+p10ppy Posted May 18, 2008 Posted May 18, 2008 gunsight View File Add on gunsight for FE As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this) The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a) SE5A_DATA.INI [FlightControl] GunBoresightAngle=5.0 [internalGun2] AimAngles=0.0,5.0,0.0 However there seems to be no GunBoresightAngle equivalent for left/right adjustments So heres a replacement gunsight that can be moved around instead of the bullet path Its somewhat of a pain to use I’m afraid The steps You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well Add this to the bottom of your extracted weapondata.ini ---------------------------------------- [WeaponData027] TypeName=Gunsight01 FullName=Gunsight01 ModelName=Gunsight01 Mass=0.010000 Diameter=0.100000 Length=0.010000 SubsonicDragCoeff=0.000100 SupersonicDragCoeff=0.000100 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE --------------------------------------------- Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example) Add TWO new systems to the component that the gunsight will sit on (often [Nose]) SPAD7_180_DATA.INI ------------------------------ [Nose] ParentComponentName=Fuselage ---snip---------- SystemName[001]=Engine SystemName[002]=Gunsight01/////New SystemName[003]=Gunsight/////////New --------------------------------------- Add two new weapon stations’ to match in the weapon station section of th FM ----------------------------------------- [Gunsight01] SystemType=WEAPON_STATION StationID=11//note these are sequential with StationID’s above StationGroupID=4//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.0,0.75,0.642 //where the gunsight will appear on the aircraft, you will have to test AttachmentAngles=0.0,0.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.0001 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=Gunsight01//name of the weapon lod -------------------------------------------- The next one’s parameters are largely irrelevant, its to hide the existing gunsight The most important bit is the ModelNodeName=sight, “sight” being the mesh name of the original gunsight You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you ------------------------------------------- [Gunsight] SystemType=WEAPON_STATION StationID=12//note these are sequential with StationID’s above StationGroupID=5//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=sight// name of the original gunsight mesh PylonMass=0.0001 PylonDragArea=0 FuelTankName= -------------------------------------------------------- Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations SPAD7_180_LOADOUT.INI example ------------------------------------ [Default] DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 ------------------------------------------ Phew I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily) AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres) Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder) Please backup your old ini's first My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924 so YMMV Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish) Submitter p10ppy Submitted 05/18/2008 Category First Eagles - WWI and Early Years - Add On 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