UPDATE, A few hours after first release: I conquered the problem of incorporating a sluggish response in the magnetic compass, along with causing it to stop turning when bank or pitch exceed 45 degrees. Now the action of that compass looks nearer to real.
Get it here:
https://www.mediafire.com/file/rzvh1j1aevremg9/WxTech_Ar-196_cockpit_tweaks.7z/fileFrom the included readme file:
WxTech's tweaks for the Ar-196A-3 cockpit by Asura, available here:
https://www.sas1946.com/main/index.php/topic,69845.0.htmlThis little mod includes only my changes, and so you must have the full cockpit already installed.
It would be best to copy/paste or drag/drop the files, especially as the main folder name is different.
My changes (perspex changes to both the pilot's and gunner's 'pit):
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- Canopy perspex has the texture adjusted for less haziness and less dimming.
- Canopy perspex surface normals are reversed, to emphasize forward scatter.
- Canopy perspex has the specularity greatly reduced, so as to not create unrealistic reflection when the Sun is UNDER the plane.
- The gun sight is lowered by 5cm. I feel the former high position is extreme; to the point that the pilot might have to press his head against the upper canopy. And it was 'unfriendly' for lining up on without having to hit the 'gunsight view' key (grrrr).
- The gun sight's reflector plate has a new texture, with less haziness and specularity.
- The Sun shade glass has a new texture, for less milkiness and at the same time more dimming.
- The gun sight collimator lens has a new texture (the old texture was the practically invisible one for the reflector plate.)
- The reticle mask has been reduced a bit in diameter, to equal the collimating lens aperture.
- A reflection of the collimating lens is placed ahead of the reflector. It has a dynamically and differentially varying intensity based on the direction to the Sun (reflection is strongest when the Sun is directly above the plane.)
- I've replaced the reticle texture for one of higher resolution; this one also has longer extensions to the cross lines.
- Due to lowering the sight, I removed the power cable and plug. The socket is essentially now hidden anyway. And the cable and plug had areas of awful surface normals. And some 1,200 polygons are removed in the bargain!
- There was a complete duplicate of the housing for the Sun shade, and the lever that operates the raising/lowering. When raising the shade, this duplicated assembly rotated in a strange manner. And so I've disabled that redundant mesh.
- I added 6dof limits code to the cockpit class, resulting in a rather larger range of virtual head movement. Note that this is applicable for game versions 4.12 and later! The Java file is included.
- The view hooks have been moved a bit farther forward, and set at the same height (in line with the reticle in elevation.) The 'normal' hook is still laterally centered in the cockpit, but the combination of the lower sight and the expanded 6dof limits will make aligning with the sight much easier for head tracking gear--without having to hit the 'gunsight view' key.
- For the 'dirt' texture running along the perspex edges where they meet the canopy frame bars, I reduced the opacity and the specularity. Specularity is important to match to the value for the perspex, and so it should remain at 0.1. But opacity is much more open to taste. Originally it was at the maximum of 1.0 (now disabled with "//" characters), and I reduced to 0.5. If you prefer a more opaque dirtiness, more in line with the original appearance, open Pit3.mat (for both the cockpit and gunner 'pit) with Notepad and edit the ColorScale values from the current 0.5, as
ColorScale 1.0 1.0 1.0 0.5 //1.0
to, say, 0.8, as
ColorScale 1.0 1.0 1.0 0.8 //1.0
or whatever you prefer, up to the maximum of 1.0
- In the cockpit class, updated the magnetic compass code so that it ceases to turn when bank and pitch exceed 45 degrees. Moreover, a sluggishness in response has been incorporated, representing the inherent hysteresis in magnetic compasses.
- In the cockpit class, now disregard "zReViTinter" due to the mesh having been ignored in hier.him. This merely stops the reporting of a java error.
About the view hooks:
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In Body.msh (which you can view/edit with Notepad) we find the two view hooks, one for the 'normal' view position (CAMERA) and the other for the 'gunsight view' (CAMERAAIM). Here's how they appear now:
[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
[HookLoc] // each row is locator (matrix): axisX axisY axisZ translation.
// -4.37114e-008 1 0 -1.94707e-007 -8.51092e-015 -1 -1 -4.37114e-008 1.94707e-007 0.000602591 0.560972 0.575052 // hook #0, frm #0
// -4.37114e-008 1 0 -1.94707e-007 -8.51092e-015 -1 -1 -4.37114e-008 1.94707e-007 -0.0404342 0.371701 0.624025 // hook #1, frm #0
0 1 0 0 0 -1 -1 0 0 0.0 0.35 0.58 //L B U
0 1 0 0 0 -1 -1 0 0 -0.040 0.2 0.58
The original hooks are disabled with "//" characters preceding the lines of data. The "L B U" note indicates that the last three numbers, for the X, Y, and Z coordinates, when increased in value will move the hook Left, Back and Up, respectively. If you want to go back to the original fore/aft positions (recall that I've moved them both forward), use these lines, where the second to last numbers are what are changed:
0 1 0 0 0 -1 -1 0 0 0.0 0.561 0.58 //L B U
0 1 0 0 0 -1 -1 0 0 -0.040 0.372 0.58
WxTech,
Nov 30, 2022