Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Cockpits (ReSkins) => Topic started by: WxTech on May 14, 2018, 12:31:52 AM

Title: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 12:31:52 AM
===================================================================================

UPDATE, Feb 19, 2022: The main things this small update does:

- Adds a pair of night lights, attached to the forward door frames.
- Adds the 10's of thousands altimeter needle (no stock planes I'm aware of have this.)
- Updates the texture for the radio equipment in the after cabin (I do want to further refine this.)
- Adds a couple of minor tweaks done since the cockpit mod was released in May, 2018.

If you already have the P-39N-1 cockpit folder, merely drop these files inside; overwrite as nesessary.

If you don't have this mod folder already, then put this "Night Lights for P-39N-1 cockpit" folder into whatever is your mods folder.

This should work for any game version.

I've not yet updated the full archive, as I have some plans for further work. A brief readme file is included. Here's a screenie (all the following ones are older, preceding this new addition):

(https://i.imgur.com/D6B6vHs.jpg)

Get the add-on here (the download link for the full cockpit, should you not have it already, is farther down in this post):

https://www.mediafire.com/file/1ygcl5wic2v6cn9/Night_Lights_for_P-39N-1_cockpit.7z/file

===================================================================================


(https://i.imgur.com/SLIPk0W.jpg)

(https://i.imgur.com/vOM0MrS.jpg)

(https://i.imgur.com/6cR3BPt.jpg)

(https://i.imgur.com/IDkqVNG.jpg)

(https://i.imgur.com/tZIWIuK.jpg)

(https://i.imgur.com/jNHSyDc.jpg)

(https://i.imgur.com/qeFqrtZ.jpg)


Get it here:


https://www.mediafire.com/file/oz56ub2l69k8jlb/00_WxTech_P-39N-1.7z


WxTech's Cockpit Mod for the Stock P-39N-1
==========================================

The Stock P-39N-1 cockpit serves also for:
P-39D-1
P-39D-2
P-400

The same external changes have been applied to all these same variants in their relevant \Plane\ folders.

This supercedes my previous gun sight mod--all of that content is included in this comprehensive pack.

If there is a door opening mod (I don't know if there is one on offer, nor do I have an interest in such), it may conflict because I've added the new door lock bits to the door meshes. At the very least, the door locks I've created would open out with the doors instead of remaining fixed in place on the canopy frame.

I have not addressed the later P-39 variants; my interest is much more the earlier war period. If you wish to use these textures for others like the Q-1 and Q-10, be aware that there may be a few discrepancies and misalignments. That's because some adjustments have been made for improved mapping.

I should state at the outset that the damaged version of the gun sight has not been undertaken to build. And so the undamaged version is used instead.

And further about damage... Hier.him doesn't include meshes for damaged instrument panels. It seems one or more classfiles would instead control the activation of such damaged textures. This means that my reflection textures for the undamaged gauges remain displayed when the gauge's basic damaged texture replaces the undamaged one. This is odd looking in cases where there is no glass present to induce the reflection! But on the premise that one has bigger fish to fry than scrutinize the artwork when damaged, which furthermore is hopefully an infrequent occurrence (right?), this discrepancy is, I hope, a worthwhile trade-off. In the interest of completeness I include the damaged versions of the glass reflections--maybe someone will eventually alter code so as to make them display?

This is a fairly extensive re-work, expanding greatly upon the fine work in Stenka's cockpit repaint, and with a few external model changes by me. First I'll list the external model alterations, which were done purely with an eye to appearances as seen from *inside* the plane (I put a much higher emphasis on visuals related to the pilot's view, as opposed to admiring from outside. ;-)  )...


External Model Changes:
=======================

1) The longitudinal frame bar running along the top of the aft canopy has been narrowed from 68mm to the same 40mm for the interior model width.

2) The air intake just aft of the canopy has been somewhat rounded.

