These are intended to be used as replacements for the current static reticles found in the various Aircraft folders of CFS3. They are intended to be as close as possible (within CFS3's display limitations) to the historic reticle shapes used in the period's reflector sights.
The alpha layers were originally developed as high resolution files to be used with AnKor's latest shader mod when it's released, but I thought some of you might like me to make these available now. The mod will eventually provide dynamic reticles that are able to move across the sight glass as you change your head position with TrackIR, but these do not have that functionality yet and for now are structured just as the original reticle files are.
You have several choices of how to take advantage of these:
1. You can rename any of them to match an existing reticle file and simply drop it in as a replacement (make a back-up copy of the original first!) This will be a global type replacement of the original retical shape in CFS3.
2. You can give these new names that are the same lenght as the original reticle file names, and then go into specific aircraft folders and hex edit the cockpit.m3d file to reference the new reticle filename.This will allow you to make targeted subsititutions more closely suited to a specific plane.
3. You can set them up in a program like JSGME installed in the Microsoft Game directory to easily switch them on and off. This will require you to rename them the same as the originals, and place them in an appriopriate folder structure for the file swapper to find and place them into CFS3 properly. (i.e. Program files/Microsoft Games/Mods/New US Reticle/Combat Flight Simulator 3/Aircraft/Shared/reticle_us.dds). This will also be a global type replacement for all arircraft that reference that filename in their cockpit.m3d files.
A good source of reference material may be found at:
http://www.aircraft-gunsights.com/80-2/
http://gunsight.jp/b/english/data/sight-e-aa.htm
A Few Typical Aircraft Assignments Were:
L3 = P-38J, P-38S, P-51D, P-61B, P-47D (56FG)
L3A = P-38
N2A = P-26, P-35A, P-36, P-43, P-40d, P-40N (P=38, P-39, F4F-3)
N6A = Fixed B-25, Flex and Remote Controlled P-61, B-17G, B-24, B-25, B26 (Also in almost all types of fighters as the N3A/B)
N-9 = P-51D-20, P-51K, P-63, A-26, N-17, P-47, P-40Q, XP-75
N-9A = Gun and Rocket Sight
K-14 = P-51D, P-47D, F-80
Mk1 = AD-1, AD-4
Mk8 = FM-1/2, F4F-4, F4U-1A, F6F-3, FR-1, TBF, TBM, SBD-5, SB2C, F8F-1
Mk8 Mod 6 = F4U1A/C/D, F4U-4, F6F-3/3N, F6F-5
Mk9 = TBF, TBM, TBD, M16, PB4Y, SBD, SB2C
K-14 / Mk21 = F-84, F-86A
The alpha layers were originally developed as high resolution files to be used with AnKor's latest shader mod when it's released, but I thought some of you might like me to make these available now. The mod will eventually provide dynamic reticles that are able to move across the sight glass as you change your head position with TrackIR, but these do not have that functionality yet and for now are structured just as the original reticle files are.
You have several choices of how to take advantage of these:
1. You can rename any of them to match an existing reticle file and simply drop it in as a replacement (make a back-up copy of the original first!) This will be a global type replacement of the original retical shape in CFS3.
2. You can give these new names that are the same lenght as the original reticle file names, and then go into specific aircraft folders and hex edit the cockpit.m3d file to reference the new reticle filename.This will allow you to make targeted subsititutions more closely suited to a specific plane.
3. You can set them up in a program like JSGME installed in the Microsoft Game directory to easily switch them on and off. This will require you to rename them the same as the originals, and place them in an appriopriate folder structure for the file swapper to find and place them into CFS3 properly. (i.e. Program files/Microsoft Games/Mods/New US Reticle/Combat Flight Simulator 3/Aircraft/Shared/reticle_us.dds). This will also be a global type replacement for all arircraft that reference that filename in their cockpit.m3d files.
A good source of reference material may be found at:
http://www.aircraft-gunsights.com/80-2/
http://gunsight.jp/b/english/data/sight-e-aa.htm
A Few Typical Aircraft Assignments Were:
L3 = P-38J, P-38S, P-51D, P-61B, P-47D (56FG)
L3A = P-38
N2A = P-26, P-35A, P-36, P-43, P-40d, P-40N (P=38, P-39, F4F-3)
N6A = Fixed B-25, Flex and Remote Controlled P-61, B-17G, B-24, B-25, B26 (Also in almost all types of fighters as the N3A/B)
N-9 = P-51D-20, P-51K, P-63, A-26, N-17, P-47, P-40Q, XP-75
N-9A = Gun and Rocket Sight
K-14 = P-51D, P-47D, F-80
Mk1 = AD-1, AD-4
Mk8 = FM-1/2, F4F-4, F4U-1A, F6F-3, FR-1, TBF, TBM, SBD-5, SB2C, F8F-1
Mk8 Mod 6 = F4U1A/C/D, F4U-4, F6F-3/3N, F6F-5
Mk9 = TBF, TBM, TBD, M16, PB4Y, SBD, SB2C
K-14 / Mk21 = F-84, F-86A