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Author Topic: Adapting Fred cockpits for the Bf-109 G series  (Read 7676 times)

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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #144 on: September 09, 2024, 06:04:42 AM »

What really protects the pilot is if the model has an appropriately dimensioned and positioned collision object named armor. Such a collision box could be radically different than the mesh we see. For instance, if the armor collision object is shaped so as to provide protection from above, removing parts of the visible mesh Lone would make no difference to the protective coverage.

Now, if the mesh is being exchanged for one which also alters the collision object to suit the visible mesh, then indeed the differing protective coverage will be a liability or a boon, depending on what is being exchanged for what.

... I was considering real life head armor ...  ;)
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #145 on: September 09, 2024, 10:34:39 PM »

I've settled on a canopy icing scheme that eschews the fixed 5,000m altitude threshold.

I originally tried to get the map's load.ini value for TEMPERATURE. But I couldn't get that to work. Upon further reflection on the use of the actual sea level temperature, which can differ pretty significantly from the load.ini's fixed value, I got to like the idea much more.

And so I take the actual sea level temperature at mission start. This value is dependent on time of day and month, using the map's load.ini TEMPERATURE value as a reference for some particular time and date. I apply a linear scaling for the icing height threshold such that the threshold height varies smoothly from sea level when the temp is -40C or colder up to 9,000m when the sea level temperature is +50C.

Yep, that means that for very cold winter maps canopy frost can be an issue even when on the ground, or when not quite so cold, commencing at a pretty low altitude.

Players not liking this feature can easily set the opacity in the .mat files to zero.

I have done some further refinement on the textures, which yield a better transition without as much of a pronounced difference at each texture addition or subtraction.

I hope to provide yet another update before long...

I have a topic in the Super School which goes into more detail, and which has some screenshots:

https://www.sas1946.com/main/index.php/topic,72974.0.html
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Oscarmike999

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #146 on: September 16, 2024, 10:46:30 AM »

Thanks for all the work, I really like the G2 cockpits and look forward to the E4 and later model pits.
 I am running the latest BAT and have never installed a mod before!
 So for any other newbs ,this is how I installed it (as I found it difficult to find the basics of this clearly explained)...I take it most of those here are veteran modders who know all this already..I did not!
  Download the standalone mod from the first post.
Put it in a new folder then extract all with 7-zip.
Place the extracted file in your #WAW3 folder in game (copy & paste).
 Then you should be good to go.....
 I did find out that to stop the compass needle flicking violently I had to disable REALISTIC NAVIGATION in the settings,this fixed it.
 I dont know if others get this, but I did and this solved it.
 Also you can adjust the view settings to your liking if you follow the info in the read me in the downloaded file.
    Thanks again for your time and effort and I apologize if my explanation of the install seems obvious to many,but for any other simpletons like myself I thought it might be of use.
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