3) The interior of the air intake has been made essentially black, by remapping to the lower right corner of the skin's .tga, which appears to be black or very dark grey in all P-39 skins (I hope this is universal!).

4) The airflow separator just inside the air intake has been altered so as to not be seen to practically fill the lower aperture.

5) The aerial has been made almost 4X thinner.

6) The glass has been made less opaque, so that the portion seen from the inside is not so distractingly obvious (more so if your POV is well forward, where the clip distance includes more of the rear canopy.) If you don't like the more transparent look as seen from outside, simply increase the alpha channel value in the glass2.mat file's ColorScale line entry in each of the plane folders. The value in Avala's PlaneShine Mod is 1.0, or the maximum; I've made it 0.3. Moreover, the Shine value of 0.5 has been made 0.0, because I don't like glass glowing in the dark!


Internal Model Additions (including my earlier gun sight stuff):
================================================================

1) Added the armored glass and its frame just behind the seat.

2) Added the horizontal bar across the main arch and just behind/above the seat.

3) Added the seat attachment hardware.

4) Added the missing arching canopy frame bar over the pilot's head.

5) Added the side canopy reinforcements, which run horizontally immediately abover the doors.

6) Added my N-2 gun sight, with brand new rounding of edges/corners.

7) Added the pair of gun sight lateral bracing bars, with brand new adjusting nut textures.

8] Added the missing external armored plate on the aft cowling, covering the lower forward windscreen.

9) Added the door lock hardware, located at the top of both doors.

10) Added the canopy frame edges, which sandwich the perspex. A different, appropriate treatment is given to the car style door windows (which in the real plane roll up and down just like in a car).

11) Added the 'box' for which the left side panel is the front face.

12) Added a rubber head protector to the upper arch above/behind the pilot's head.


Internal Model Changes:
=======================

1) Removed the upper sides of the lateral canopy frame, over the doors. The highest point is now essentially the upper edge of the tubes, as in the real bird. Visibility is well improved thereby.

2) Various gaps revealed with 6DOF have been covered:
 - The meeting points of the two forwardmost frame bars with the main upper arch.
 - The side forward perspex where it meets the frame just forward of the door.
 - Small holes immediately ahead of the forward upper door corners.
 - The meeting points of the after cabin deck framing at mid cabin.
 - The meeting points of the after cabin perspex at mid cabin.

3) Made the main canopy frame arch a bit rounder in cross section.

4) Made the 'roll bar' tube just above the upper instrument panel a bit rounder in cross section.

5) Made the .50 MG cylindrical tubes rounder in cross section.

6) Remapped the artificial horizon's horizon bar to a dedicated portion of the  gauge's tga. Formerly it was mapped to the central part of the oxygen flow blinker gauge (!), which if someone re-colored would of course similarly re-color the horizon bar. (Bad practice!)

7) Rotated the megneto's handle 135 degrees, to the point appriopriate for having both mags operating.

8] Added polygons to thicken the formerly zero-thickness plates in the gaps of the rudder foot pedals.

9) Rearranged the seat polygon construction so as to fix the 'undulating' appearance of the seat back.

10) Removed the strange, wide, low strips just below the lip of the outer seat sides, replacing them with narrower 'thickeners' at the very edges.

11) Enlarged the gyro compass cylinder so that just barely more than 50 degrees of azimuth appears within the window, as was reality. Also made this drum more smoothly rounded by doubling the polygon count.

12) Made a new, larger glass texture having the entire canopy mapped out without overlap. This permits to represent extra shmutz along the frame edges. It's also precisely positioned with respect to the canopy frame bar thickness for consistency.

x) Numerous fixes to surface normals, thus improving illumination cues.


Visual Enhancements:
====================

1) Most obvious will be the set of mostly new gauges, given the proper treatment of appearance, where for the most part they are installed in close-fitting apertures, and fastened with the formerly missing screws.

