1 0 0.15353 0.68541 -0.25481
[SEAT]
Mesh SEAT
Parent COCKPIT
Attaching 0 0 1 0 1 0 -1 0 0 0.19012 -0.20696 -0.43394
[PRIBORY]
Mesh PRIBORY
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.03249 -0.10815 0.45931
[PRIBORY_RAF]
Mesh PRIBORY_RAF
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.01681 0.06638 0.28587
[PRIBORY_FAF]
Mesh PRIBORY_FAF
Parent DOSKA
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0.01681 0.06638 0.28587
[TUMBLER_L]
Mesh TUMBLER_L
Parent DOSKA
Attaching 0 0 1 0 1 0 -1 0 0 0.00858 0.4302 0.2074
[TUMBLER_R]
Mesh TUMBLER_R
Parent DOSKA
Attaching 0.923887 0 0.382664 0 1 0 -0.382664 0 0.923887 0.03467 -0.18238 0.414
[RUSBase]
Mesh RUSBase
Parent COCKPIT
Attaching 0 0 1 1 0 0 0 1 0 0 -0.38166 -0.21398
[RUS]
Mesh RUS
Parent RUSBase
Attaching 0 -1 0 0 0 1 -1 0 0 -0.03027 0 0.3404
[RUS_GUN]
Mesh RUS_GUN
Parent RUS
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[RUS_TORM]
Mesh RUS_TORM
Parent RUS
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[RUS_TAND_L]
Mesh RUS_TAND_L
Parent RUSBase
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[RUS_TAND_R]
Mesh RUS_TAND_R
Parent RUSBase
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[RUD]
Mesh RUD
Parent COCKPIT
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[SHAS_RUCH_T]
Mesh SHAS_RUCH_T
Parent COCKPIT
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[PROP_CONTR]
Mesh PROP_CONTR
Parent COCKPIT
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[PEDALY]
Mesh PEDALY
Parent COCKPIT
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[COMPASS_M]
Mesh COMPASS_M
Parent COCKPIT
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[SHKALA_DIRECTOR]
Mesh SHKALA_DIRECTOR
Parent DOSKA
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[STREL_ALT_LONG]
Mesh STREL_ALT_LONG
Parent DOSKA
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[STREL_ALT_SHORT]
Mesh STREL_ALT_SHORT
Parent DOSKA
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[STREL_ALT_SHRT1]
Mesh STREL_ALT_SHRT1
Parent DOSKA
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[STRELKA_BOOST]
Mesh STRELKA_BOOST
Parent DOSKA
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[STRELKA_FUEL]
Mesh STRELKA_FUEL
Parent DOSKA
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[STRELK_FUEL_LB]
Mesh STRELK_FUEL_LB
Parent DOSKA
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[STRELKA_RPM]
Mesh STRELKA_RPM
Parent DOSKA
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[STRELK_TEMP_OIL]
Mesh STRELK_TEMP_OIL
Parent DOSKA
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[STRELK_TEMP_RAD]
Mesh STRELK_TEMP_RAD
Parent DOSKA
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[zRadFlap]
Mesh zRadFlap
Parent DOSKA
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[STREL_TURN_DOWN]
Mesh STREL_TURN_DOWN
Parent DOSKA
Attaching 1 0 0 0 0 -1 0 1 0 0.01576 -0.05373 0.16452
[STRELK_TURN_UP]
Mesh STRELK_TURN_UP
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.01576 -0.05373 0.16452
[STRELK_V_LONG]
Mesh STRELK_V_LONG
Parent DOSKA
Attaching 1 0 0 0 0 1 0 -1 0 0.0158 0.18784 0.28653
[STRELK_V_SHORT]
Mesh STRELK_V_SHORT
Parent DOSKA
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[STRELKA_VY]
Mesh STRELKA_VY
Parent DOSKA
Attaching 1 0 0 0 -1 0 0 0 -1 0.01536 -0.05305 0.28594
[STRELKA_GOR_FAF]
Mesh STRELKA_GOR_FAF
Parent DOSKA
Hidden
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[STRELKA_GOS_FAF]
Mesh STRELKA_GOS_FAF
Parent STRELKA_GOR_FAF
Hidden
Attaching 1 0 0 0 1 0 0 0 1 0 0 0
[STRELKA_GOR_RAF]
Mesh STRELKA_GOR_RAF
Parent STRELKA_GOR_FAF
Attaching 1 0 0 0 1 0 0 0 1 0 -0.00158 0.0011
[STRELKA_HOUR]
Mesh STRELKA_HOUR
Parent DOSKA
Hidden
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[STRELKA_MINUTE]
Mesh STRELKA_MINUTE
Parent DOSKA
Hidden
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[STRELKA_SECUND]
Mesh STRELKA_SECUND
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.03144 0.31636 0.21673
[HullDamage1]
Mesh HullDamage1
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.02581 -0.14264 0.28405
[HullDamage2_RAF]
Mesh HullDamage2_RAF
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.01886 0.15325 0.26565
[HullDamage2_FAF]
Mesh HullDamage2_FAF
Parent DOSKA
Hidden
Attaching 0 1 0 -1 0 0 0 0 1 0.01886 0.15325 0.26565
[HullDamage3]
Mesh HullDamage3
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.00238 -0.34365 -0.0248
[HullDamage4]
Mesh HullDamage4
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.36098 0.19791 -0.3473
[HullDamage5]
Mesh HullDamage5
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.3742 0.18509 -0.45667
[HullDamage6]
Mesh HullDamage6
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.19125 0.44236 -1.0164
[XGlassDamage1]
Mesh XGlassDamage1
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.05483 0.6607 -0.17215
[XGlassDamage2]
Mesh XGlassDamage2
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.00389 0.776 -0.69394
[XGlassDamage3]
Mesh XGlassDamage3
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 -0.21545 0.56065 -0.79909
[XGlassDamage4]
Mesh XGlassDamage4
Parent COCKPIT
Hidden
Attaching 1 0 0 0 0 -1 0 1 0 0.22446 0.5364 -0.58982


