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Author Topic: POV's CirX's Complete SAS POV Mods  (Read 38529 times)

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Maximus

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Re: POV's CirX's Complete SAS POV Mods
« Reply #24 on: October 10, 2012, 04:25:46 PM »

Hi.
This mod is awesome, the way to increase immersion, as in real videos and photos, then we realize how unrealistic
are the viewing angles original, especially in the Japanese planes and germans, although generalized. But it would be
even better if the sight of weapons could also be used, because you can not shoot, the crosshair reticle is displaced
and disappear totally or partially. The ideal was to be resized, I think. Curiously, correction of views was made when
the il2 was transported to videogames by IL2 Sturmovik: Birds of Prey, just compare the results of the cockpits.
A second step for the mod would solve the problem of the transition of gunsight views when using "Shift + F1".
 
Finally, I modified some screens to illustrate what should be the outcome that I believe to be as realistic as possible.
Forgive my terrible English, I hope can understand and if there is any way to do it.

Original                                                                                       
                                                                 

POVmod                                                                                       
                                   

More Realistic                                                                       
                                   

But without doubt the cockpit is less accurate than Bf109, need much more attention to achieve a satisfactory result.
Original


POVmod


More Realistic
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wolf01

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Re: POV's CirX's Complete SAS POV Mods
« Reply #25 on: October 23, 2012, 09:11:39 AM »

I want to ask you about il2 cockpits: it's possible to make a mod with pilot body in cockpit for this game? has anyone did something like this? thanks.
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marcost

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Re: POV's CirX's Complete SAS POV Mods
« Reply #26 on: November 21, 2012, 02:39:18 PM »

CirX you are my hero! I wondered why flying some planes felt more real than others, now I know it was because they were POV modded.  Now I have your modded all POV's I want to fly everything!!!

Best,

M
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yeikov

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Re: POV's CirX's Complete SAS POV Mods
« Reply #27 on: November 22, 2012, 06:25:24 AM »

Hi CirX,
In DBW's version of this mod, the readme says "not recommended for TrackIR users"
May I ask why is that? Are there any known issues or conflicts between this mod and TrackIR?
Sorry if this is the wrong thread to ask, I did not know if I should post this here or in the DBW support threads.

Thanks in advance!
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marcost

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Re: POV's CirX's Complete SAS POV Mods
« Reply #28 on: November 23, 2012, 06:59:37 AM »

hi yeikov

I fly DBW 1.71 and TrackIR4 with this mod, no problems so far.

Regards,

M
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yeikov

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Re: POV's CirX's Complete SAS POV Mods
« Reply #29 on: November 25, 2012, 03:23:58 AM »

Thanks for your reply Marcost. I do not notice any problem when using it either, but the readme made me wonder...  :)
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greybeard

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Re: POV's CirX's Complete SAS POV Mods
« Reply #30 on: February 20, 2015, 12:04:28 PM »

Hi,

as far as I know this valuable mod does not include the Bf 109. Oddly enough, it is not mentioned neither among those not feasible nor among those unnecessary.

I think its current POV is too forth, since, in external view, I see pilot's head at same position of canopy middle frame:

so, rotating his head 90° left he (that's to say player) should see about this:

instead, I see this:

It looks like the pilot's head is inside the windshield!

PLEASE, could you add this plane (in all its variants) to this mod? Or make a separate mod? Or even teach me how to do (I tried editing Z_Z_MASK.msh but always getting the dreaded "no-cockpit" view - that's to say only landscape in F1 view).
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WxTech

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Re: POV's CirX's Complete SAS POV Mods
« Reply #31 on: February 22, 2015, 10:26:59 AM »

Greybeard,
The editing is done in Body.msh, in section [HookLoc]

The last 3 numbers on each line define the viewpoint, in meters.

The first line, CAMERA, is the normal seated position.

The second line, CAMERAAIM, is the through-the-gunsight view.

The lines for LAMPHOOK1 and 2 are not supported by my 4.08 game version.

On each line of numbers for the 109s, the last 3, from left to right, define the position as follows:
L-R (increasing to the left)
Forward-backward (increasing backward)
Up-down (increasing upward)

Note that this ordering and sense of direction is not the same for all planes; it depends on the coordinate system as defined by the cockpit maker. But all 109s are the same.

I've tweaked every plane's POV to my own personal preference, to work best with my head tracking setup.
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greybeard

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Re: POV's CirX's Complete SAS POV Mods
« Reply #32 on: February 23, 2015, 07:57:54 AM »

The editing is done in Body.msh, in section [HookLoc]

That was first attempt that I made, but it looks like both last two coordinates (that should be Y and Z) act on up-down direction. Can't find a coordinate effective to move backward POV.

here follows the Bf-109E-7 example:

should be
[HookLoc]
-1.62921e-007 -1 0 1 -1.62921e-007 0 0 0 1 -0.02226 0.26279 0.49045    //CAMERA XYZ

looks like
[HookLoc]
-1.62921e-007 -1 0 1 -1.62921e-007 0 0 0 1 -0.02226 0.26279 0.49045    //CAMERA XYZ
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WxTech

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Re: POV's CirX's Complete SAS POV Mods
« Reply #33 on: February 23, 2015, 10:38:56 AM »

Are you seeing changes in the L/R and up/down directions, but not fore/aft? Or have you so far tried altering just the one value for fore/aft?

I trust that you are ensuring no other 109 mod being read before the one you're editing contains a Body.msh file. And that between changes, you're first briefly loading a different plane so that you are loading your edited file when selecting the plane you're tweaking.

Note: By different plane, I mean one whose cockpit elements reside in a different folder. For example, my 109F-4 and F-1 uses the same stuff as does the F-2. If I'm editing anything in the F-2 folder I must not next select either the F-4 or F-1, for no reloading will occur; the file contents already in memory are used.
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greybeard

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Re: POV's CirX's Complete SAS POV Mods
« Reply #34 on: February 23, 2015, 04:11:22 PM »

Are you seeing changes in the L/R and up/down directions, but not fore/aft? Or have you so far tried altering just the one value for fore/aft?

I tried to modify those marked as Y and Z values (colored green and blue in my example), didn't try with X, giving for granted it moved POV left-right.

Quote
I trust that you are ensuring no other 109 mod being read before the one you're editing contains a Body.msh file. And that between changes, you're first briefly loading a different plane so that you are loading your edited file when selecting the plane you're tweaking.

Of course. Folders are those belonging to Greif Werke's 109 series cockpits, where I tried modding the body.msh. There's also a MaineHull.msh, still in binary format and with a much older date: I thought that would have had no effect.

Indeed, tweaking Y and Z in body.msh I do get POV moving (and this demonstrates that's the right file, I think), unfortunately, both Y and Z just move POV along Y. :(

Quote
Note: By different plane, I mean one whose cockpit elements reside in a different folder.

Yes, I know. Actually there are only 8 folders for all variants: E-7, F-2, G-2, G-6Early, G-6Late, G-10, G-14 and K-4.
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WxTech

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Re: POV's CirX's Complete SAS POV Mods
« Reply #35 on: February 23, 2015, 06:00:51 PM »

If you have 12 numbers per line, it baffles me that the last 2 should affect the same ordinate.

How about altering both the 'normal' and gun sight view POV values, and then in the game switching between the two views?

How many lines of values (referring to the different viewpoints) do you have?
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