2) Added reflections to the instrument panel glass. While unrealistically static, this still does notably improve the ambience of the illumination. Note that the surface normals have been assigned so that the reflections are most prominent when the lighting is from ahead and above, when the cockpit interior seen in reflection would be most strongly illuminated. With the lighting coming from behind, and hence the after 'pit being in shadow, the reflections essentially disappear.

One disadvantage! When firing the guns (particularly the wing guns), the glass does light up a bit more strongly than I'd like to see. This is unavoidable because of the necessity of making the textures react to lighting ambience. If you don't like these gauge reflections, simply set to zero the alpha channel values in all the *Glass.tga files for the various gauges.

3) The gun sight collimating lens is shown as (doubly) reflected by the reflector plate, strongest when the Sun shines directly down into the sight. The illumination across the reflection varies differentially by illumination angle--it does not fade in and out uniformly. Another example of the little trick involving the directing of the surface normals appropriately.

4) The 'dirty' perspex treatment is arranged so that it's most prominent when the glass is between the observer and the Sun. That is, it's the opposite to the usual treatment, which has the 'dirt' strongest when down sun. In reality, forward scattering is rather more efficient than backscattering. This is achieved here simply by reversing all glass surface normals--easy peasy!

5) Added a reflection to the turn/bank indicator's glass tube, correctly positioned in depth (the ball lies behind.)

6) Added shading and shadowing to the artificial horizon's internal cylinder, reinforcing that aspect of its shape.

7) A photograph supplied the new texture for the radio stack just above the floor and ahead of the stick.

8] A photograph supplied the new texture for the map case flap, which incorporates instruction placards.

9) A photograph supplied the texture for the .50 MG back ends.

10) The door textures were upsized and photos used to create a cleaner and more realistic appearance.

11) A spin recovery instruction placard has been added to the right door.

12) Added the Bell Aircraft data plate to the left side wall of the main canopy arch.

13) A special texture gives a strong specular reflection from the armored glass (behind the pilot) when the lighting is from ahead.

14) Improved bolt/nut textures are incorporated into relevant frame textures.

15) The strange texture mapping for the curving side frame tube sections has been improved.

16) A couple of impact damage textures have been created for the armored glass. Now, in my game there is an oddness in their display whereby at certain viewing angles sections of the textures disappear. I can't determine the cause, and hope it's not a problem for you, too. (They work fine in my Wildcat mod.)

17) Numerous .mat file parameters have been altered for improved balance in lighting characteristics throughout the 'pit.


----------------------------------------------------


This work is offered without restriction, and may be used or modified for any purpose whatsoever, by any and all.

WxTech
Ottawa, Canada
May 13, 2018
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: stanislao on May 14, 2018, 12:37:00 AM

 :( Get it where ??............ ;)


Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: SAS~Storebror on May 14, 2018, 12:38:31 AM
Nice! Thanks for sharing!

Get it where ??
Link is on top of first post.

Cheers!
Mike
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: hguderian on May 14, 2018, 12:42:43 AM
Many thanks WxTech!

Great improvement!

Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 12:56:30 AM
Some of you pounced pretty fast; I was still constructing my initial post; hence the brief missing d/l link. Sorry for the momentary false alarm. ;)

I attempted to add screen shots, but discovered that my Image Shack account was for a trial period only. Silly me!

In the meantime, if anyone wants to include a screenie or two in this thread, please do.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: cgagan on May 14, 2018, 02:22:35 AM
It's a great job you've done, many thanks for sharing! 8)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: urmel on May 14, 2018, 04:25:30 AM
Excellent work, many thanks WxTech!!!
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 05:09:24 AM
henky,
Thanks for the quick inclusion of screenies!

But I see some weirdness in the aft cabin, where some non-glass texture covers part of the perspex. And there seems to be some 'box' protruding out the sides of the aircraft's empennage,  just ahead of the tailplane. I don't see this in my game (4.08).

