Lexx_Luthor 57 Posted January 20, 2011 Kesselbrut's dedicated cockpit for A-5 by Julhelm is deeply interesting, but I don't see it talked about much. I was looking around for the most "lookalike" cockpit for TSR.2 by Bongodriver-TSR.2 Team, and I think this is it (for me). I did a little blue~esque grey painting on the A-5 panels -- and inside TSR.2 canopy -- and some strange combinations of Moves for the moving map. I use the A-5's cockpit panels "open cockpit" inside the TSR.2 3D model. I am thinking the TSR.2 had or was to have a moving map display, and Kesselbrut provided one -- sorta -- in the A-5 cockpit. That moving map sits on a clipboard that sits on the pilot's leg. Thankfully, Kess made these distinct meshes. I positioned them, and rotated two, to get the moving map nearly flat against the instrument panel. I think, for cockpit.ini editing, rotating parent and child meshes can open different possibilities of positioning meshes. Without rotating both the Clipboard along with the Map, I could not do this. Method below. The moving map is on the lower left, although that is on the opposite side to what I think was planned for TSR.2. Dunno. First I Drop the entire cockpit (mesh is Hull) 99 meters down out of view, and then raise back, 99 meters up, piece by piece, what is needed for use inside TSR.2 canopy. First the mesh Legs is raised by 98 meters only, then rotated (this exhausts all possible Moves for this mesh or any mesh). Then the Clipboard is pushed forward 0.28 meters, and then rotated. That push however is defined by "Z" direction but philosophically its the "Y" direction. For some reason, multiple child mesh moves mix up coordinates somehow. Anyways it seems to work. Next the Map is raised another 0.98 meters and rotate that. In the end, the Map is seen flat against the panel, isolated from Clipboard and Legs, which are not visible. : : : : [Move1] Type=AIRSPEED_INDICATOR NodeName=Hull MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=CenterPanel MovementType=POSITION_Z Set[01].Position=99 Set[01].Value=0.0 Set[02].Position=99 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=SidePanels MovementType=POSITION_Z Set[01].Position=99 Set[01].Value=0.0 Set[02].Position=99 Set[02].Value=1.0 [Move4] Type=AIRSPEED_INDICATOR NodeName=Legs MovementType=POSITION_Z Set[01].Position=98 Set[01].Value=0.0 Set[02].Position=98 Set[02].Value=1.0 [Move5] Type=AIRSPEED_INDICATOR NodeName=Legs MovementType=ROTATION_Y Set[01].Position=-30 Set[01].Value=0.0 Set[02].Position=-30 Set[02].Value=1.0 [Move6] Type=AIRSPEED_INDICATOR NodeName=Clipboard MovementType=POSITION_Z Set[01].Position=0.28 Set[01].Value=0.0 Set[02].Position=0.28 Set[02].Value=1.0 [Move7] Type=AIRSPEED_INDICATOR NodeName=Clipboard MovementType=ROTATION_Z Set[01].Position=-20 Set[01].Value=0.0 Set[02].Position=-20 Set[02].Value=1.0 [Move8] Type=AIRSPEED_INDICATOR NodeName=Map MovementType=POSITION_Z Set[01].Position=0.94 Set[01].Value=0.0 Set[02].Position=0.94 Set[02].Value=1.0 [Move9] Type=AIRSPEED_INDICATOR NodeName=Map MovementType=ROTATION_X Set[01].Position=80 Set[01].Value=0.0 Set[02].Position=80 Set[02].Value=1.0 : : : [Move10+ ... Move around other stuff] : If anybody is interested I can poast the rest. The A-5 cockpit is intriguing and I may be wrong but it may be under utilized. Anyone use it for other planes? Share this post Link to post Share on other sites
Lexx_Luthor 57 Posted January 20, 2011 (edited) It could use some positioning but it works. For multi seat bombers and stuff, I use the game radar box, so I don't need a dedicated scope in the cockpit. Doing this widens the range of cockpits available for many aircraft. Edited January 20, 2011 by Lexx_Luthor Share this post Link to post Share on other sites
FastCargo 412 Posted January 20, 2011 Actually, I just realized the A-5 cockpit would be a good fit for the F-108.... FC Share this post Link to post Share on other sites
Lexx_Luthor 57 Posted January 20, 2011 I dunno FC. You need the tape guages in the J-75 birds, and unlike TK's pit, Pasko's has moving map, although that would be in the 108 back seat, if that was to have one. Since we don't do back seats in the game nor a popup game screen map, use it up front. I think F-106 is the way to go. Share this post Link to post Share on other sites
+Julhelm 266 Posted January 20, 2011 I'd go with F-105 pit for F-108, personally. Share this post Link to post Share on other sites
FastCargo 412 Posted January 20, 2011 F-106 and F-105 are both single engine. Considering the A-5 was made by North American, is roughly the same size as the F-108 would have been, it seems the better fit. FC Share this post Link to post Share on other sites
+Julhelm 266 Posted January 20, 2011 Thing is A-5 pit is framless and has no tape gauges. Share this post Link to post Share on other sites
Lexx_Luthor 57 Posted January 20, 2011 Yea its a tossup there. Since the game models engine management so thinly if at all, I'll vote for Tapes. On rare occasions one may lose an engine in the game, but you always see the panel style in front of you. Is it possible to "borrow" a not game-critical guage for another engine? Share this post Link to post Share on other sites
Derk 265 Posted January 20, 2011 Quite happy with the Jaguar pit..... Two engines, good framing, moving map, HUD etc... Houdoe, Derk Share this post Link to post Share on other sites