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Author Topic: Convair B-36 Peacemaker (update 27-06-21)  (Read 15090 times)

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Bison_M

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Re: Convair B-36 Peacemaker
« Reply #12 on: May 26, 2021, 10:35:13 AM »

Nice!

However, when I made the lights, I decided to ditch the landing lights from their original position because of the unavoidable and very irriating illumination that you get in the cockpit.  For me that's more annoying than it helps land on a well illuminated runway.

The way Il-2 handles light apparently makes it impossible to avoid this parasitic light when the source is so close to the cockpit. I therefore went with the two "taxi light" positions in the jet pods.
Thank you Vampire! :)
I am also very annoyed by the parasitic light in the cockpit when the landing lights are on. :-X
There are probably ways in which this effect can be removed, for example, with the correct orientation of the light ray (clip / hook location) or using a special mesh. But I don't quite understand here.
However, in some FM (flight manuals) pilots are allowed not to turn on the landing lights if they interfere with visibility or leave glare on the glass.
Therefore, in the case when the runway is sufficiently illuminated, you can simply not use the landing lights.
Now we have the right to choose. ;)

Best wishes! 8)
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David Prosser

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Re: Convair B-36 Peacemaker
« Reply #13 on: May 26, 2021, 06:32:09 PM »

Thanks for this. I've partly completed a June 1950 mission where the prop version photographs Seoul, and Inchon. I'll add a couple of bombing missions.

cheers

David

ZtheE

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Re: Convair B-36 Peacemaker
« Reply #14 on: May 26, 2021, 07:21:02 PM »

How can I install the cockpit patch on BAT 4.1.3?
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sosezi

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Re: Convair B-36 Peacemaker
« Reply #15 on: May 27, 2021, 12:50:14 AM »

EXCELLENT!! but no damages...... she's almost unbeatable (no smokes no fire nothing) but the rest is SUPERB!!! 4.12.2m works great!! no lags no CTD
Damage model Help! though ~ :D
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MADMICK71

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Re: Convair B-36 Peacemaker
« Reply #16 on: May 27, 2021, 01:16:50 AM »



GOOD JOB MMMMMMMMMMMMAAAAAAAAAAAATTTTTTTTTTTTTEEEEEEEEEESSSSSSS  .....!!!
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Type83Fighter

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Re: Convair B-36 Peacemaker
« Reply #17 on: May 27, 2021, 02:15:20 AM »

You guys do some really incredible work. Very well done
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PO_MAK_249RIP

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Re: Convair B-36 Peacemaker
« Reply #18 on: May 27, 2021, 02:28:27 AM »

Hi ZtheE make a JSGME entry and run it through there or just put it in your #WAW3 folder
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WxTech

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Re: Convair B-36 Peacemaker
« Reply #19 on: May 27, 2021, 05:40:07 AM »

About the parasitic interior illumination from the landing light.

The simplest expedient is to reduce the local, self illumination intensity and or range emitted by the LightPoint source. It has no bearing on the ground spot intensity, only the surfaces in the immediate environs. Like our cockpit interior. As mentioned, some special mask might be feasible, but I don't know how to do that. Yet.  ;)

The intensity for local illumination is set in AircraftState.class:

Code: [Select]
    private void doSetLandingLightState(boolean flag)
    {
        bLandingLightOn = flag;
        for(int i = 0; i < astateLandingLightEffects.length; i++)
        {
            if(astateLandingLightEffects[i] != null)
            {
                Eff3DActor.finish(astateLandingLightEffects[i]);
                astateLandingLightLights[i].light.setEmit(0.0F, 0.0F);
            }
            astateLandingLightEffects[i] = null;
        }

        if(flag)
        {
            for(int j = 0; j < astateLandingLightEffects.length; j++)
            {
                Aircraft.debugprintln(aircraft, "AS: Checking '" + astateEffectChunks[j + 24] + "' visibility..");
                boolean flag1 = aircraft.isChunkAnyDamageVisible(astateEffectChunks[j + 24]);
                Aircraft.debugprintln(aircraft, "AS: '" + astateEffectChunks[j + 24] + "' is " + (flag1 ? "visible" : "invisible") + "..");
                if(flag1)
                {
                    String s = "3DO/Effects/Fireworks/FlareWhiteWide.eff";
                    astateLandingLightEffects[j] = Eff3DActor.New(actor, actor.findHook("_LandingLight0" + j), null, 1.0F, s, -1F);
/*                    astateLandingLightLights[j].light.setEmit(1.2F, 8F); */
                    astateLandingLightLights[j].light.setEmit(0.3F, 9F);
                }
            }

        }
    }

Here, the stock intensity and range of 1.2 and 8, respectively, have been altered to 0.3 and 9 in my own game. I don't know what are the units, nor how they're scaled. I just fiddle until I get what I like.  ;)

The intensity has been reduced to 1/4 (by the numbers), while the range was slightly increased. This has the effect of making a softer, more diffuse pattern of local illumination upon the plane.

If you want no interior illumination at all, drop the range sufficiently.

Because a landing light is a highly directed beam, spill lighting is not generally an intense thing. And so decreasing this aspect is a not unrealistic approach.