And I don't see how my changes could cause this. If the anyone else suffers this please let me know.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Gaston on May 14, 2018, 05:42:42 AM
Very nice ! But a question : does it affect other versions (modded) of the plane ?
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 05:58:42 AM
Gaston,
As stated at the outset of the included 'readme' attached to my opening post, this mod applies to the stock P-39N-1 cockpit folder, which is used also by the D-1, D-2 and P-400. It does not apply for the stock Q-1 or Q-10, or any later addition which is not based directly on the N-1 cockpit folder. If any P-39 has its own dedicated cockpit folder, this mod cannot apply to it.

I did a few small changes to a couple of meshes in the plane (external model, not cockpit) folders for all necessary variants which use this cockpit folder. (These changes concern rounding of the air intake aperture and narrowing of the topside canopy frame bar over the aft compartment.)

As I also pointed out, most of these textures can be used by other P-39s because they share many elements in common. But there *will* be a few odd discrepancies for some due to the alterations in one or both of the .tga (texture) and .msh (3-D mesh).

Hope this answers your question thoroughly enough. ;)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 06:19:18 AM
Actually, Gaston, I fear I may have missed the real question. ;)

If you have other P-39 mods, whether there will be a conflict or not will depend on the nature of those mods. My mod includes no classifieds, and is therefore based purely on the stock plane (as of 4.08/4.09). I have made numerous alterations to meshes (*.msh files), which you should see if the same are present in your other mods. Most of my changes *should* be OK to supercede others.

If you have any kollimator, reticle or mask meshes (all related to the gun sight), mine are to be used most assuredly.

The big one that can't be predicted about without seeing what changes have been made is InnerHull.msh, for which I've made *many* changes and several new additions.

And of course the critical file to be most careful about is hier.him, which assembles the whole kaboodle from all the constituent meshes.

In the end, try out any new mod if unsure of a potential for conflict. It won't break the game; you only need disable the offending mod and you're back in business. It can be a sleuthing job worthy of Mr. Holmes when tracking down and resolving conflicts in order to not have to reject a mod--if indeed the conflict can be nullified to the benefit of both.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: henkypenky on May 14, 2018, 07:29:14 AM
Hi Wx, yes I have seen these too, made a remark in my original post as this texture acted like the gaps we use to have on some wings with a FOV of 105°, moving with the mouse movement. Aftre putting up the post, I returned to my game and saw that this texture was gone. So I removed the remark from the post. Must have been to early for my computer I'll guess. Thanks again for this wonderful pit!
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: karo on May 14, 2018, 09:54:23 AM
OMG! WxTech, my friend, you did it again! Another piece of art, after F4F cockpit :) Now, we can play The Battle of Guadalcanal, because we have got two, beautifully done, major fighter planes of USA that period of time and place. Thank you so much! I can not wait to get back home (from my work) to try it out!  ;)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: PO_MAK_249RIP on May 14, 2018, 10:11:18 AM
Wow! Amazing!
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: FNRennier on May 14, 2018, 10:54:46 AM
Wow!
Perfect!
it's beautiful!
Thank you!
Congratulations, it's amazing!
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 11:49:39 AM
Thanks for the compliments, gents!

I was already working on the P-40E and M when I got sidetracked by this P-39 distraction. I hope to get back to the Warhawk soon. As you can tell, I like the somewhat earlier war fighters of around '40-'42! ;)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: sakai on May 14, 2018, 01:20:37 PM
It's a great job you've done here... thanks for that !!!
But, just one more favour... could you smooth the frame a bit more to get them less angular (always the same problem with the cockpits in Il-2)? If you can, it's great
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 14, 2018, 01:38:12 PM
sakai,
I did contemplate smoothing the canopy frame, but it would be lots more work than was required for my Wildcat project. I do all my 3-D work with a spreadsheet, which is horribly slow and laborious--that's why a 2-week estimate for completion stretched to over a month.