[PRICEL]
Mesh PRICEL
Parent COCKPIT
//Attaching -1 0 0  0 0 -1  0 -1 0  0 0.52272 -0.19997  //LUF?
//Attaching -1 0 0  0 0 -1  0 -1 0  0 0.54272 -0.22997  B3 U2  old sight
Attaching -1 0 0  0 0 -1  0 -1 0  0 0.588 -0.21997  new sight

continue...
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

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  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #2 on: January 12, 2016, 10:52:23 AM »

COCKPIT.msh inside folder HurricaneMkII
Code: [Select]
//Generated by MshReader 1.18 by Dr.Jones; HurricaneMkII

[Common]
NumBones 0
 FramesType Single
 NumFrames 1

[LOD]
200

[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
CAMERAUP <BASE>

[HookLoc]
//0 0 1 1 0 0 0 1 0    0       0.64663   -0.8641 L U B ?
//0 0 1 1 0 0 0 1 0    0       0.60663   -0.5941
//0 0 1 1 0 0 0 1 0   -0.125   0.64663   -0.8241 not used by 4.08

//0 0 1 1 0 0 0 1 0      0       0.632     -0.76 \
//0 0 1 1 0 0 0 1 0      0       0.607     -0.644 > WxTech's figures
//0 0 1 1 0 0 0 1 0     -0.125   0.647     -0.824/

0 0 1 1 0 0 0 1 0    0       0.662    -0.76
0 0 1 1 0 0 0 1 0    0       0.647    -0.644
0 0 1 1 0 0 0 1 0    0.125   0.647    -0.824

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BORT
PRIBORY2
STAND1
ZAGOLOVN

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; eof

Sorry for the quick and dirty solution, but better than nothing, I think.

Cheers,
GB
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HotelAlpha

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #3 on: January 12, 2016, 12:49:42 PM »

Thank you!
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WxTech

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #4 on: January 12, 2016, 05:22:38 PM »

Greybeard,
Thanks very much for the alternate data for players not so far in the dim, dark past as this 4.08 user!

