Jump to content

Recommended Posts

Posted

So this is a double post I already asked this in a previous threat but I figured it would be good to ask...The pilot head movement in the MiG-29 cockpits has always been super cool!  Is that effect copyable in other cockpits? I think that effect would be pretty cool in say a mirage or a tomcat.  Its a rather small thing but is very engrossing and makes the realism go up in my humble opinion.  Sorry for always asking so many questions CA I have tons of Ideas but absolutely no knowledge of how to implement them in the game...

Posted

it's ini workaround I think but can't say for sure from top of myhead, so yeah could be to an extend -I guess you refer to the pilot's reactions to turns etc?

Posted

Well, I've just flown the MiG-29K, and it appears to be the entire 3D model of the cockpit that moves. I've also checked the cockpit.ini, and these are the lines that make the movement:

 

[MNC01]
Type=BANK_INDICATOR
NodeName=MNC01
MovementType=ROTATION_Z
ValueUnit=DEG
Set[01].Position=0
Set[01].Value=0
Set[02].Position=-1.750
Set[02].Value=75
Set[03].Position=-1.750
Set[03].Value=105
Set[04].Position=0
Set[04].Value=180
Set[05].Position=1.750
Set[05].Value=255
Set[06].Position=1.750
Set[06].Value=285
Set[07].Position=0
Set[07].Value=360

[MNC02]
Type=BANK_INDICATOR
NodeName=MNC02
MovementType=ROTATION_X
ValueUnit=DEG
Set[01].Position=0
Set[01].Value=0
Set[02].Position=1.50
Set[02].Value=170
Set[03].Position=1.50
Set[03].Value=190
Set[04].Position=0
Set[04].Value=360

[MNC03]
Type=ACCELEROMETER
NodeName=MNC03
MovementType=ROTATION_X
Set[01].Position=1.5
Set[01].Value=-3.0
Set[02].Position=0.0
Set[02].Value=1.0
Set[03].Position=-2.50
Set[03].Value=8.0

[MNC04]
Type=ACCELEROMETER
NodeName=MNC04
MovementType=POSITION_Z
Set[01].Position=0.01
Set[01].Value=-2.50
Set[02].Position=0.0
Set[02].Value=1.0
Set[03].Position=-0.02
Set[03].Value=8.0

[MNC05]
Type=ACCELEROMETER
NodeName=MNC05
MovementType=POSITION_Y
Set[01].Position=0.0
Set[01].Value=1.0
Set[02].Position=0.05
Set[02].Value=8.0

 

I don't think it's possible to get this working in other cockpits, as it appears to be an animation. I've thought of changing the NodeName, but it's calling an animation (I think). I'm not a cockpit modder so it might be possible, but from the experience I have, it doesn't seem like it is.

Posted (edited)

None of those parameters are calling for an animation. The game itself actually can make to move many things/ways without any actual animation at all.

 

To have it as animation you need to have one of the following entries:

 

In first case, the movement of the cockpit item is triggered by an animation built into the aircraft model itself, not the cockpit. The game moves the item based on the given parameters, rotation(axis) and degree of with start and end points.

 

[Canopyhandle]
Type=EXTERNAL_ANIMATION_LINK <----- instrument system type
NodeName=Canopyhandle
MovementType=ROTATION_X <----- movement type and its axis, where motion will be created by the game engine (can be also _Y, _Z, or Position_X, _Y, _Z for linear movements)
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=40.0
Set[02].Value=1.0
ItemNumber=8  <--- animation ID in the aircraft model that triggers movement
 
The second case, has a built in animation, and its use is triggered by an animation in the aircraft model.
[Canopy]
Type=EXTERNAL_ANIMATION_LINK
NodeName=Canopyb
MovementType=ANIMATION   <--- actual animation
AnimationID=1  <--- animation ID in the cockpit model
ItemNumber=8  <--- animation ID in the aircraft model
 

The trigger mechanism or system type for an animation set up can be other then external_animation, but that way they are rarely used by us.

 

 

As to the original idea.

 

In order to implement the same kind of shaking you will need 5 mesh which are built into the model in a certain liked way so the movement of any of the 5 will affect the given cockpit section as a whole. Unless you have that or have access to the sourcefile of the pit, you are unlikely to make that happen on other pits, like others already said above. Although you can experiment with one type of movement, if mesh linkage allows that.

 

This is a segment from the mig29 cockpit out file, if you look at it you will see the relations.

 

MNC05 (1 polys, 3 verts) '<No Material>'
      MNC04 (1 polys, 3 verts) '<No Material>'
            MNC03 (1 polys, 3 verts) '<No Material>'
                  MNC02 (1 polys, 3 verts) '<No Material>'
                        MNC01 (1 polys, 3 verts) '<No Material>'
                                 Cilindro04 (80 polys, 240 verts) '15 - Predeterminado'
                                 Rectángulo09 (2 polys, 6 verts) '08 - Predeterminado'
                                 Rectángulo12 (4 polys, 12 verts) '08 - Predeterminado'
                                 HUDCajaC (28 polys, 84 verts) '15 - Predeterminado'
                                 HUDCajaA (2303 polys, 6909 verts) 'CajaHUD'
                                         HUDCajaB (328 polys, 984 verts) 'CajaHUD'
                                         HUDSoporte (1000 polys, 3000 verts) 'CajaHUD'
                                                  HUD (82 polys, 246 verts) 'HUD'
Edited by logan4
  • Like 1

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..