I'll leave the smoothing to someone utilizing more sophisticated software, like Barnesy or Jeronimo, if either feels like tackling it.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Fish40 on May 14, 2018, 01:59:50 PM
Looks awesome! Thank you! Working great with VP Mod! Thanks again.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: max_thehitman on May 14, 2018, 05:03:58 PM
Super nice cockpit!
I like it very much!

Congratulations on a fine job!

(https://media.giphy.com/media/mOOuUUIEEgq6A/giphy.gif)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: DaVa on May 14, 2018, 10:19:22 PM
Thank you!!! Sumptuously!
... BUT, how to lower the seat?

Quote
If you want to do this, I'll tell you how...
If it does not complicate you, thanks.  :)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 15, 2018, 12:04:02 AM
DaVa,
By lowering the seat, do you mean lowering the virtual pilot's viewpoint (POV)?

If so, you do this by altering a certain number in a beginning section of the file

InnerHull.msh,

which you can open with any text editor, such as Notepad. If you want to do this, I'll tell you how...
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: PO_MAK_249RIP on May 15, 2018, 01:46:39 AM
Any plans to revisit the Spit cockpits?
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 15, 2018, 03:36:27 AM
I can't say at this moment where the Spit might figure into future plans. So much to do!

This is why I pine for more modders to exert effort on improving the *core* game content. To me, far more important are good cockpits than are slick external models which you don't normally see well enough from the 'pit to warrant such refinement. Save the less crucial niceties for later, after fixing that stuff you *do* see up close and all the time. Well, if it's to be a player's sim and not a movie maker's platform. ;)

And by *core*, I mean WWII principally. It's wonderful the expansion into older and more recent eras that has occurred, greatly expanding the game so as to appeal to a wider range of interest. But for me this shouldn't come at the price of neglecting the foundational concept and content--The Big One, WWII.

We see truly awesome jet cockpits, for example, being built these days. Which makes all the sadder the acceptance of those earlier 'pits from the game's glory days to continue to languish in their original, crude simplicity. The basic work is done. And in general things have been improved via the application of 'lipstick' to these old sows. But with some 3-D tweaks--and not necessarily to particularly great extent--they can be brought up to a rather more pleasing standard.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: henkypenky on May 15, 2018, 05:48:55 AM
I'm with you on this too Wx, the cockpit is what you see all the time so any improvement there is worth its weight in gold. Hope to see more masterpieces from you in the ( I hope near) future.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: PO_MAK_249RIP on May 15, 2018, 10:14:24 AM
Well put Wx I only wish I had the ability to do this stuff😟
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 15, 2018, 10:48:10 AM
I did forget to include in the 'readme' the following. When you turn on the red cabin light you'll see the upper part of the gun sight's polygons flickering, as though lit by a very unstable candle. I think this because the light source as located is too close to that part of the sight. The stock sight was just far enough forward, I guess, to not suffer this.

But I refuse to incorrectly locate the sight farther forward in order to avoid this flicker. If this is indeed the case. If someone could tweak the requisite file which places the light source and thereby end this, I'd be awfully appreciative.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Toobone on May 17, 2018, 06:55:09 AM
Working with Karabasas P-39N1-f.m. too ]thumleft[ ]salut[ ]hello2[ ]cheers[
PS: some effect only...
(http://forum.aviaskins.com/attachment.php?attachmentid=54189&d=1526907616)
(http://forum.aviaskins.com/attachment.php?attachmentid=54190&d=1526907616)
(http://forum.aviaskins.com/attachment.php?attachmentid=54191&d=1526907616)


Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on May 21, 2018, 12:10:54 PM
Tooboone,
Note that the pilot's position as drawn in the cockpit and as seen from outside is not tied to the POV. When comparing sight lines w.r.t. the 'pit and externals, try to locate the POV, and ascertain true perpendiculars to use as references. Wide FOVs can add a bit of difficulty here.

