markkyle66 Posted September 26, 2008 Posted September 26, 2008 Hey! Any word yet on if this will work for WOV? Quote
FastCargo Posted September 26, 2008 Author Posted September 26, 2008 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 Quote
markkyle66 Posted September 26, 2008 Posted September 26, 2008 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... Quote
Wilches Posted September 27, 2008 Posted September 27, 2008 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!! Quote
Wilches Posted September 28, 2008 Posted September 28, 2008 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. Quote
FastCargo Posted September 29, 2008 Author Posted September 29, 2008 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 Quote
Canadair Posted October 1, 2008 Posted October 1, 2008 To those that were able to set the copilots,, would you please share your entries? Quote
SayethWhaaaa Posted October 1, 2008 Posted October 1, 2008 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. Quote
pablo10692 Posted October 4, 2008 Posted October 4, 2008 Can someone help me sharing the entries for the A-6A? Quote
Tannethal Posted October 4, 2008 Posted October 4, 2008 (edited) 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 @markkyle66: What pilot model is that? And my post number onehundred too. Time to celebrate... S! Edited October 4, 2008 by Tannethal Quote
pablo10692 Posted October 4, 2008 Posted October 4, 2008 (edited) 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 October 4, 2008 by pablitoVPT Quote
Tannethal Posted October 4, 2008 Posted October 4, 2008 Should work when you just add the seatid . The rest might work similar, however the sections might be named different. S! Quote
pablo10692 Posted October 4, 2008 Posted October 4, 2008 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! Quote
DarthRevan Posted October 5, 2008 Posted October 5, 2008 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. Quote
Tannethal Posted October 5, 2008 Posted October 5, 2008 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 Quote
DarthRevan Posted October 5, 2008 Posted October 5, 2008 Tannethal thanks it help now I can see my copilot when look at 3 o'clock Quote
DarthRevan Posted October 12, 2008 Posted October 12, 2008 I'm trying to apply this on the A-6B and E but I get som strange things in cockpit after that. See this screensshot. http://i302.photobucket.com/albums/nn81/Dr...80/img00011.jpg Quote
Czech6 Posted October 12, 2008 Posted October 12, 2008 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. Quote
+ST0RM Posted October 13, 2008 Posted October 13, 2008 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 Quote
FastCargo Posted October 13, 2008 Author Posted October 13, 2008 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 Quote
DarthRevan Posted October 13, 2008 Posted October 13, 2008 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 Quote
FastCargo Posted October 13, 2008 Author Posted October 13, 2008 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: 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 Quote
Czech6 Posted October 13, 2008 Posted October 13, 2008 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. Quote
DarthRevan Posted October 13, 2008 Posted October 13, 2008 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 Quote
DarthRevan Posted October 13, 2008 Posted October 13, 2008 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 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.