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Author Topic: Arado Ar.196A-3 cockpits  (Read 6257 times)

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Vampire_pilot

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Re: Arado Ar.196A-3 cockpits
« Reply #36 on: November 25, 2022, 01:31:53 PM »

That Ar196 T is integrated in BAT 422 hotfix 2 by now. No need for additional modding

sgt_fresh

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Re: Arado Ar.196A-3 cockpits
« Reply #37 on: November 25, 2022, 05:09:36 PM »

That Ar196 T is integrated in BAT 422 hotfix 2 by now. No need for additional modding

Excellent well done, but it ruined my game CTD at 60pct. Had to back up my train. Re installed 4.1  then 4.22 over it, and it worked, Trapeze with out a net installed the hotfix, all ok. My guess is that my version of the game prior to installing the hotfix was I dare say overmodded. Happy flying.   8)
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gilles64

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Re: Arado Ar.196A-3 cockpits
« Reply #38 on: November 26, 2022, 03:07:32 AM »

Quote
We continue...

Fully historically reliable cockpit Arado Ar.196A-3 (bonus - cockpit rear gunner)


 To install, simply unpack to the BAT root. Cockpit is compatible with versions 4.12.2 - 4.14.1

Hi Asura,

I installed your new cockpit which is magnificent, in my 4.12.2m 5.30 Modact...What a transformation compared to the

original plane!! ;D

Stock plane and cockpit:




With "Engine cowl & props" by Barnesy:


With "Engine cowl & props" by Barnesy, new cockpit by Asura:



As I don't use HD DLL and so that I can see this marvel... in DIY: the Pit 1,2,4,5 TGA were recalibrated in 4097 Ko, and I didn't

use the "Turret1B_D0" in 259 Ko which is bugging the game.

;D Thank you again for this awesome cockpit! ;D

Greetings,

Gilles

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Vasya

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Re: Arado Ar.196A-3 cockpits FIX
« Reply #39 on: November 26, 2022, 10:02:06 AM »

..............................
--------------------------------
I collected the Arado mods in Modakt 6-40 like this:
https://drive.google.com/file/d/12X_36C-5U3ISTCl_F4A2QI-zbmg2HA3F/view
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ben_wh

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Re: Arado Ar.196A-3 cockpits
« Reply #40 on: November 26, 2022, 05:50:03 PM »

Thank you again, Asura.

Finally got around to trying this cockpit and it is truly a beauty. 

Cheers,
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WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #41 on: November 29, 2022, 03:56:41 AM »

I just installed this, but might possibly not be able to use it. When I fire the guns, the cockpit does a rapid flicker of disappearance, with parts of the sky itself going jet black. Not good for epileptics!   ;)

Nonetheless, I've begun to make some tweaks, for the benefit of others:

1) I reversed the surface normals of the perspex, as is my usual practice. This makes the shmutz and scrapes more prominently seen when looking toward the Sun, due to the greater efficiency of forward scattering.

2) The glass.mat file has had the opacity reduced, so that the view through the perspex is not so milky/hazy/dimmed.

3) The specularity of the the glass has been greatly reduced. This is to eliminate the awful brightening of the canopy in reflection when the Sun is shining THROUGH the hull from UNDERNEATH. An impossible thing.

4) The view hooks have been moved farther forward, and the gunsight view moved a few mm upward to provide a better look-down angle through the reflector. Of course, one can easily edit the numbers to taste, or go back to the originals.


To do:

1) Expand the 6dof limits in the cockpit class. This will increase the range of virtual head movement.

2) Improve the gunsight reflector and sun shade glass textures so as to be less milky/hazy.

3) Add my collimating lens reflection.

4) Not sure about this, but... My impression is that the early C-12 sight reflector was basically square/rectangular, with slightly truncated corners. Here we see the later practice of the highly truncated corners. I suspect that the cockpit used as the model upon which to create this marvelous 'pit had a later sight installed. Should I go with the more squared reflector plate?

4) In the pic below, note that when the sun shade is raised there is a copy of the sub-assembly within which the sun shade carrier slides up/down. Here it rotates backward when the shade is raised. When lowered, the copy is precisely in the same place as the fixed one. This could be resolved by reducing the copy mesh to a single, invisible polygon. As part of the fix, the sun shade could be given the carrier, which is currently missing (there is ONLY the sun shade glass.)


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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #42 on: November 29, 2022, 04:14:02 AM »

When I'm in the external view the plane itself flickers on/off when the guns are fired. That could be why the cockpit does so as well. And the log quickly fills up with the following (not the RenderFlush warnings; they are written just before the game crashes). I have the hi rez dlls in operation, being able to use 4096 pixel textures...

