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Author Topic: WxTech's A6M2 cockpit re-work, third release  (Read 8736 times)

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shardana

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #24 on: May 12, 2021, 05:43:14 AM »

Wonder if it could  be possible to implémenta this New fov to spits and hurricanes or other planes
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urmel

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #25 on: May 12, 2021, 05:47:53 AM »

It looks very good many thanks for your work!!!
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WxTech

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #26 on: May 12, 2021, 06:57:50 AM »

Wonder if it could  be possible to implémenta this New fov to spits and hurricanes or other planes

When you say, "new fov", do you mean the angular field? As in the fov mod which permits to go wider than the stock 90 degrees? There are a couple of such mods already. I've seen one that supports as wide as a 175 degree fov, but the *severe* gnomon distortion makes such an extreme fov more an example of how bad this distortion gets. 120 degrees is quite plenty; I've come to like 105.

Or do you refer to the expanded range of movement of one's virtual head about the cockpit? That is possible to do for every plane. It requires to add just a single line of code to the plane's cockpit class. But that of course requires to be able to compile and hash Java. Some aircraft already may offer nearly as much movement as is possible before clipping of parts of the cockpit occur. But I'd venture that the great majority of cockpits can benefit notably enough from such a treatment. When I did this for my mod to the early IL-2 (building upon Grief11's fine work), I was rather surprised and gratified at the significant gain in the view of the outside that resulted, particularly toward the rear.
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WxTech

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #27 on: May 12, 2021, 08:08:57 AM »

In the time between posting about the update and now, just a few hours later, I found some very tiny glass gaps to close up. And I took the opportunity to tweak the gauge night textures (getting rid of some very slightly lighter than black spots/patches). Neither are game changers.  ;) But I've updated the archive.

If you look carefully to your left or right, at the middle sides of the sliding canopy, and see a small gap between the perspex and the forward edge of the vertical frame bar, or a gap along the bottom edge of the horizontal frame bar, then you might want to re-download. Or you could wait for something else to crop up, the accumulated number of fixes making it worthwhile.  ;)
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Vampire_pilot

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #28 on: May 15, 2021, 12:50:38 AM »

Your Zero cockpit is truly beautiful :)

Kelso

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #29 on: May 15, 2021, 01:15:13 AM »

Thank you very much! A piece of good work.
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Dragunoff

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #30 on: October 03, 2021, 12:51:11 PM »

WxTech, thank you very much for your outstanding contribution to the community!

I have only one question, I lost gunsight on all Zero planes in BAT until 1943 . MOD is activated through JSGME.
Have no idea what to do. Please, is there any solution to this problem? Thanks in advance!

Reticle brightness: 8


Reticle brightness: 1



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WxTech

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #31 on: October 03, 2021, 01:54:27 PM »

Dragunoff,
This is a new one for me. Looks like the entire square reticle texture is going to white when the reticle brightness threshold goes above a certain value.

I'm not aware of this cropping up for anyone else...

I'm not doing anything radical, other than adding the texture for the reflection of the collimating lens. But again, I've had no report of such a thing as this from anyone during the fast few years that I've been doing this for gun sights.

The first thing that comes to mind is some setting in conf.ini...?

Out of curiosity, how high a brightness level can you set the reticle and still see it normally (before the whole texture goes to white)? Is it a sudden transition, or is there a gradual change as reticle brightness selection varies?
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

bomberkiller

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #32 on: October 03, 2021, 02:25:18 PM »

We need a "Cockpit roundmaker" like PAJeronimo!

WxTech, well done, thank you very much.

Best regards,

Gerhard  :)

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Dragunoff

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #33 on: October 04, 2021, 04:42:40 AM »

"Is it a sudden transition, or is there a gradual change as reticle brightness selection varies?"

Gradual change. In the first degree it is transparent, in the third it is as in the picture, and from 5-8 it is no longer visible through it.
Reticle brightness : 3



 I didn't change anything in conf.ini. If you have any idea what this might be, please let me know. If there is no solution, no problem, for now I will leave it like this and make reinstall in future.








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WxTech

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #34 on: October 04, 2021, 05:27:22 AM »

Dragunoff,
I trust you have the mod folder placed above any other which might contain the same files with which a conflict can occur. Especially as this mod contains the cockpit class file. Do you have any other A6M2 cockpit folder present?

Besides this consideration, about the only other thing that cones to mind is video card settings, although that would be a long shot.

If no one else is suffering this, then it's down to some peculiarity at your end...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Dragunoff

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #35 on: October 04, 2021, 05:50:00 AM »




This is what it looks like for me.
You are right, I think the problem is not the mod but something in my configuration. I will try to solve this somehow or just reinstall the game. No problem. Thank you very much! (y)
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