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FastCargo

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Okay...ONE MORE TIME!

 

The recent patches to WOV/WOE patch them up to WOI level. Anything that worked for WOI exclusively NOW works for WOV and WOE as well. Spread the word.

 

FastCargo

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Hey FC, I couldn't tell if you made the "woi only" statement before or after the patch came out... Thanks for posting this though, very cool! Here is what I got after playing around with the A6E. Still having a hard time getting the cockpit frame to line up with the shadows though... img00004-1.jpg

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Guys, I made a WOV fresh install after the new patch messed with my keyboard map and Weapons. I still refuse to install the new patch after all of these issues, so is there any way to make this copilot view works on normal WOV? An markkyle66, could you post your A-6´s DATA file here please? Thanks buddies!! :good:

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My point is wich files controls this on the new patch? May be if we drop them to the old patched WOV everything works wothout the weapons and keyboard map mess.

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Wilches,

 

No. The code that exists to allow this is ONLY in the most recent patch for WOE/WOV and in all versions of WOI.

 

Either you fly WOI, or you patch WOE/WOV. The only other option is reducing the 'nearclip' distances...but that affects a LOT of other things.

 

FastCargo

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To those that were able to set the copilots,, would you please share your entries?

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Guys, I made a WOV fresh install after the new patch messed with my keyboard map and Weapons. I still refuse to install the new patch after all of these issues...

 

Dude, there's, like, 2 differences between the controls.ini before the patch and the one after. If you have a backup of your old controls (believe me, it's a must!!), just open the old one up alongside the WOI/post patch one and compare the two. When you come across the two entries in the new controls.ini (engine shutdown & snap to rear view) just copy them to your old controls.ini Then using that one (your tried and true controls), patch the game and copy the controls.ini you just edited into the controls folder, overwriting the default one. Then you'll be able to enjoy the patch!

 

Controls. :biggrin:

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Can someone help me sharing the entries for the A-6A? :wacko:

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My quick go at the A6A Stock WoV:

Slightly departed FASTCARGOS way. Basicly moved the copilot system to a component that already is tagged as ShowFromCockpit=TRUE

 

Benefit:

no hassle with the cockpit position in general to have it align with the exterior model

 

I give only the changes here

 

A6A_data.ini:

 

[nose]

remove Copilot as system

renumber remaining systems

 

[Fuselage]

SystemName[012]=CoPilot //check number, since I have decoy dispensers added

 

// Crew ---------------------------------------------------------

//changes marked bold

 

[Pilot]

SystemType=PILOT_COCKPIT

PilotModelName=PilotCH

SeatID=1

Position=-0.35,1.15,0.85

SeatModelName=seat_f-4

SeatPosition=-0.35,1.15,0.48

MinExtentPosition=-0.85, 0.49,-0.35

MaxExtentPosition= 0.00, 1.81, 0.91

CanopyNodeName=Canopy

CanopyAnimationID=3

 

[CoPilot]

SystemType=PILOT_COCKPIT

PilotModelName=PilotTC

SeatID=2

Position=0.35,1.14,0.89 //raised by 0.04

SeatModelName=seat_f-4

SeatPosition=0.35,1.15,0.52 //raised by 0.04

MinExtentPosition= 0.00, 0.49,-0.35

MaxExtentPosition= 0.85, 1.81, 0.91

CanopyNodeName=Canopy

CanopyAnimationID=3

 

A6A_cockpit.ini:

//extract only not complete

 

[CockpitSeat001]

ModelName=A-6A_pit.LOD

Offset=-0.004,0.00,0.01

Position=-0.35,2.55,0.74

ViewAngles=0.0,0.0,0.0

MaxYaw=160

MinYaw=-160

MaxPitch=90

MinPitchFront=-40

MinPitchRear=-30

LightRange=1.5

LightInnerConeAngle=43

LightOuterConeAngle=60

LightAngles=0.0,-35.0,0.0

DiffuseLightFactor=0.5

NightLightOn=0.75

NightLightColor=0.5,0.2,0.1

Gunsight=GunsightFront

OpenCockpit=TRUE

Instrument[001]=HUD

Instrument[002]=AoAIndicator

 

 

Edit: Silly me Forgot the pictures to show off :biggrin:

@markkyle66: What pilot model is that?