Code: [Select]
[2022-11-29 11:09:21.222] dT:    0 java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (3262)
[2022-11-29 11:09:21.222] dT:    0
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.HierMesh.Render(Native Method)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.HierMesh.render(HierMesh.java:39)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.ActorMeshDraw.render(ActorMeshDraw.java:58)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.Render.draw(Render.java:274)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.Render.draw(Render.java:350)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.game.Main3D.doRender3D1(Main3D.java:3171)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.game.Main3D.access$1200(Main3D.java:45)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.game.Main3D$Render3D1.render(Main3D.java:302)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.Renders.doPaint(Renders.java:412)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.Renders.paint(Renders.java:253)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.rts.Message._send(Message.java:1217)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.rts.Message.sendTo(Message.java:1134)
[2022-11-29 11:09:21.222] dT:    0 at com.maddox.rts.Message.trySend(Message.java:1115)
[2022-11-29 11:09:21.223] dT:    0 at com.maddox.rts.Time.loopMessages(Time.java:252)
[2022-11-29 11:09:21.223] dT:    0 at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2022-11-29 11:09:21.223] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2022-11-29 11:09:21.223] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:422)
[2022-11-29 11:09:21.223] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2022-11-29 11:09:21.235] dT:    1 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.235] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.243] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.243] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.244] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.245] dT:    0 WARNING: !!! RenderFlush() exception due: SortedListRenderAndFlush()
[2022-11-29 11:09:21.248] dT:    0 WARNING: Activate(1) fail
[2022-11-29 11:09:21.248] dT:    0 WARNING: ***( GL error: 0x0502 (pBuf1c)
[2022-11-29 11:09:21.248] dT:    0 WARNING: ***( GL error: 0x0502 (pBuf1d)
[2022-11-29 11:09:21.248] dT:    0 WARNING: ***( GL error: 0x0502 (SetData0)
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WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #43 on: November 29, 2022, 09:48:47 PM »

Progress on the sight:

- New reflector plate texture; less hazy.
- New Sun shade glass texture.
- New reticle.
- New lens texture (the former lens was using the same glass texture as the reflector, and hence appears ghost-like!)
- Disabled  the extra, oddly rotating Sun shade housing parts in hier.him, as follows:

//[zReViTinter]
//Mesh zReViTinter
//Parent Main
//Attaching 1 0 0  0 1 0  0 0 1  -0.040455 0.609352 0.53937


I'm seriously considering to lower the sight. As here, the sight line is higher than the head rest, implying that the pilot would have to stretch himself up in order to use it. To the point of pressing his head against the canopy, I'd bet. Even lowered, the sight picture over the front cowl will still be good--especially with my expanded 6dof limits. And a lower sight will be easier to use, eliminating having to hit the stupid gunsight view key all the time.  ;)  (Anyone with a 6dof capable tracker should never have to hit the gunsight view key.)

Are there any reliable, contemporary pics of the cockpit showing this quite high sight placement? It just seems rather wrong to me.

Anyway, a pic of the current state of things re. the sight--the current high position retained:


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WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #44 on: November 29, 2022, 09:56:03 PM »

Another thing to do is add the collimating lens reflection. And ideally a properly sized circular reticle mask. Currently the mask exactly fits the full reflector plate, which is quite unrealistic. But I know some number of players prefer the reflector-filling reticle mask, in good measure because they prefer to have the virtual pilot seated as far back as permitted, in order to see the instrument panel to the fullest, I presume. Which in turn restricts the extent of the reticle that can be seen through the smaller apparent size of the reflector. (This is what I jokingly call the East LA low rider seating position.  :D  )
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #45 on: November 29, 2022, 10:28:12 PM »

Here I've lowered the sight 5cm (2"). On the left the PoV is around the 'normal' position, on the right the virtual pilot is leaning as close to the sight as permitted by my new view hook position and expanded 6dof limits.

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WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #46 on: November 29, 2022, 10:37:15 PM »

I might add that the magnetic compass at the upper left should have a delayed response. Currently its response is as instantly crisp as that of a gyro, which is not at all realistic. And magnetic compasses become unreliable and non-responsive at larger bank and pitch angles, as the compass card goes well out of plane of the earth's magnetic field lines. The code should incorporate a check on both bank and pitch, stopping the rotational motion when around 45 degrees is exceeded for either.
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WxTech

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Re: Arado Ar.196A-3 cockpits
« Reply #47 on: November 30, 2022, 04:03:46 AM »

Mod released, available in this thread:

https://www.sas1946.com/main/index.php/topic,69917.0.html
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