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Piecemeal

Which Is the more accurate?

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Here's two cockpit views from two similar aircraft.

 

From the recent Mirage Factory F-4J(UK) :

post-29988-12735692337893.jpg

 

And here's a similarly angled shot from a stock F-4M_75 :

post-29988-12735692932746.jpg

 

Position wise, which would be the more accurate; and if possible, would it be possible to make these changes to the stock F-4s?

 

Maybe somebody who's sat in a real F-4 cockpit would know.

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Just adding my two cents here, but the first few looks as though it's from the back seat.

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Just adding my two cents here, but the first few looks as though it's from the back seat.

 

Nope, from the GIB's perspective, the trailing edge of the inlet ramp would be ahead of him, not behind him, as in the image above.

 

Below is an image taken from the vantage point of an F-4 back seater, looking forwared and down. Note the intake ramp's trailing edge, and the front edge intake itself in the lower right side of the image.

BSeatviewF4.JPG

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Ant is Meester Beeg Pants F-4 guy!!!!! Not even Pete Mitchell knows more than him about the F-4!!!!!!!!! :lol:

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Yep, the first pic.....trust me. grin.gif also its very easy to do to the stock planes.

 

How so? I've gone through the COCKPIT.ini files and I'm left scratching my head in bewilderment. Compared the MF F-4J cockpit and the stock F-4M cockpit files. The readings look pretty much the same. Am I overlooking something?

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How so? I've gone through the COCKPIT.ini files and I'm left scratching my head in bewilderment. Compared the MF F-4J cockpit and the stock F-4M cockpit files. The readings look pretty much the same. Am I overlooking something?

 

Yes you are. I'll give you a clue: ShowFromCockpit=TRUE

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I'll give you a clue: ShowFromCockpit=TRUE

 

 

[AircraftData]

DestroyedModel=F-4_Destroyed.LOD

DestroyedEffect=VehicleFireEffect

EmptyMass=14058.9

EmptyInertia=131911.9,26991.1,150775.7

ReferenceArea=49.24

ReferenceSpan=11.79

ReferenceChord=4.89

CGPosition=0.00,1.70,0.00

 

CockpitCGOffset=TRUE

 

Component[001]=Fuselage

Component[002]=Nose

Component[003]=LeftWing

Component[004]=RightWing

Component[005]=LeftStab

Component[006]=RightStab

Component[007]=VertTail

Component[008]=LeftOuterWing

Component[009]=RightOuterWing

Component[010]=Perche

 

[Perche]

ParentComponentName=Nose

ModelNodeName=IFR_well

ShowFromCockpit=True

HasAeroCoefficients=False

 

That seems to be something I overlooked. Getting warmer?

 

 

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[quote name='Piecemeal' date='12 May 2010 - 06:33 PM' timestamp='1273703619' post='411228'

 

That seems to be something I overlooked. Getting warmer?

 

What major component are the intakes and variable ramps part of?

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Not so long ago, someone noticed inconsistent views between Israeli F-4 varians in SF2I, and the answer was that neither one was correct. March 2010 patch provided ini file and lod changes necessary to get a view like the one from the top, which is correct. If you want proof, pause the game and use the <Ctrl><F12> view to move the camera into the pit to see how it looks straight out of the 3d model.

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TK added some CG offset for the cockpits for some reason some time ago, this caused the weird cockpit positions in several add-on and modded aircraft

 

starting with march 2010 update, TK is using a much reduced min clipping distance value in FLIGHTDATA ini and tweaked cockpit positions which allow for the

much more accurate view when looking out of F-4 pits - visible intakes and ramps.

 

the work-around to achieve this which is used on TMF F-4's is no longer needed :

In cockpit ini

 

...

OpenCockpit=TRUE

MinClipDistance ...

...

 

 

those 2 lines can be deleted ,

then the cockpit position should be set to the latest stock value of

Position=0.0,6.28,0.62

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