In any event, it may be the case that the 'pit is located several forward of its correct position w.r.t. the external model. I didn't concern myself with this at all because no incongruity called attention to itself.

If you want to refine things to your own tastes, simply apply the same delta to the relevant number for all cockpit elements in hier.him whose parent is the _ROOT_.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Treetop64 on June 20, 2018, 06:59:32 PM
I'm not surprised at all of the excellent quality of your P-39 cockpit, given the miracles you performed in the F4F.  No less blown away by the differences, however.

Bravo!

 ]hello2[
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: ordway on August 06, 2018, 03:43:35 PM
Thank You! The P-39 of any of the il-2 aircraft so needed this cockpit change!
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: karo on December 03, 2018, 06:57:37 AM
I love Wxtech's P-39 cockpit and I spend a lot of time in it (during my digital flying). Unfortunately, I've found some minor problems in it. They are not connected to WxTech’s work, but they are old issues done by Maddox team. Anyway, I hope that somebody will fix them soon... Here is the list:
1. The reduction gear oil pressure gauge (left down, at the parking brake handle) shows the wrong indication - all time underpressure (40 pounds). According to the P-39 pilot notes (P-39-Q-1, s.13), the correct indication should be in a range between 70-190 pounds. It corresponds to the green area of the gauge.
2. The propeller pitch lever moves in the opposite direction than it is supposed to (max RPM full forward, according to the USAF movie on YT and the textures in the cockpit).
3. The landing gear lights (red and green) don't work properly. The red seems to be connected to the power lever rather than to the landing gear. The green doesn't flash at all.
4. The lack of the mirror (the old photos prove that it was in the cockpit).
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on December 03, 2018, 05:21:10 PM
Oh yeah, I've long noted numerous gauges in many cockpits which do not reflect actual measurements, but instead are fixed to some set value. It might be that some parameters are not considered or calculated by the FM, and hence cannot have their associated gauge reflect anything other than some 'fake' output just for appearances' sake.

I'm barely at the chimp level in Java coding, and as yet have little if any skill in addressing gauge output. If no one else attacks these issues where addressable, perhaps at some (hopefully not too far flung) time in the future I might be at a state where I could get to grips with it.

But I do have more pressing priorities; improving the basic cockpits for the P-40s, Buffalos and Hellcats, to name just a few.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: karo on December 04, 2018, 11:27:01 AM
Oh yeah, I've long noted numerous gauges in many cockpits which do not reflect actual measurements, but instead are fixed to some set value. It might be that some parameters are not considered or calculated by the FM, and hence cannot have their associated gauge reflect anything other than some 'fake' output just for appearances' sake.
You are absolutely right! I am 100% sure that this oil pressure gauge is permanently fixed (I put it to the test). I don't want it to be calculated by FM (might be impossible), but rather to be fixed at proper/right indication (e.g. 100-120). 

If no one else attacks these issues where addressable, perhaps at some (hopefully not too far flung) time in the future I might be at a state where I could get to grips with it.
I keep my fingers crossed ;)

improving the basic cockpits for the P-40s, Buffalos and Hellcats
WOW! :o  Are you going to give us a new, beautiful Xmas gift? :D
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: SE.VH_KNOKE on December 07, 2018, 11:52:53 AM
Although it isn't commented, this Mod is 100% HSFX Compatible? If YES, how can I to install It?
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: mikojan3 on December 07, 2018, 01:46:34 PM
Although it isn't commented, this Mod is 100% HSFX Compatible? If YES, how can I to install It?
i have in all my installation hsfx ypack vpmod worked very fine
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on December 08, 2018, 04:08:37 PM
This mod addresses the stock plane, and involves no classfiles. Therefore it should be pretty universally compatible for all game versions which are mod activated. You should disable any other cockpit repaints for the P-39N-1, if you already have such, or at least be sure mine loads first (by having a lower value alpha-numeric name.)

