Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Cockpits (Common) => Topic started by: WxTech on September 23, 2021, 03:00:20 AM

Title: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 23, 2021, 03:00:20 AM
Update: Nov 13, 2021. I discovered a bad Java error that resulted in the generation of a googleplex of repeated Java errors that would bloat log.lst to Brobdignagian dimensions.  ;)  The full archive has been updated.


Update: Sep 28, 2021. Added expanded 6dof range limits in the cockpit class. Aside from minor touches to a couple of textures, the updated four classfiles are all that's needed if you've downloaded this already.



The Ki-44 II Hei's office has had a bit of a facelift! Note that for some reason the reticle is always on, which is the stock state in B.A.T., even. I've tried to determine how to get it to toggle on/off and vary in brightness, but no joy. I think this derives from the use of base code for the earlier Shokis and their tube sights.

The two toggleable PoVs have been moved a bit farther forward. This screenie is taken from the farthest rearward position afforded by a head tracking system when the 'normal' PoV is selected. If you're not using a head tracker, the viewpoint will be a bit farther forward than this, which provides an improved sight picture compared to the stock PoV.

(https://i.imgur.com/8vlniUd.jpg)


A closeup of the gun sight. The sun shade is cleanly transparent, and not somewhat milky like the stock shades tend to be. On the far left, note the iron sight's post (flipped upside down here). In particular, the two squat cylinders and the bead will be seen to be 'glowing' a bit too brightly (this gets even worse when the plane is pointing directly at the Sun). This is the stock condition, resulting from the bad surface normals, which are now fixed. The crash pad had been built anew.

Here the PoV is still tied to the 'normal' view, but from a vantage at the farthest forward position a head tracker provides. For those not using a head tracker, the 'gun sight view' will be a bit farther aft of this, but not by much. The expanded 6dof range limits--added after this image was taken--will afford an even larger range of virtual head position. Now you can get right up there and 'smell' the sight's crash pad!  ;)

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



Get it here:

https://www.mediafire.com/file/0hxonrqc740vbs5/%252100_Ki-44_II_Hei_cockpit_tweak.7z/file



From the included readme file:

WxTech's gun sight and other cockpit tweaks for the Ki-44 II Hei.

Original release Sep 23, 2021.
Update: Sep 28, 2021, for addition of expanded 6dof range limits in the cockpit class.



Gun sight changes:

- Added a collimator lens reflection.

- Improved the reflector plate and sun shade glass.

- Fitted the reflector plate more exactly to its support; there were obvious gaps.

- Reduced the size of the reticle mask.

- Improved the reticle texture (for one thing, the outer ring gaps are correctly wider).

- Fixed a number of bad surface normals on the iron sight fixture.

- Added some polygons to the sun shade support, to bulk it out.

- Lowered an edge that protruded a little into the bottom edge of the reflector plate.

- Fixed the gun sight mount, to remove the odd transparency cut-out on the right side (due to the instrument panel texture originally being used).

- Re-built the crash pad, and supplied a new, separate texture.



Other changes:

- Repaired bad texture mapping for the panel coaming (instrument panel shade).

- Reversed the canopy perspex surface normals.

- Made some improvements to instrument textures, mostly in the form of better bezels.

- Tidied up the gauge needles.

- Moved the slip ball behind the turn rate needle, and tweaked the ball texture size and tone.

- Cleaned the compass card (rotating drum) texture a bit, and made the top surface dead black.

- Made invisible the tiny triangular texture that is the compass drum reference.

- Adopted some better cockpit textures from the Ki-44 II Ko.

- Evened out the tone on the crank handle for the cowl flaps.

- Moved both the CAMERA and CAMERAAIM view hooks a bit farther forward (located in Body.msh).



Cockpit class file changes:

- Added hysteresis to the VSI (it was formerly FAR too crisp in its response).

- Added code to expand the range of translation of the PoV in the fore-aft, left-right and up-down axes.