While I'm at it, might I suggest altering the color from the rather strong cyan to a more neutral hue. If we want pure white, all RGB values would be 1.0. This is done in this method, also in AircraftState.class:

    public void set(Actor actor, boolean bool)

The relevant chunk of code from that method:

Code: [Select]
for (int i = 0; i < 4; i++) {
    try {
astateEffectChunks[i + 18] = this.actor.findHook("_LandingLight0" + i).chunkName();
astateEffectChunks[i + 18] = astateEffectChunks[i + 18].substring(0, astateEffectChunks[i + 18].length() - 1);
Aircraft.debugprintln(aircraft, ("AS: Landing Lamp #" + i + " attached to '" + astateEffectChunks[i + 18] + "' substring.."));
HookNamed hooknamed = new HookNamed(aircraft, "_LandingLight0" + i);
loc_2_.set(1.0, 0.0, 0.0, 0.0F, 0.0F, 0.0F);
hooknamed.computePos(this.actor, loc, loc_2_);
Point3d point3d = loc_2_.getPoint();
astateLandingLightLights[i] = new LightPointActor(new LightPoint(), point3d);
/* astateLandingLightLights[i].light.setColor(0.4941176F, 0.9098039F, 0.9607843F); */
astateLandingLightLights[i].light.setColor(0.96F, 0.91F, 0.84F);
astateLandingLightLights[i].light.setEmit(0.0F, 0.0F);
this.actor.draw.lightMap().put("_LandingLight0" + i, astateLandingLightLights[i]);
    } catch (Exception exception) {
/* empty */
    } finally {
/* empty */
    }
}

Note the stock RGB values of (0.4941176F, 0.9098039F, 0.9607843F); that gives the cyan hue. My RGB values of (0.96F, 0.91F, 0.84F) make for a decidedly warm white. I might change to (1.0F, 1.0F, 1.0F), for pure white.

This takes care of the local light parameters. If you alter the light color, you want to do so for the ground spot as well, for consistency. That's done in Aircraft.class:

Code: [Select]
    public void updateLLights() {
pos.getRender(_tmpLoc);
if (lLight == null) {
    if (!(_tmpLoc.getX() < 1.0)) {
lLight = new LightPointWorld[] { null, null, null, null };
for (int i = 0; i < 4; i++) {
    lLight[i] = new LightPointWorld();
/*     lLight[i].setColor(0.49411765F, 0.9098039F, 0.9607843F); */
    lLight[i].setColor(0.96F, 0.91F, 0.84F);
    lLight[i].setEmit(0.0F, 0.0F);
    try {
lLightHook[i] = new HookNamed(this, "_LandingLight0" + i);
    } catch (Exception exception) {
/* empty */
    }
}
    }
} else {
    for (int i = 0; i < 4; i++) {
if (FM.AS.astateLandingLightEffects[i] != null) {
    lLightLoc1.set(0.0, 0.0, 0.0, 0.0F, 0.0F, 0.0F);
    lLightHook[i].computePos(this, _tmpLoc, lLightLoc1);
    lLightLoc1.get(lLightP1);
/*     lLightLoc1.set(1000.0, 0.0, 0.0, 0.0F, 0.0F, 0.0F); */
    lLightLoc1.set(3000.0, 0.0, 0.0, 0.0F, 0.0F, 0.0F);
    lLightHook[i].computePos(this, _tmpLoc, lLightLoc1);
    lLightLoc1.get(lLightP2);
    Engine.land();
    if (Landscape.rayHitHQ(lLightP1, lLightP2, lLightPL)) {
lLightPL.z++;
lLightP2.interpolate(lLightP1, lLightPL, 0.95F);
lLight[i].setPos(lLightP2);
float f = (float) lLightP1.distance(lLightPL);
float f_105_ = f * 0.5F + 30.0F;
/* float f_106_ = 0.5F - 0.5F * f / 1000.0F; */
float f_106_ = 0.5F - 0.5F * f / 3000.0F;
lLight[i].setEmit(f_106_, f_105_);
    } else
lLight[i].setEmit(0.0F, 0.0F);
} else if (lLight[i].getR() != 0.0F)
    lLight[i].setEmit(0.0F, 0.0F);
    }
}
    }

Note that the setColor function has replicated the values for the light itself. Toward the bottom of the method the distance out to which the ground spot can be cast is set. I went from the rather restrictive 1000m to 3000m. Note that this limit is defined twice; first for the actual limit, the second to calculate the ground spot illumination as it varies by distance.
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ZtheE

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Re: Convair B-36 Peacemaker
« Reply #20 on: May 27, 2021, 12:39:03 PM »

Hi ZtheE make a JSGME entry and run it through there or just put it in your #WAW3 folder

I've tried the #waw/jtw folder but that didn't work so I'll try the JSGME folder idea

Cheers   :D
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Seb

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Re: Convair B-36 Peacemaker
« Reply #21 on: May 27, 2021, 03:29:05 PM »

Bison thank you for updating.
Greetings
Seb.
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denko9001

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Re: Convair B-36 Peacemaker
« Reply #22 on: May 27, 2021, 04:32:39 PM »

it's really amazing how this is finally added. I remember almost a year ago reading in the WIP section about how one was being made, but I thought it would never happen. Thanks to all of you.

Also, I'm a big fan of the misc 2 function the b36 has (the one that allows you to keep flying a course without the plane veering left or right) because it's something i always wanted to see in this game. I like it so much that i was actually disappointed to find only the vulcan and b36 have it. There's lots of other planes, especially biplanes, that are hard to gain altitude with since they won't stay straight.
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sosezi

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Re: Convair B-36 Peacemaker
« Reply #23 on: May 28, 2021, 11:58:44 AM »

folks, quick question for BAT
do i need BAT/SAS engine mod patch for 3.8.5 Pegasus?
still on it and have stable build of the game so sort of lazy to update  :D


if yes i'll drop it there if not it's all fine!
Cheers!
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