 

And my post number onehundred too. Time to celebrate... :drinks:

S!

Edited by Tannethal

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Tannethal, thanks for the help! I'm using the Monty one's and I can't find the "SeatID=*" in the data.ini, can I add them?

Edited by pablitoVPT

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Should work when you just add the seatid .

The rest might work similar, however the sections might be named different.

 

S!

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Should work when you just add the seatid .

The rest might work similar, however the sections might be named different.

 

S!

Yeah, one is Pilot and the other is Navigator. I'll try it now. Thanks!

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I have followed the info for the Stock A-6A but I can't even pan so far right. I can pan to ca 1 o'clock but nothing more. What have I missed? And Yes I have WoV/WoE merged enviroment and update 2008.

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Darthrevan:

 

look at the comented sections and change your A6A_cockpit.ini accordingly.

Hope that helps.

 

A6A_cockpit.ini:

//extract only not complete

 

[CockpitSeat001]

ModelName=A-6A_pit.LOD

Offset=-0.004,0.00,0.01

Position=-0.35,2.55,0.74

ViewAngles=0.0,0.0,0.0

MaxYaw=160 //rightview limit // stock is set to 65 so increase to look right

MinYaw=-160 //leftview limit // stock is set to -152

MaxPitch=90

MinPitchFront=-40 //stock at -36, // frontside downview limit

MinPitchRear=-30

LightRange=1.5

LightInnerConeAngle=43

LightOuterConeAngle=60

LightAngles=0.0,-35.0,0.0

DiffuseLightFactor=0.5

NightLightOn=0.75

NightLightColor=0.5,0.2,0.1

Gunsight=GunsightFront

OpenCockpit=TRUE

Instrument[001]=HUD

Instrument[002]=AoAIndicator

 

//If the tinted windows anoy anyone here's a fix that was ages ago posted:

 

Instrument[046]=Reflection1

Instrument[047]=Reflection2

Instrument[048]=Reflection3

 

//Check numbering sequence

// and add this to the end

 

[Reflection1]

Type=REFLECTION

NodeName=canopy_glass_front

 

[Reflection2]

Type=REFLECTION

NodeName=canopy_glass_rear

 

[Reflection3]

Type=REFLECTION

NodeName=canopy_glass_sides

 

//Gives nice clear windows

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This works great. Here's my Razbam BN with the Martin-Baker ejection seat.

 

http://i8.photobucket.com/albums/a21/Czech6/copilot1.jpg

 

I did notice that climbing through an overcast layer, my cockpit was cloudy. Guess that's inherent to the OpenCockpit.

 

FYI, the A-6As had the GRU-5 ejection seat, and later went to the GRU-7.

 

Looks good though.

 

Storm

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I did notice that climbing through an overcast layer, my cockpit was cloudy. Guess that's inherent to the OpenCockpit.

 

Yea, that's kind of the downside...but I figure most folks won't care unless they shoot through clouds all the time...probably prefer having the second seater without having to fiddle with clip distances.

 

FastCargo

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Someone that has got this to work on the A-6B and A-6E?

 

That are willing to share there changes.

 

I tried to follow the Stock WoV A-6A but that screws up the cockpit in the B and E with the results I posted a screenie in my above post

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Folks, this is why I CONSTANTLY stress that when you apply a mod, that you know EXACTLY how and why it works...so you can figure out when it doesn't and fix it yourself.

 

Okay, long explanation ahead...sit down and buckle in.

 

First, note this line in the FLIGHTENGINE.INI file in the Flight folder (don't worry, we're not doing anything with it):

 

[NearSceneClip]

FarClipDistance=250.0

NearClipDistance=1.2

 

The bolded parameter defines a 'bubble' in meters from the pilot's point of view. Anything that is not part of the cockpit model will not be drawn by the simulation engine inside this 'bubble'. Lexx_Luthor's method of getting cockpits into different aircraft involves adjusting this number to something smaller. However, this affects EVERY aircraft, and results in some weirdness with flashing textures for ground objects.

