Attention all skinners!

Try this positioning for the DPC F-86.

<Effect Type="Track" EffectName="US_aaf_k14_gunsight" PosX="0.0125" PosZ="1.70" PosY="1.050" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

Sometimes if you are too far out of the display cube it will revert back to the original static reticle because it cannot display the dynamic one in the location you've requested.
 
Why not use :EffectName="US_AAF_K14_MK21_gunsight" as posted in

Typical Aircraft Assignments:

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


 
When I use the US_AAF_K14_MK21_gunsight it comes out upside down, what is the correction ?
 
It really means you could use the Air Force K-14 or the Navy Mk21. The K14_MK12 reticle is really just there as an artifact of some early experiments I was doing, based on a single image I found on the internet. In reality it was a photo where the upper part of the image was clipped off, so I should not have included it.
 
If there are some reticles that are displaying inverted you would need to flip the Alpha layer vertically to fix it.
 
Try this positioning for the DPC F-86.

<Effect Type="Track" EffectName="US_aaf_k14_gunsight" PosX="0.0125" PosZ="1.70" PosY="1.050" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

Sometimes if you are too far out of the display cube it will revert back to the original static reticle because it cannot display the dynamic one in the location you've requested.

When I try this in the F-84 the reticle is blanc.
 
Yes, each cockpit model needs it's own x, y, z location to display in the proper location. I have not gone through the 1,000 plus aircraft in my collection to find the correct positioning for all of them. I use the test reticle (it has a visible background square), and a lot of back and forth until I find the right placement.
 
It takes about 25 tries to dial in an accurate location for the sights. Once you have that you can quickly change between types of reticle by just changing the effect name reference.

Here are a couple I just completed.

p-84A
<Effect Type="Track" EffectName="US_AAF_k14-_gunsight" PosX="0.0155" PosZ="1.685" PosY="1.2125" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>


f-84G
<Effect Type="Track" EffectName="US_aaf_n9a_gunsight" PosX="0.025" PosZ="1.585" PosY="1.26" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>

Using the US_aaf_n9a_gunsight led me to take a look at something I thought we had fixed long ago, and that it the inversion of the reticle. This is controlled by a couple of lines in the generic.fx file in the Shaders30 folder. The lines are about a quarter of the way down the file in the V_Reflector section and look like:

float3 tanEyeVec;
tanEyeVec.x = dot(normalize(T), In.WorldPos.xyz);
tanEyeVec.y = dot(normalize(B), -In.WorldPos.xyz);
tanEyeVec.z = dot(normalize(N), -In.WorldPos.xyz);

and should be

float3 tanEyeVec;
tanEyeVec.x = dot(normalize(T), -In.WorldPos.xyz);
tanEyeVec.y = dot(normalize(B), In.WorldPos.xyz);
tanEyeVec.z = dot(normalize(N), -In.WorldPos.xyz);

The way that it was set the reticles were being flipped left to right and top to bottom from the way they were drawn. Here's a copy of the edited version.

View attachment Corrected_Generic_fx_file.zip

***Back up your originals before making the swap in case you want to go back to the way it was.***
 
using <Effect Type="Track" EffectName="US_Navy_MK8_F7F-3_gunsight" PosX="0.001" PosZ="1.320" PosY="1.106" Pitch="91.5" MinVel="-999999" MaxVel="999999"/>

on the F7F-3_Tigercat , here is what I get
attachment.php


the reticule is too smal and off center
 

Attachments

  • Shot09-17-16-20-44-59.jpg
    Shot09-17-16-20-44-59.jpg
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The pilot's head position is slightly shifted off center in the cockpit.m3d file for that aircraft. The reticle space is actually centered correctly on the gunsight glass, but the moving reticle display starts off slightly to one side, because the pilot is not sitting directly behind it. Hit F12 to make sure the positioning relative to your TrackIR detector is starting from the correct location. Then move your head around left / right / up / down and you will see the reticle dim out evenly as it approaches the circular edge of the gunsight glass.

I set the fixed magnification at 0.75 in the texturemagic.ini file to avoid having the edge of the reticle getting clipped off prematurely before you hardly move your head at all. If you want it larger just increase the number in texturemagic.ini to whatever you like, or give it multiple magnifications (up to 10) so you can zoom it in and out to your heart's desire.
 
The position for aircraft Me_262_nj_v056 is

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.000" PosZ="-0.195" PosY="0.9275" Pitch="92" MinVel="-999999" MaxVel="999999"/>

for most of the AvH Me_262 aircraft you should be able to use

<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.000" PosZ="-0.195" PosY="0.9275" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

for the Pulkzerstorer use

<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.000" PosZ="-0.195" PosY="0.9275" Pitch="90" MinVel="-999999" MaxVel="999999"/>

to account for the different trajectory of the 50mm cannon.
 
The position for the DPC F4U-4B in Korea is

<Effect Type="Track" EffectName="US_Navy_Mk8_gunsight" PosX="0.0125" PosZ="-1.75" PosY="1.195" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
FAQ
In the TextureMagic.ini file [ReticleDynamic] section there are entries like reticle_navy_mk8_mod6.dds=0.85|0.70|0.55. What are these values for?

That is how you can change the reticle size in game. Each entry is a different zoom scale, and is accessed with Shift + { or } in the same way as [ or ] are used to zoom the pilot view in and out. You can customize this with up to ten entries for gunsight systems that could dial in different ranges. Many gunsights had three click positions for Large Bomber, Medium Bomber, and Fighter sized aircraft ranged to the gun convergence distance (250 – 300 m). The presets I've provided are mostly set for 300 m. Some early gunsights could only be set while on the ground while boresighting the the guns so they have a single fixed magnification value.
 
I ran across another reference site that listed some of the reticles used in typical German aircraft.

Revi 3D (same reticle pattern as my ussr_mig) = Bf109E-4
Revi C12-D (same reticle pattern as my Revi 16D) = Bf109F-1, Bf109F-4, Bf109G-6, Bf109G-6/R6, Bf109G-2e, Fw 190-A4
Revi 16B = Ju87D, Ju87G, Fw190-A8, Fw190-D9, Bf110-G2, Bf110-C4, Ju88A-4, Bf109K-4, Me262A-1a
 
While we're at it, I've been looking at these for use with the P-40K we're working on. It looks as though US-spec P-40Ks were typically fitted with N3A or N3B sights. Does anyone have any further info? The reticule is not contained in the pack.
 
Since the N3a could have either the ladder or the ring and dot reticle, you could use the N2a or switch to using the one I provided for the N6a.
 
I ran across another reference site that listed some of the reticles used in typical German aircraft.

Revi 3D (same reticle pattern as my ussr_mig) = Bf109E-4
Revi C12-D (same reticle pattern as my Revi 16D) = Bf109F-1, Bf109F-4, Bf109G-6, Bf109G-6/R6, Bf109G-2e, Fw 190-A4
Revi 16B = Ju87D, Ju87G, Fw190-A8, Fw190-D9, Bf110-G2, Bf110-C4, Ju88A-4, Bf109K-4, Me262A-1a



I didn't see these in your latest High_Resolution_Dynamic_Reticle_Collection. Are they elsewhere?
 
The Revi 3D reticle needed to have a mask added to match the DR Shared Cockpit gunsight used in the Bob, MAW, and ETO Bf109E, so I created a new texture for it rather than trying to reuse the USSR_Mig one.

Installation instructions are included in the zip file.

The TextureMagic.ini entry for this reticle is range calibrated for a Spitfire at 300m.

View attachment Revi 3D Dynamic reticle.zip
 
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