Attention all skinners!

Nice work. The reticle still is an oval on the glass but we see it at a 45' angle so it returns to a circle image in our head, or from our angle. HUD still uses this effect to this day. And the rendering in game space is still just a circle on a square floating in front of the pilot, not an actual reflected image, right?
 
Of course :)
In game it is just a transparent rectangle in front of the glass (it is not even parallel to the glass) and a bit of math to draw reticle as if it was projected "at infinity".
 
Oh my goodness! I found something to pass the hot hazy days between car shows. ;) Might not get to it until next week. Thanks gecko!
 
Here are the dynamic reticle positions for the AeroSim JAAF Fighters

AS_ki44_2c
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-0.675" PosY="0.970" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki61
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki84
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-1.6125" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki100
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


You have to add these static names to the [ReticleStatic] section of the TextureMagic.ini file before the reticle effect will work.


AS_ki44_2c_ret.dds
AS_ki61_1a_ret.dds
AS_ki61_1c_ret.dds
AS_ki61_1d_ret.dds
AS_ki84_1a_ret.dds
AS_ki84_1b_ret.dds
AS_ki100_1a_ret.dds
AS_ki100_1b_ret.dds


In most cases you'll want to use Shift+] to reduce the reticle size to 0.75, and then Ctrl+] to lower the brightness.

 
Here are the dynamic reticle positions for the AeroSim JAAF Fighters

AS_ki44_2c
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-0.675" PosY="0.970" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki61
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki84
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-1.6125" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


AS_ki100
<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


You have to add these static names to the [ReticleStatic] section of the TextureMagic.ini file before the reticle effect will work.


AS_ki44_2c_ret.dds
AS_ki61_1a_ret.dds
AS_ki61_1c_ret.dds
AS_ki61_1d_ret.dds
AS_ki84_1a_ret.dds
AS_ki84_1b_ret.dds
AS_ki100_1a_ret.dds
AS_ki100_1b_ret.dds


In most cases you'll want to use Shift+] to reduce the reticle size to 0.75, and then Ctrl+] to lower the brightness.

Thank you for these:encouragement: :very_drunk:
There are also the AS_ki44_2a and the AS_ki43_1a can I use the same values and add the AS_ki44_2a_ret.dds and AS_ki43_1a_ret.dds
 
Here the location for the FS_Bf110C3 series of cockpits.

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.530" PosY="1.0275" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


Don't forget to add fs_bf110gus.dds to the [ReticleStatic] section of TextureMagic.ini
 
Here are a few more for the AeroSoft Zeros

AS_A6M7, AS_A6M2a, AS_A6M2b_1, AS_A6M2b_3, AS_A6M3_1, AS_A6M3_2, AS_A6M3_110, AS_A6M3_T2 197, AS_A6M3_U128, AS_A6M5_1, AS_A6M5_2, AS_A6M5c_1
<Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="0.115" PosY="0.955" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>


AS_A6M2b_2
<Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="0.175" PosY="0.955" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


AS_A6M2b_M
<Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="-0.04" PosY="0.850" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

These use a new reticle reticle_ijn_type98-jp.dds that I created from the static reticle_jp.dds that comes with the Zero pack.

View attachment reticle_ijn_type98-jp.zip

The new line for the effects.xml is
<JP_IJN_Type98-jp_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ijn_type98-jp.dds" BlendMode="QuadSprite"/>
 
Here the location for the FS_Bf110C3 series of cockpits.

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.530" PosY="1.0275" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


Don't forget to add fs_bf110gus.dds to the [ReticleStatic] section of TextureMagic.ini


Thanks Andy; that did the trick!:applause:

This is good for the BoB C4 series as well. Also for fs/w40/eto bf110s IF the virtual cockpit is changed to the ETO/BoB one by copying the appropriate m3d file. (These will be uploaded in due corset when all have been converted.)
 
The dynamic reticle position for the ETO_bf110c6 is somewhere between the Bf110 E 1 in the Ankor list and the above earlier C series; although it seems the pit is the same. Try this below.

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.672" PosY="1.0375" Pitch="90" MinVel="-999999" MaxVel="999999"/>

MajorMagee, will you be adding all the later reticle positions to your readme in Ankor should we get further updates?
 
I try to keep an updated list always on my desktop, and typically drop that in with any shader updates that may come along in the future.
 
Good to know

The BF110G-4 series of NJG aircraft use the same as the E1's already in your list.


<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.672" PosY="0.972" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
For the ETO He 219 Uhu I use

Reticle: (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)


Forward Looking Sight
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.0625" PosZ="4.980" PosY="0.835" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>


Upward Looking Schrage Music Sight for use with ETO_He219A2M3
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.0625" PosZ="4.01175" PosY="1.179" Pitch="-1" MinVel="-999999" MaxVel="999999"/>


I also made a change to the ETO_He219A2M3.xpd so you could properly center the Schrage Music Sight views. (The initial view is still wrong, but corrects itself after you change it the first time with the keypad or hat switch.)

