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Author Topic: IL-2 Cockpit remodeled and revamped  (Read 12033 times)

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Fadeev

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Re: IL-2 Cockpit remodeled and revamped
« Reply #12 on: January 06, 2018, 01:44:41 PM »

That aim mark slide is sign of pure cretino. That's why game stopped for me on 4.09m. When i understand who change physics and reality.

How must it be That pick science illustration of gunsight work.

That basic principle remains untouched until 4.10 but after something happen.

As I understand you, on default game it is all right. Because I see in default aim mark is moving like on your picture? right or not?  ]dontknow[
I tested shooting in this mod and it is completely different, much more unpredictable, this is somewhat depressing :(

All other parts of mod are EXCELLENT! ]notworthy[

If you are not going to change this mod any more, I kindly ask you to show how I can switch to default moving of aim mark.
Yours faithfully!
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Greif11

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Re: IL-2 Cockpit remodeled and revamped
« Reply #13 on: January 06, 2018, 03:42:07 PM »

Quote
I see in default aim mark is moving like on your picture? right or not?
Not . Aim mark move only  on axial head move <====>  not head turn @ at all.
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BRGDS Andrew

Fadeev

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Re: IL-2 Cockpit remodeled and revamped
« Reply #14 on: January 07, 2018, 05:58:59 AM »

default (4.13.4) 
mod (4.13.4)
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Greif11

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Re: IL-2 Cockpit remodeled and revamped
« Reply #15 on: January 07, 2018, 07:33:44 AM »

Default is totally wrong. Moded is correct. Basic physical (optics) principles must stay intact.
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BRGDS Andrew

karo

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Re: IL-2 Cockpit remodeled and revamped
« Reply #16 on: January 09, 2018, 04:11:17 AM »

Just in case, Lads :P 







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Greif11

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Re: IL-2 Cockpit remodeled and revamped
« Reply #17 on: January 09, 2018, 05:57:13 AM »

Nice illustrations of what i say before. Aim mark moves in case of horizontal and vertical move not head rotaton.
Visier line is solid attach to plane axe.
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BRGDS Andrew

Mixx

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Re: IL-2 Cockpit remodeled and revamped
« Reply #18 on: January 13, 2018, 04:07:02 PM »

Talented artist! Very detailed and delicate work!
Pleasant cockpit, glass, sight, control panel are realistic!
A big thanks
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WxTech

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Re: IL-2 Cockpit remodeled and revamped
« Reply #19 on: January 23, 2020, 02:31:18 AM »

Regarding the aim point for the gun sight.

The collimated gun sight uses a lens to collimate the emerging image of the reticle such that said reticle appears to lie at optical infinity. Or at least at some considerable distance. This is to eliminate parallax as the observer's eye point translates laterally.

In other words, if you have the plane lined up on a distant target. No matter how much your eye moves about the reticle will remain in place on that target. It should not move to any meaningful degree at all. The reticle in effect remains 'locked on' the target as long as the plane's aim is unchanged.

In our game, the usual practice is to locate the reticle roughly 10m ahead of the gun sight or pilot. This is far enough to reduce parallax to a small extent if your sight line passes through an edge of the reflector glass (as opposed to through the center.) As I noted, in reality the reticle appears to lie hundreds of meters (or farther) away.

In the short video Andrew posted, it looks to me like the reticle is hardly any distance out in front of the reflector plate. This reflects a common misunderstanding that the reticle's image is projected *onto* the glass, as though said glass plate were a screen. Either that or that the reticle image is but a very short distance ahead of the reflector, at a distance about equal to the space between collimating lens and angled plate above it. Either instance is most decidedly not how it works. The reflector is not a 'movie screen', of sorts, but is instead a simple 'window' that acts like a beam splitter.

If one were to peer straight down into a gun sight, directly into its collimating lens, one would see the reticle in the same way as in the usual mode through the reflector plate. It would appear to lie at optical infinity, far beyond the actual, physical bottom of the sight.