 

In addition, any parts of the cockpit would still get drawn 'on top' of stuff not part of the cockpit. So even if you adjusted the parameter above to something small, the copilot would still not show 'inside' the cockpit...it would look like something like this:

 

gallery_12105_43_343257.jpg

 

Note how you can see his head, but not the rest of the body...that's because the cockpit is being drawn 'on top' of the pilot model.

 

That's why with Lexx_Luthor's method, you have to delete (actually just move) the majority of the cockpit model except for the instrument panel to get other stuff in there, like crew members.

 

Now, lets go to the particular aircraft's data.ini...in this case, my EF-111 alpha project.

 

Note this area:

 

[AircraftData]

EmptyMass=20940.00

EmptyInertia=356182.36,104982.77,461165.14

ReferenceArea=48.77

ReferenceSpan=19.20

ReferenceLength=22.4

CGPosition=0.00,-0.50,0.00

Component[001]=Fuselage

Component[002]=Nose

Component[003]=LeftWing

Component[004]=RightWing

Component[005]=LeftOuterWing

Component[006]=RightOuterWing

Component[007]=LeftStab

Component[008]=RightStab

Component[009]=VertTail

Component[010]=HideECM1

Component[011]=HideECM2

Component[012]=HideGunBay

 

ALL aircraft have this section in their data.ini which lists Components.

 

Now, lets go to the Fuselage component:

 

[Fuselage]

ModelNodeName=fuselaje

ShowFromCockpit=TRUE

HasAeroCoefficients=TRUE

....(deleted to save room in forum)....

CollisionPoint[005]= 0.00,-7.54, 0.50

CollisionPoint[006]= 1.21, 5.66, 0.53

CollisionPoint[007]=-1.21, 5.66, 0.53

DamageRating=DESTROYED

SystemName[001]=Engine1

SystemName[002]=Engine2

SystemName[003]=FuselageFuelCell2

SystemName[004]=FuselageFuelCell3

SystemName[005]=FuselageFuelCell4

SystemName[006]=FuselageFuelCell5

SystemName[007]=FuselageFuelCell6

SystemName[008]=Tailhook

SystemName[009]=Airbrake

SystemName[010]=LeftMainGear

SystemName[011]=RightMainGear

SystemName[012]=TopFuselageLight

SystemName[013]=SwingWings

SystemName[014]=BottomFuselageLight

SystemName[015]=RightFuselageLight1

SystemName[016]=LeftFuselageLight1

SystemName[017]=RightFuselageLight2

SystemName[018]=LeftFuselageLight2

SystemName[019]=ECMStation

SystemName[020]=CoPilot

 

Note the parameters in bold again.

 

The first bolded line is ShowFromCockpit=TRUE. This should be fairly obvious what this means. This is what allows you to see wings, weapons, stuff from the cockpit view. THIS IS IMPORTANT!

 

The second bolded line is a SystemName. Think of SystemNames as 'parts' of Components. If you go further down the data.ini, you'll start seeing entries for all those SystemNames as well.

 

So, in summary, under the old (pre-patch) parameter list:

 

We realize that we should be able to see the CoPilot from the cockpit view, but are inhibited by the NearClipDistance= parameter being too big AND the cockpit 'overdrawing' anything outside of the cockpit.

 

This has changed with the new patch.

 

Now, lets look at the cockpit.ini of the particular aircraft...again, the prototype EF-111. Note the following entry:

 

[CockpitSeat001]

ModelName=F-111_cockpit

Offset=0.0,0.0,0.0

//Position=0.0,4.437,0.658

Position=-0.3785,5.500,0.9851

ViewAngles=0.0,0.0,0.0

MaxYaw=152

MinYaw=-152

MaxPitch=90

MinPitchFront=-50

MinPitchRear=-20

LightRange=1.5

LightInnerConeAngle=53

LightOuterConeAngle=60

LightAngles=0.0,-35.0,0.0

DiffuseLightFactor=0.5

NightLightOn=0.4

NightLightColor=0.2,0.2,0.6

Gunsight=GunsightFront

OpenCockpit=TRUE

 

The bolded parameter has been enabled for the new patch and it's damn important. It does 2 things for you:

 

1) It gets rid of the NearClipDistance= parameter restriction for the cockpit view...so now stuff can get drawn inside that 'bubble' for that particular aircraft cockpit view ONLY.