</Seat>
<Seat Name="Pilot Schrage Music guns only">
<Stations>
<Station Name="Pilot Schrage Music guns only" Type="pilot_station" View="2" FovUp="45" FovDown="30">
<PadlockLimit AzimuthMin="-117" AzimuthMax="117" ElevationMax="90" ElevationMin="-55"/>
<Views>
<View Event="HeadStop" Azimuth="0" Elevation="-40"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-50"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="-27.5"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
<View Event="HeadPitchDownLeft" Azimuth="-117" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="117" Elevation="0"/>
</Views>
<GunStations>
<GunStation ID="0"/>
<GunStation ID="1"/>
<GunStation ID="2"/>
<GunStation ID="3"/>
<GunStation ID="4"/>
<GunStation ID="5"/>
<GunStation ID="6"/>
<GunStation ID="7"/>
</GunStations>
</Station>
</Stations>
</Seat>



I found the stock internal reflections of the muzzle blast to be so bright as to completely mask the reticle and tracers. I've revised the cockpit m3d files (hex edited the glass transparency to lower the values from 44 to 12) to tone this down to more reasonable levels.


Cockpit Lights:


<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="4.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="4.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>


 
Still looking at German Night Fighters. Here are the effects entries for ETO_JU88C6_R4 JU88C-6c NF.


<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.162" PosZ="2.665" PosY="1.035" Pitch="96.25" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.162" PosZ="2.015" PosY="1.255" Pitch="12" MinVel="-999999" MaxVel="999999"/>


and for ETO_JU88G-6_3 U88G-6-NF and ETO_JU88G-7_V1 JU88G-7_V112


<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.158" PosZ="2.665" PosY="1.035" Pitch="96.25" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.167" PosZ="1.980" PosY="1.285" Pitch="12" MinVel="-999999" MaxVel="999999"/>

 
For 3gb_HellcatMK2 the reticle effect should be:

<Effect Type="Track" EffectName="US_Navy_Mk8_mod6_gunsight" PosX="0.00" PosZ="-0.5" PosY="1.10" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

also you can add these other effects as well:

<Effect Type="Track" EffectName="fx_N_gtrail" PosX="6.4" PosY="0.15" PosZ="-0.2" MinVel="45" MaxVel="250"/>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-6.4" PosY="0.15" PosZ="-0.2" MinVel="45" MaxVel="250"/>
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_l" />

<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="6.35" PosZ=".28" PosY="0.20" MinVel=".0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-6.35" PosZ=".28" PosY="0.20" MinVel=".0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="0.0" PosZ="-6.96" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="ac_Light_tail_reflected" PosX="-0.01" PosZ="-6.95" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="ac_Light_tail_reflected" PosX="0.01" PosZ="-6.95" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>

<Effect Type="Track" EffectName="fx_ac_Light_landing_effect" MinVel="1" MaxVel="65"></Effect>

<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_r"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_l"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_l_1"/>
<Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_r_1"/>
 
Last edited:
The TBM / TBF family of Tarpon / Avenger aircraft cockpits don't display a gunsight mounted in the cockpit, but they do show a static reticle positioned out in front of the pilot.

This will provide a dynamic reticle to replace the default K-14 style one provided by the original model.

<Effect Type="Track" EffectName="US_Navy_Mk8_gunsight" PosX="-0.005" PosZ="0.5" PosY="1.2875" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
 
For SJ SB2C the dynamic retical effect should be:

<Effect Type="Track" EffectName="US_Navy_MK8_F7F-3_gunsight" PosX="0.001" PosZ="0.250" PosY="1.1325" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
 
For AvH_JP_Ki-84 the dynamic retical effect should be:

<Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.010" PosZ="-0.725" PosY="1.080" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
The stock B-25H doesn't have any gunsight modeled in the cockpit, but as a strafer with a 75mm cannon I thought it needed something to help with aiming. I couldn't put a piece of tape on the windshield so here's a simple reticle to use instead. Call it a field mod...

<Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.325" PosZ="3.5" PosY="0.865" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
The stock B-25H doesn't have any gunsight modeled in the cockpit, but as a strafer with a 75mm cannon I thought it needed something to help with aiming. I couldn't put a piece of tape on the windshield so here's a simple reticle to use instead. Call it a field mod...

<Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.325" PosZ="3.5" PosY="0.865" Pitch="90" MinVel="-999999" MaxVel="999999"/>

ha ha, brilliant! Always wanted one of those....
 
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