Would it be worthwhile to make up an additional mod pack for this? (Which I have no way to test and verify, though)?
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greybeard

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #5 on: January 13, 2016, 03:39:23 AM »

Would it be worthwhile to make up an additional mod pack for this? (Which I have no way to test and verify, though)?

I think so. Just give me a while.
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greybeard

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #6 on: January 14, 2016, 04:50:39 AM »

Here we go!

Tweaked Mk.8/GM-1 Gun Sight

This version of WxTech's mod is suited ONLY for installations including "SAS Hurricane Pack" being both Hurricane's gunsight point of view adapted to fit that of mentioned pack, as well as retaining openable canopy of this latter.

In addition, reticle of Hurricane Mk.II has been resized to same dimension of Hurricane Mk.I.

This mod provides an earlier mark of the British reflector sight for the Hurricane I and II, and the Buffalo.

INSTALLATION
Unzip in your MODS/#DBW folder. Tested only on 4.09m+UP2.01 and 4.10.1+DBW, should work in any modded install.

CREDITS
Almost all WxTech's job.

Link for download

Have fun!
GB
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WxTech

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #7 on: January 14, 2016, 04:23:16 PM »

Thanks for taking the time and effort, Greybeard!

I might mention that the original sight I'm replacing, and as implemented in other planes such as the Spit, has its reflector plate positioned too low, often almost in contact with the main sight housing. I kind of think that this is another instance of 'hiding' the gaps in the cowlings, by forcing the POV to be lower than should be the case. In reality this reflector was mounted higher up, in order to fully intercept the collimated light for the full reticle pattern; in this too-low configuration the top part of the reticle would in real life be clipped from view. (But of course, the way the reticle is implemented in the game is in no way dependent on the sight model.) Before cooking up this new sight, for these planes I had formerly repositioned the old reflector more correctly, and of course adjusted the POV accordingly.
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greybeard

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #8 on: January 15, 2016, 01:36:21 AM »

... this is another instance of 'hiding' the gaps in the cowlings...

I think so! I believe this is a major issue of IL-2 in general, and should be object of adequate effort by TD and third party modders. During aerial fights, target would have been hidden behind dashboard and fuselage if real aiming devices would have been so low and close to instrument panel. It's true that the game offers the possibility to switch to the so-called "Wonder Woman view" (Ctrl+F1), like even the original game tutorial show us, and maybe many gamers do, also the pundits... But it's so anti-immersive!
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WxTech

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #9 on: January 15, 2016, 03:51:21 PM »

The matter of smoothly integrating the cockpit with the external model is the issue, it seems. For example, in the P-39, when I look back (with head tracker), while moving my head I see how the rearmost part of the canopy glass that applies to the external model changes slightly in visible extent, due to the visibility box centered on my virtual position clipping said canopy to a varying extent. The same thing can be seen for the 'see-through' wing roots, and the 'see-through' cowling; as you pan the view the clipped regions vary in size because of this visibility cube that's anchored to the POV (and rotates/moves exactly as the virtual head moves.)

And these issues are more prominent when the FOV is set to a very wide angle. For then one can then see closer to the corners of this visibility cube, and because of the greater distance of a corner than an edge, the clipping occurs out to a greater distance from the POV.

As for the cowling (and wing roots?), I think the fix involves adding an extra set of polygons in one of the meshes for the cockpit, onto which is mapped the relevant part of the gloss1do (or some such name) material taken from the external skin. I think this is what was done for an F2A-1 telescopic sight mod I've obtained, where a small part of the suitably displaced cowling is created so that it appears at a more depressed angle in the sight view. Very clever!
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greybeard

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #10 on: January 16, 2016, 01:02:56 AM »

I think to post soon or later a "gallery of horrors" regarding this kind of issue, hoping some talented modder will fix, like already done in some instances (like that you just mentioned, Jero with MC.200 and even TD with N1K!).

Cheers,
GB
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Germy66

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Re: New gun sight for Hurricane I and II, and Buffalo
« Reply #11 on: January 17, 2016, 01:53:15 AM »

Thank you both
works perfectly ;)
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