 

2) It also deletes the cockpit 'overdraw' that existed before. Now stuff outside the cockpit will NOT be overdrawn by the cockpit model. Which means now any Component that has the ShowFromCockpit=TRUE parameter enabled (and by default, any SystemNames within that Component entry) will now show INSIDE the cockpit if they are positioned that way.

 

Do you see what the problem is now? Components that used to not be seen because of the 'bubble' can now be seen, and will now show inside your cockpit.

 

The solution to this should now be obvious....but just in case...

 

Find the Component that's poking inside your cockpit (more than likely the [Nose]) and change the ShowFromCockpit= parameter from TRUE to FALSE. Now, if your Copilot is a SystemName that was listed under that Component, you will have to move him (his SystemName entry) to another Component where the ShowFromCockpit parameter is TRUE...like the [Fuselage] for instance. Or even make a custom Component entry (I'll let you figure out how to do that).

 

You have now been armed with the basic blocks of how this modification works, and how to solve your own problems. What you do with this knowledge is up to you.

 

FastCargo

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FYI, the A-6As had the GRU-5 ejection seat, and later went to the GRU-7.

 

Looks good though.

 

Storm

 

Yeah, but I like the way it looks compared to the stock F-4 seat. The cushion and ejection ropes look more 3-D.

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Fastcargo I did succed with the stock A-6A it's only the A-6B and A-6E that it didn't work but I will follow it one more time and look over the changens I did

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A-6E Data ini

 

[Fuselage]

ModelNodeName=Fuselage

ShowFromCockpit=TRUE

HasAeroCoefficients=TRUE

StructuralFactor=1.2

CLa=0.0479

CD0=0.0090

Cmq=-0.2296

Cmad=0.0005

Cyb=-0.1229

CLaMachTableNumData=7

CLaMachTableDeltaX=0.40

CLaMachTableStartX=0.00

CLaMachTableData=1.000,1.000,1.000,0.423,0.592,0.814,1.002

CD0MachTableNumData=7

CD0MachTableDeltaX=0.40

CD0MachTableStartX=0.00

CD0MachTableData=1.634,0.755,0.506,2.901,2.797,2.415,2.096

CmqMachTableNumData=7

CmqMachTableDeltaX=0.40

CmqMachTableStartX=0.00

CmqMachTableData=1.000,1.000,1.000,14.653,19.811,35.186,54.076

MinExtentPosition=-0.80,-3.59,-1.10

MaxExtentPosition= 0.80, 4.20, 0.67

CollisionPoint[001]= 0.0,5.40,-0.68

CollisionPoint[002]= -0.0,1.37,1.27

CollisionPoint[003]= -0.0,-3.37,0.69

CollisionPoint[004]=-0.82, 3.16, -1.33

CollisionPoint[005]= 0.82, 3.16, -1.33

CollisionPoint[006]= -0.0, -3.30, 0.945

DamageRating=DISABLED

SystemName[001]=FuselageFuelCell1

SystemName[002]=TopRedLight

SystemName[003]=Navigator

SystemName[004]=Pilot

SystemName[005]=Canopy1

SystemName[006]=NoseGear

SystemName[007]=FuselageFuelCell2

SystemName[008]=Engine1

SystemName[009]=Engine2

SystemName[010]=CenterlineStation

SystemName[011]=ECM

SystemName[012]=FlareStation1

SystemName[013]=ChaffStation1

SystemName[014]=BottomRedLight

SystemName[015]=LandingLight

 

And this is cokpit.ini

[CockpitSeat001]

ModelName=A-6A_pit.LOD

Offset=-0.004,0.00,0.01

Position=-0.35,3.30,0.74

ViewAngles=0.0,0.0,0.0

MaxYaw=85

MinYaw=-152

MaxPitch=90

MinPitchFront=-47

MinPitchRear=-35

LightRange=1.5

LightInnerConeAngle=43

LightOuterConeAngle=60

LightAngles=0.0,-35.0,0.0

DiffuseLightFactor=0.5

NightLightOn=0.25

NightLightColor=0.5,0.2,0.3

Gunsight=GunsightFront

OpenCockpit=TRUE

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