I have all stock 4.08 (and 4.09?) MiG, LaGG, La and I-185 planes equipped with the new sight. Yaks to be added (requiring the excising of the original awful sights from their Body.msh files, which takes some time to finagle.)
For the I-185 I filled in the missing part of the gunsight base upon which sits the sight. The power cable has been directed more toward the back instead of the side.
For some other planes I had to make new gunsight bases, as the large stock crash pads would have have formerly hid them anyway (without 6DOF), and were perforce not built by the original mesh creator(s).
In other respects I did not address the crude modeling of the sight bases and the 'handles' dangling from their forward parts. For the time being at least I deemed this aspect to be of little enough importance to spend time on. Perhaps in future?
In a cockpit mod for a collection of Russian birds was included for one of them a neat reticle pattern of good resolution and having the more correct inner and outer ring thickness. (The old stock pattern had the inner ring the thicker of the two.) I took this quadrant and made it into a full pattern. (The stock RU reticle patterns are but 1/4 of the whole, the RETICLE.msh file building the thing up.) I reduced the tick mark lengths to resemble those in an actual photo of such a reticle, added a radial brightness gradient to suggest a brighter central hot spot, added some smaller scale brightness variation, reduced the 'strength' of the fuzzy glow, and colored it so as to further suggest the overall illumination variation.
As you may gather, now all my RU reticles are full patterns like those for all other planes in the game. Ever since starting to mod reticles 3 or 4 years ago I found this 'quadrant' treatment for the RU ones to be a bit strange. But I suppose it was an early scheme to realize good resolution without having to make a larger single .tga.
For the crash pad, I took the existing mesh (and graphic) for the stock I-185 and scaled it accordingly so as to make the smaller, more 'cubic' form. To do the rescaling, in Excel I simply multiplied each of the X, Y and Z values by an appropriate scaling factor, then added the required offset to place the pad on the plate it's attached to in my model. I did have to add a few extra vertices to fill in the awfully big gaps at the sides, which were glaring with 6DOF. And I fixed other gaps at the forward corners of the top surface, which at those corners had the top part noticeably separated from the sides.
And like all former sights, this one was built entirely in Excel, with surface normals manually calculated.
As to surface normals, you'll note how the interior of the hollowed out, 'cup-like' knob behaves differently from the exterior. With a naive surface normal treatment, whereby they are directed always perpendicular to the polygons, the interior would exhibit essentially the same specular lighting as for the opposite and parallel exterior polygons. That is, the inside would shine reflected sunlight just like the outside, as though the outside were transparent to light. This is awful! And so I've redirected the surface normal vectors so as to point much more nearly parallel to the knob's axis, toward the pilot, and not straight sideways. This makes the lighting behavior for the inside much more closely mimic nature.
(In an another thread of some months ago I outlined the similar surface normal treatment I gave to the Zero's MG cartridge chutes, which are some distance forward under the cowling, thus receiving their light through the more rearward opening toward the pilot.)
I'm still debating releasing what I have now, adding the Yaks later...