The cockpit class is from B.A.T., but should work fine for 4.12. I added lag in the response of the VSI (vertical speed indicator), because the stock response was virtually instantaneous. If you prefer the stock behaviour, delete or disable these four classfiles (but then you would also lose the expanded 6dof functionality). If you use these classes, make sure this folder lies above any other folder that might contain the same classes (such as #WAW3\Classes-ObjectsAir\, in B.A.T.).

CockpitKi_44_II_hei.class   (2021-09-27 6:17AM)
  97C457462E099470
  106BED3CB214EA08
  CE64CE1E1122E49C
  E036649AE20AF08C



NOT undertaken to improve yet:

- Damaged gun sight.

- Damaged gauges.

- Gauge night textures.

- The fact of this cockpit/plane not supporting the reticle brightness feature, and so the reticle is always on, and at a fixed brightness.



As always with my mods, this work is made available for use by any and all, for any purpose, without restriction.


WxTech
Sept 23 and 28, 2021
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: Kelso on September 23, 2021, 03:25:55 AM
Perfect job as always. Thank you!

There is a bad file structure in the package. Missing cockpit/Ki-44-II-hei
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 23, 2021, 05:30:38 AM
The same dumb thing I did last time, for the MC-205. Well, ya gotta give me points for consistency!  :D

All should be OK now... (fingers crossed)
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: urmel on September 23, 2021, 05:38:28 AM
It looks very good!Works in my BAT-WAW3
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 23, 2021, 09:24:43 AM
When I watch Il-2 '46 YouTube vids, most guys that are clearly using head tracking gear don't seem to take advantage of the ability to lean forward. For the entire time their virtual PoV is leaning fully back. And by that I mean not at the default position, where there is room to not only lean forward but also to lean back. They seem to remain at the fully rearward position. As though they prefer something like a car's driver seat leaning back, for casual, semi-reclined cruising the boulevard. .;)

This makes for the poorest sight picture for combat, with the full reticle pattern sometimes not being fully seen, and the worst view over the nose.

For those odd virtual pilots, and of course those who don't have head tracking gear, and for anyone who prefers not to switch to the 'gunsight view' my shifting forward of te 'normal' PoV will be helpful.

If anyone doesn't like my setting, open Body.msh with any text editor and alter to suit one or more of the last three numbers in the CAMERA view hook near the top of the file. I've added letters to tell which way the PoV moves when the relevant value is increased. F or B for forward or backward, L or R for left or right, and U or D for up or down. The units are meters. 1mm = 0.001m; 1cm = 0.01m.

Of course, the same applies for the CAMERAAIM view hook, which sets the 'gunsight' view PoV.

I'd be curious to hear back on whether or not the new PoVs are helpful. Not everyone has the same needs or preferences.
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 28, 2021, 11:33:41 AM
I've just made available an update. The only change of note is the addition of expanded 6dof range limits in the cockpit class.
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: Griffon_301 on September 28, 2021, 01:22:38 PM
as BAT is running on hashed classfiles now, maybe a word of caution is needed here....these fixes should be made to load BEFORE all other folders, containing the hashed classes I guess;
I will test that tomorrow to see if everything is fine in BAT 4.2, but the new file structure in BAT 4.2 changes the way, mods should be added to the game I guess;
maybe Andy can shed more light on this,...

just a caveat for users maybe....
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 28, 2021, 02:56:52 PM
Griff,
The game has used hashed classes since year dot. I don't think anything fundamentally should be any different to how mods have been handled in the past. It's always been the case that the classfiles desired to load must appear in the directory structure above/before those same-named classes already present.

That's why I named the folder with a preceding "!"; to assure priority placement, so to speak.  ;)
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: Griffon_301 on September 28, 2021, 03:12:29 PM
I need to do more testing in my updated modded folder but I guess for cockpits, you are right ...
Aircraft and ships are different though I guess as they would load before the integrated engine mod in the new folder structure now following the old logic..
As said, I need to do more testing :)
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: bomberkiller on September 28, 2021, 03:24:49 PM
Quote
That's why I named the folder with a preceding "!"

Hello WxTech,

thank you very much for clarifying this - I was wondered about the "!".

Your mods are in my new 4.2 FLASHPOINT.  8)

Thank you very much.