Installing involves simply dropping the folder into your modded game's MODS folder (or whatever it's called in one's specific game mod version.)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: mikojan3 on December 16, 2018, 01:16:53 PM
This mod addresses the stock plane, and involves no classfiles. Therefore it should be pretty universally compatible for all game versions which are mod activated. You should disable any other cockpit repaints for the P-39N-1, if you already have such, or at least be sure mine loads first (by having a lower value alpha-numeric name.)

Installing involves simply dropping the folder into your modded game's MODS folder (or whatever it's called in one's specific game mod version.)
today i have installed modact 6.4 confirmed worked fine. one of the best mod .the visual i love of your mods cockpits.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on December 19, 2018, 02:28:01 PM
I love Wxtech's P-39 cockpit and I spend a lot of time in it (during my digital flying). Unfortunately, I've found some minor problems in it. They are not connected to WxTech’s work, but they are old issues done by Maddox team. Anyway, I hope that somebody will fix them soon... Here is the list:
1. The reduction gear oil pressure gauge (left down, at the parking brake handle) shows the wrong indication - all time underpressure (40 pounds). According to the P-39 pilot notes (P-39-Q-1, s.13), the correct indication should be in a range between 70-190 pounds. It corresponds to the green area of the gauge.
2. The propeller pitch lever moves in the opposite direction than it is supposed to (max RPM full forward, according to the USAF movie on YT and the textures in the cockpit).
3. The landing gear lights (red and green) don't work properly. The red seems to be connected to the power lever rather than to the landing gear. The green doesn't flash at all.
4. The lack of the mirror (the old photos prove that it was in the cockpit).

I've been tweaking the cockpit class (from 4.08, and alnost certainly the same for 4.09.)

Changes made so far:

1) Added the altimeter 10s of thousands of feet indicator needle.

2) Separated the action of the gyro and magnetic compass. The gyro now always indicates the heading and has crisp, instantaneous response, instead of mirroring the mag compass' sticking at high bank angle and lagging in response.

3) moved the cockpit night red light so that it no longer causes flicker on my gun sight.

4) Got the carb air temp gauge to show the environmental air temp.

5) Greatly reduced the hyper-sensitivity of the turn rate needle. Formerly it slammed from stop time stop with very small changes to yaw. Now it's in line with proper response.

----------------------

- The oil pressure gauge indicates the oil temperature! If someone would tell me the engine model parameter to replace:

fm.EI.engines[0].tOilOut,

I'll do that--or at least try. ;)

- From a ca. 1944 P-39K and L manual I found online, the red and green lights mounted on the L side of the roll bar:

Red... Illuminates when at low power setting and landing gear NOT down. Works in the game as it's more or less supposed to, when throttle is below 33%.

Green (blue in the stock texture, and perhaps I should revert to that)... Illuminates when testing the circuit for the explosive to destroy the radio. In hier.him, this is called XFlareBlue, and in the classfile is effectively deactivated (because we have no provision for "testing the explosives circuit". ;). ).

I've not looked into the prop pitch matter yet. Perhaps someone more knowledgable in this area can confirm or refute this, before I jump in.


When I feel like I've done all I can, I'll release the new stuff.

I found online a texture for the radio equipment, created by another bidder when he was undertaking a major rework of the P-39 several years ago. The project petered out without being released, in part because of a lack of some 3-D assistance from another person. I didn't find about this until just a few weeks ago, and almost by accident. I tried to contact the author for permission to use his texture, but no word back yet. I don't know if it would be safe to distribute this texture (even though it was posted on a public discussion forum thread.)

But this might be moot. Barnesy--over at the other site--has recently released a primarily external model rework,faith some interior work done. Of interest to me is the aft cabin, where the radio gear sits. If I am permitted to use this, I'd incorporate into my own project.