A good way to verify this fact of collimation to infinity is to photograph the reticle through the reflector, as seen against a reasonably distant scene beyond. If the camera lens aperture is set wide open, where the depth of focus is quite shallow, when focusing on the nearby reflector plate the reticle will be well out of focus. Conversely, set focus on the reticle and the reflector plate will now be out of focus. If the reticle image were focused upon the glass plate (or hardly any distance out the n front of it), both would be in or nearly in focus simultaneously. Indeed, when the reticle is in good focus, so is the distant scenery beyond. The reticle's best focus will occur when the camera's lens is set to infinity focus, or at least near enough to it.

Indeed, in many online photos and videos of working sights, the reticle and reflector plate/sight are typically never in good focus at the same time. And the reticle is in good focus along with the distant scene it is projected upon.

By way of bona fides, note that I've worked professionally in optics. And I've built collimated sights for distant target alignment, as well other optical instruments.

I'm going to download this fine 'pit. If the reticle needs a more distant placement, such will be effected and made available. And my own slightly more accurately modeled PBP sight will be fitted. ;)
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WxTech

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Re: IL-2 Cockpit remodeled and revamped
« Reply #20 on: January 23, 2020, 02:56:28 AM »

I must comment on Fadeev's little vid clip in his post #12.

We see a small amount of parallax, whereby the reticle does translate a small amount with respect to the photo of the plane. This occurs because the photo of the plane is rather nearer to the observer than infinity; I'd guess a couple or few meters distant. If the target image were located much farther away, the parallax would reduce to nothing, and the reticle would appear to remain glued in place on the target.

Incidentally, for the purpose of this museum demonstration, if the collimating lens were to be moved a wee bit farther from the little reticle disk down in the sight, this would change from a condition of infinity collimation to a state applicable for the nearer target distance. At the right position of focus (by moving the collimating lens upward a few millimeters) for this nearer target distance, the parallax would be reduced to nothing.

Indeed, if the manufacturing of the collimating lenses resulted in some variation in their focal length from unit to unit, the assembler would easily obtain proper collimation by threading the lens cell in-out until he sees no parallax against his distant target. In a shop, this distant target could be provided by another collimated image produced with a lens and target positioned mere centimeters in front of the sight under adjustment. Not need to do this outdoors, or through a window, or over the length of a humungous factory. It all would fit on a small desk/bench.
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WxTech

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Re: IL-2 Cockpit remodeled and revamped
« Reply #21 on: January 24, 2020, 12:35:48 AM »

This evening I installed this 'pit. I see that a number of elements have been boosted in the polygon count, which makes a notable improvement in the overall quality. I'm keeping it!

But adding my own bits. Thus far, the early model, which has the optical gun sight installed.

I see that, as surmised based on the video clips posted here, the reticle was indeed located just a few centimeters ahead of the reflector plate (which is where I place my collimating lens reflection.) This is not correct, as detailed earlier.

So I just got my own gun sight, reticle and reticle mask inserted. (It required to remove 3 materials/poly groups related to the existing sight from Front.msh.) I also put in my greenish tinted texture for the armored glass.

I'm not sure about the glazing besides the three front window panels which are armored; are the rest just perspex? I assume so. If the case, another glass texture will go in those positions. And the frame edging (texture ramawb.tga, if memory serves), which is currently quite 'thick', will be slimmed down. (The same edging for the armored glass of course will remain wide--if not made wider still, depending on my investigations.)

A few other tweaks are planned as well...
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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: IL-2 Cockpit remodeled and revamped
« Reply #22 on: January 26, 2020, 05:06:42 PM »

I just added to the 4.12 cockpit classes the line of code for setting the 6DoF limits. With no specific values set here before, the defaults as set in another parent class are OK for more confined 'pits. But too limiting in the roomier Il-2 (more so to the sides). I inreased the range of virtual head movement in all directions (fore-aft, left-right and up-down), which notably improves the ability to look outside.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

_1SMV_Gitano

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Re: IL-2 Cockpit remodeled and revamped
« Reply #23 on: February 06, 2020, 02:41:21 AM »

Default is totally wrong. Moded is correct. Basic physical (optics) principles must stay intact.


Hi, simple rotation is not realistc model. Head rotarion introduces small parallax of eyeballs which are the points of visions .
If I remeber correctly a model of human head movement was introduced together with 6DOF in 4.10.

cheers
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