.                               (https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)

Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on September 28, 2021, 07:24:16 PM
as BAT is running on hashed classfiles now, maybe a word of caution is needed here....these fixes should be made to load BEFORE all other folders, containing the hashed classes I guess;
I will test that tomorrow to see if everything is fine in BAT 4.2, but the new file structure in BAT 4.2 changes the way, mods should be added to the game I guess;
maybe Andy can shed more light on this,...

just a caveat for users maybe....

I just read the thread for BAT 4.2. I saw a mention about UNHASHED classes.

In re-reading the quoted reply above, I see now that the phrase "running on hashed classes," should have been "running unhashed classes."

That's why I was a bit confused, and stated that there's no change I was aware of.

Now I see that indeed there has been a notable change, indeed.

Do I take it, then, that for BAT 4.2 users all classfiles MUST NOT be hashed?
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: Griffon_301 on September 29, 2021, 01:05:06 PM
sorry about my error re hashed/unhashed classes;
I did some more tests with my modded game folder today and it was a rather frustrating experience...
in the end, I reverted back to BAT 4.1.3 for my modded games for the time being, as modding this new 4.2 structure is a little beyond my knowledge right now;

I managed to get the game running and it mostly works too, but for example, catapults on the carriers do not work any more-they give me a CTD;
granted, i run a lot of stuff in my modded install, but with 4.1.3, this was not big deal, engine mod came first, then most of the added mods, in the end the STD folder and the classfiles;

now, i need to have the BAT-Classes folder with all the integrated classes of engine mod and the rest all up at the top of the loading order with only NG HUD/MAP/CAM even above them; but this way, all aircraft mods and other stuff, that might have clashing classes do not work any more as they should as they load after the unhashed classes....

a real nightmare for someone, who grew up modding with load orders finely tuned and checking stuff using the classfiles doublon checker;
now its rather back to square one for me regarding modding if I use 4.2 so I will stay on 4.1.3 for the time being for my modded games;
will check your gunsights tomorrow, need to first check if my reverted 4.1.3 game runs as it should :)
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on November 13, 2021, 04:28:33 AM
UPDATE: Nov 13, 2021.

I discovered a really bad Java error on my part, which would create bazoodles of repeating errors that bloated log.lst enormously. I've fixed this, and a download of the full archive is in order.
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: RABIZO on January 07, 2022, 06:14:53 PM
Hello "WxTech"
I am Japanese.
I tried to correct the characters on the display of the instrument.
However, I didn't have the exact material, so I feel like "I wonder if I'm using these characters."

(https://i.postimg.cc/HnPMt009/2022-01-08-at-01-07-17.jpg) (https://postimg.cc/y3cW1ZbD)

I also wanted to fix the screws, but that will be the next time.
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: RABIZO on May 03, 2022, 07:07:15 PM
Hello "WxTech"

There is something I'm curious about.
The antenna pillar disappears and appears as the viewpoint moves.
Is it possible to fix this part?


(https://i.postimg.cc/wTsrYSM7/2022-05-04-at-00-59-57.jpg) (https://postimg.cc/kBqsxYxm)


(https://i.postimg.cc/BbFRpy1L/2022-05-04-at-01-00-32.jpg) (https://postimg.cc/MfWsK95q)
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: WxTech on May 03, 2022, 11:07:09 PM
RABIZO,
Typically such partial (or complete) disappearance of structures outside the cockpit, especially when this varies as you pan your viewpoint, results from the clip box that is necessary for not seeing parts of the external model's cockpit simultaneously with the internal model of the cockpit. To get around such nearer external model structures as the wing roots, cowling and antenna masts disappearing when you WANT to see them is to make those parts and include them in the cockpit folder.

It is certainly fixable; I'll look at this soon...
Title: Re: WxTech's Ki-44 II Hei gunsight and cockpit tweaks
Post by: RABIZO on May 04, 2022, 12:40:39 AM
Thank you for "WxTech".

I'm looking forward to the fix.
When it disappeared or appeared during the game, it felt like an enemy plane.