Screenshots!

Yep, I still struggle with target fixation.:banghead: The hits I took at 0:55 actually were the fatal ones. I slowly lost my coolant and my engine was in the process of frying and losing power when the Hurricane finished me off.

Yes, the voice effects can be found in Clive's BoB. These may be a bit different though, but same idea.
 
Yes, the voice effects can be found in Clive's BoB. These may be a bit different though, but same idea.

So where did you grab these from? IIRC CFS1 had voice effects and one or 2 other old WWII/BoB sims but I can't remember if they were transferable.
 
The voices themselves are from the old MS CFS1 site. I created the mod a while back, and Clive implemented it for some aircraft in BoB. The video is not from BoB, and since I'm always tweaking stuff, it might not be the same exactly as what you get in BoB.
 
Daniel - the new effects work really well, thank you! :applause:

I added the reticle to the BoB Spits, this is puts it in the right place:

<Effect Type="Track" EffectName="mkii_reflector_gunsight_ring" PosX="0.0025" PosZ="-1.03" PosY="0.689" Pitch="90" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="mkii_reflector_gunsight_bar" PosX="0.0025" PosZ="-1.03" PosY="0.689" Pitch="90" MinVel="-999999" MaxVel="999999"/>

Cheers! :wavey:
 
:applause: Really good. Is the water standard Ankor? Are the ai's also standard?
Also I hear your engine and chatter but no noise from guns?
 
I think the guns are mostly drowned out by the engine when it's running at high power. I'm not sure if that is realistic or not, or how loud they would be in the cockpit, it just kind of happened that way. I believe the water is the same as what was included in the latest shaders package.
 
Here is the reticle effect (must have Ankors shaders installed):

Add these lines to the effects.xml:

<mkii_reflector_gunsight_ring 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.mkii_ring.DDS" BlendMode="QuadSprite"/>
<mkii_reflector_gunsight_bar 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.mkii_bar.DDS" BlendMode="QuadSprite"/>

Add these lines to the TextureMagic.ini in the shaders30 folder under the "[ReticleDynamic] ; scale" header:

reticle.mkii_ring.dds=1.8975
reticle.mkii_bar.dds=1.79|2.07|2.35|2.62|2.9|1.10|1.24|1.51


Add these lines to the "Effects" section of the JF Spitfire IAs or the AvHistory Spitfire Vs xdp - I think you will also have to copy the cockpit from the Spitfire VIII package to make it fit right, or adjust the X, Y, and Z values in the lines:

<Effect Type="Track" EffectName="mkii_reflector_gunsight_ring" PosX="0.0025" PosZ="-1.1" PosY="0.563" Pitch="90" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="mkii_reflector_gunsight_bar" PosX="0.0025" PosZ="-1.1" PosY="0.563" Pitch="90" MinVel="-999999" MaxVel="999999"/>

I've attached the textures required as well, I put them in the shaders30 folder.

The ranging bar on the reticle is also adjustable like the real thing was, though the operation isn't exactly the same. Use SHIFT+] and SHIFT+[ to adjust.


Just to clarify; are these still relevant to all Bf109s and Spitfires as listed above?
 
Yes, they are. The texture you mention is attached to that post. It's for the 109 effects, but most should already have it as it is part of every expansion out there.
 
Just a bit of fun, but this screen shot reminded me of the old Airfix box art, I had to do a little edit!:biggrin-new:

airfix_zps7r4kvzrz.jpg
 
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