Northrop P61 Black Widow set uploaded

The pilot has the reticle display just fine. It's the forward facing versus the rearward facing gunner positions (F8) where one has it and the other doesn't.

How is it one would "switch on the battery"?

Hi Major,

I have tried every plane with gunners numerous times to test the gun site issue you have reported and I cant replicate the problem? I see a gun site reticle each time for both forward and rear gunner positions.

thanks for the numbers I will apply them to the update. I've also taken the time to refine the gun alignment to reticle a bit more as well and put the fixed 50 cal MG into the planes with the fixed forward facing turret, rather than the 50_turret gun.

battery part of engine start sequence.

regards Rob.
 
I must be dense. I've been through all of the key commands, and watched the messages in the auto-engine start sequence. There is nothing related to a gunsight reticle or battery switch that I can find.

2 out of three positions work perfectly without using this mystery battery command.

I've looked in cockpit0, cockpit1 and cockpit2 m3d files, and they all reference reticle_br.dds in the same way, so I'm at a loss as to what's wrong.

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I must be dense. I've been through all of the key commands, and watched the messages in the auto-engine start sequence. There is nothing related to a gunsight reticle or battery switch that I can find.

2 out of three positions work perfectly without using this mystery battery command.

I've looked in the cockpit1 and cockpit2 m3d files, and they both reference reticle_br.dds in the same way, so I'm at a loss as to what's wrong with cockpit1.

The not-so-mysterious battery command might perhaps have become mysterious due to my bad wording: Stock CFS3 names it as "TOGGLE_MASTER_BATTERY_ALTERNATOR" in the xca file. The keys would be "CTL B". This turns on the reticle. But I understand it is the gunner sitting right behind the pilot that is missing the reticle? I 'll have to see if that is something I can reproduce. The P-61 with the working turret isn't giving me such problems.

(From your screenie I gather you are in RS? Haven't tried those P-61 yet, as I haven't installed RS currently)
 
Hi Major,

I am at a loss as to why your not seeing the reticle in the front gunner position. which plane is it that your seeing this, is it just one or all planes with gunners?

The reticle for the pilot position is linked to an effect, the effect becomes active at engine start up.

Is anybody else having this issue of not seeing the reticle in game for front gunner?

regards Rob.
 
I've found the root of the problem, but not the fix.

The pilot station static reticle is off until the engine starts as you intended.

The pilot station dynamic reticle is always on no matter the engine state.

The static reticles work in each position if I remove the line

<Effect Type="Track" EffectName="n9_reflector_gunsight" PosX="0.000" PosZ="3.95" PosY="0.688" Pitch="90" MinVel="-999999" MaxVel="999999"/>

from the xpd file.

The two gunner stations are always on no matter the engine state if I have the dynamic reticle in the pilot station disabled (as above).

If the pilot station dynamic reticle is enabled then the forward facing gunner station static reticle disappears, but the rear facing one is still there.

The is most likely related to the pilot position bounding box that AnKor uses for the dynamic reticle. If the dynamic reticle location is within the box it disables the static reticle. The forward facing gunner position must overlap the pilot location enough for it to turn off the gunner's static reticle. The rear facing position is far enough back to be outside the bounding box.
 
That's a very informative diagram Rob!! It explains a lot of the little gripes I thought I experienced. I had noticed that the turretless AC come without a gunner in the 2nd seat, but the first AC does have a gunner, but I didn't know the turret is fixed (must have missed that in the ReadMe) - hence the confusion.

Hi Joost,

the version with the fixed turret did occasionally take the gunner along just to act as a extra set of eyes. I originally had a position made up that put you in the front gunner position. I used alpha channels to remove the gun system parts in both the external model and the cockpit model so that it would look like the positions just had the seats.

the cockpit1.m3d file calls for a modified reticle texture that has nothing to display. (aplha channel again)

If you put these seats entries into the planes xdp file, you'll see it. You will be able to select the passenger seat using F8, but your just along for the ride, you can pan the view etc to look around but the plane will be controlled by AI pilot. its actually pretty cool watching the AI pilot stalk his prey and then shoot them down.