Better yet, Barnesy should grab my 'pit (I've given him permission) and do his smoothing work on the curved elements. I'm horribly inefficient at this because I don't have a capable 3-D package--I do my stuff with a spreadsheet, which is painfully laborious.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on December 19, 2018, 02:40:03 PM
I must add this.

The cockpit class I'm altering does not incorporate the opening doors, for example. And there *may* (?) be other aspects that later game versions incorporate. This means that for the opening doors anyway, it would require another modder to look over the changes I've made and port them over to the more recent/modded classfile. Because they're basic functions that would apply to all versions, this would be straightforward.

If one is otherwise flying a purely stock plane, or has mods not altering the cockpit class, it *might* be the case that my tweaked classfiles (there are 4, as is typical for each cockpit) would be compatible with most or all game versions. But I would defer to anyone who has a far better handle on this than I do!

At any rate, with only the tiniest effort by another modder these changes would be available to all.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: karo on December 19, 2018, 04:16:32 PM
Hi WxTech!
It is nice to read that your work is in progress :)


- From a ca. 1944 P-39K and L manual I found online, the red and green lights mounted on the L side of the roll bar:

Red... Illuminates when at low power setting and landing gear NOT down. Works in the game as it's more or less supposed to, when throttle is below 33%.

Green (blue in the stock texture, and perhaps I should revert to that)... Illuminates when testing the circuit for the explosive to destroy the radio. In hier.him, this is called XFlareBlue, and in the classfile is effectively deactivated (because we have no provision for "testing the explosives circuit". ;). ).

I've not looked into the prop pitch matter yet. Perhaps someone more knowledgable in this area can confirm or refute this, before I jump in.


I wanted these lights to work like on a picture below, but if it is not correct (according to the manual) please forget about my ask ;)
(https://i.postimg.cc/XvqSdmJY/p-39-pit2.jpg) (https://postimg.cc/TKz4Xkgz)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on December 19, 2018, 07:00:10 PM
Karo,
What we see in your photo looks very much like a modern addition, or perhaps it's applicable to later models such as the Q? No such indicator is mentioned or shown in that L/K model manual I found...
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: karo on April 11, 2019, 07:32:22 AM
Hi WxTech! Is there any progress at your work? A lot of time has passed since your last info :(
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: texaco on April 11, 2019, 11:57:46 AM
Thank you! This is absolutely great cockpit.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Lagarto on April 11, 2019, 01:16:07 PM
Hi WxTech! Is there any progress at your work? A lot of time has passed since your last info :(

I second that! I discovered your cockpits and gunsights only recently, and I enjoy them very much. New gunsights for Spitfires (compatible with my 4.11) would be great :)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on February 19, 2022, 04:09:52 AM
Update, Feb 19, 2022: I offer a small add-on, in the form of a pair of night lights attached to the forward door frames. Go to the top of the first post for the d/l link.
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: WxTech on February 19, 2022, 08:18:42 AM
I was informed of  couple of missing files in my little bolt-on addition. I had forgotten that I had made a few other changes after the May, 2018 release of this 'pit mod.

Such as adding the 10s of thousands of feet needle on the altimeter, and putting a new texture on the radio equipment in the after cabin.

Please try again if you too discovered my oversight!  :(
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Epervier on February 19, 2022, 03:56:26 PM
Thank you very much !  :)   :)   :)
I took only the "CLight" mesh and installed it in my 4.09/UP2.01 folders cockpits (P-39N-1/P-39Q-1/P-39Q-10) !
Everything works fine!  ;)
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Sergent Pepper on August 08, 2022, 03:53:32 PM
Thak you for these beautiful cockpits. ]thumbsup[
Title: Re: WxTech P-39 Cockpit for Stock P-39N-1 (and D-1, D-2, P-400)
Post by: Tokyo_Express_420 on June 07, 2023, 06:00:51 AM
Thanks Wx,

Marvellous

- Tokyo Express