SJT_P61A1_422_44.xdp

<Seats>
<Seat Name="Pilot Gun sight view">
<Stations>
<Station Name="Pilot Gunsight view" Type="pilot_station" View="0" FovUp="28" FovDown="12">
<PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-45"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-55"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="25"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="0"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="0"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="0"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="0"/>
<View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="134" Elevation="0"/>
</Views>
<GunStations>
<GunStation ID="0"/>
<GunStation ID="1"/>
<GunStation ID="2"/>
<GunStation ID="3"/>
<GunStation ID="4"/>
</GunStations>
</Station>
</Stations>
</Seat>
<Seat Name="Pilot wide view">
<Stations>
<Station Name="Pilot wide veiw" Type="pilot_station" View="0" FovUp="45" FovDown="30">
<PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-45"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-55"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="25"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="0"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="0"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="0"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="0"/>
<View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="134" Elevation="0"/>
</Views>
<GunStations>
<GunStation ID="0"/>
<GunStation ID="1"/>
<GunStation ID="2"/>
<GunStation ID="3"/>
<GunStation ID="4"/>
</GunStations>
</Station>
</Stations>
</Seat>
<Seat Name="Passenger">
<Stations>
<Station Name="Passenger" Type="gunner_station" View="3" FovUp="45" FovDown="30">
<PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-45"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-55"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="25"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="0"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="0"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="0"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="0"/>
<View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="134" Elevation="0"/>
</Views>
<GunStations>
</GunStations>
</Station>
</Stations>
</Seat>
<Seat Name="Radar Observer">
<Stations>
<Station Name="Radar Observer" Type="bomber_station" View="2">
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
<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>
</Station>
</Stations>
</Seat>
</Seats>

The pics show the seat area and a kill made by the AI pilot.


regards Rob.
 

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Okay here's the fix for aircraft A1 and B15 in PTO and B15 in ETO. The Z position needed to be pushed forward quite a bit. (I fixed the pitch to line up with the gun convergence while I was at it.)

<Effect Type="Track" EffectName="n9_reflector_gunsight" PosX="0.000" PosZ="4.76" PosY="0.677" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

This has the side effect of shrinking the area of the reflector glass where the dynamic reticle will be visible.

That requires the magnification in the texture.ini file to be set to a reduced value.

reticle.n9.dds=0.75

This will have an effect on all of the other aircraft as well, but it's still fully functional, just with a smaller ranging circle.
 
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Will there be a updated aircraft in the future posted in the warbirds section ? Or do we have to do it manually ? Still enjoyable as is even if the landing gear bug is there. Don't want to mess anything up as i'm pretty easy to confuse.:dizzy:
 
That requires the magnification in the texture.ini file to be set to a reduced value.

reticle.n9.dds=0.75

This will have an effect on all of the other aircraft as well, but it's still fully functional, just with a smaller ranging circle.[/QUOTE]

I am sure you meant the [ReticleDynamic] ; scale in the TextureMagic.ini of the shaders30 folder.

Thanks for these latest minute mods.:encouragement:
 
Sorry, yes that was a typo.

I just checked the calibration of the 0.75 magnification. It produces a 13 m circle at 300 m firing distance. That's about right if the target is a fighter. For twin engine bombers you'd want to fire when the circle spans both engines. For large bombers you'd probably want to fire when the circle covers the inner pair of engines.

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Leaving both reticle sizes and using the Shift + { and } keys you can cycle through the different sizes
 
Will there be a updated aircraft in the future posted in the warbirds section ? Or do we have to do it manually ? Still enjoyable as is even if the landing gear bug is there. Don't want to mess anything up as i'm pretty easy to confuse.:dizzy:

Yes mate, we will release a updated package.

regards Rob.
 
Had a look :2 pilots seats view and one radar operator seat.
This explains why there are 3 chutes. Can it be fixed without eliminating a pilot view?
 
They actually missed the war by a month, but they did make a significant contribution with taking mapping photos that were done in the years before the war started.

The model would need to look a bit different to create this correctly, but I've already started work on a stand-in version with the models we have.
 
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Cool. looking fwd to those.

"During their operational lifetime F-15As, mostly operating from bases in Japan, were responsible for most of the aerial maps of North Korea used at the start of the Korean War. These photographs were to prove extremely valuable, as it was not until the arrival of Marine photo-reconnaissance F7F-3P in late 1950 that additional photographs of the peninsula could be made, and then only under constant threat from attacking North Korean MiGs.[SUP][2]"

https://en.wikipedia.org/wiki/Northrop_F-15_Reporter[/SUP]
 
Had a look :2 pilots seats view and one radar operator seat.
This explains why there are 3 chutes. Can it be fixed without eliminating a pilot view?
Yes, within each seat section there is a further indented section with the label "stations" and then "station" where the different views are defined. If you cut a station section out of one seat and paste into the stations section of the other seat and delete the now empty extra seat section you will still have all the views but one less seat and thus one less parachute.
 
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