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#4512496 - 03/24/20 12:35 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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The hand has been found, no surgery required. Just need to get it, and the feet in the right position on the controls. Easier said than done, as they're all animated in the scene.

Attached Files pilot_hand.jpg
#4512535 - 03/24/20 09:00 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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I'm having problems getting the pilot position fixed. I moved the parts in the scene, and had the hand and feet in the right position. However, forearm position, and therefore the hand position, is set in a file called FOREARM.MOT which is a Lightwave motion file.

If you move the part in the scene, because they're all key-framed and animated, then it messes with the animation. So I need to update the .mot file. But to do this by hand is pretty impossible, and I don't know how to export a mot file from the scene.

I'm almost at the point of removing the pilot model again frown

EDIT: I've decided to remove the pilot, and it can maybe be added back in at some point if I figure out the animations. I'd rather carry on with adding the rest of the lamps, the threat warning display, and animating some things like switches, gear lever, and possibly door.

Last edited by messyhead; 03/24/20 09:11 AM.
#4512566 - 03/24/20 11:54 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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Updated the download. Pilot removed, and the grey needles have been changed to white.

Included the exe to run

Last edited by messyhead; 03/24/20 11:55 AM.
#4512615 - 03/24/20 05:14 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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I think screen is better than 1000 words.
green working
red not working
Maybe someone check this and confirm.

#4512618 - 03/24/20 05:20 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
I think screen is better than 1000 words.
green working
red not working
Maybe someone check this and confirm.


Have you recreated the conditions to get the warning panel to light?

Exceed max G
Have something go on Fire
Left or Right engine overspeed
Exceed Max ISA

The numbers below the weapon lights for round and rockets remaining are non functional so far.

#4512628 - 03/24/20 05:46 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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Yup not working.

#4512629 - 03/24/20 05:51 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Ok, I'll need to dig into the code and see why. If I force the light on in the code, then it is displayed, so the model part works. There must be something with the dynamics.

#4512841 - 03/26/20 01:50 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I've fixed the Max ISA lamp, there was an error in the condition checking.

The Max G lamp was actually working, but Max G on the KA-50 is 3.5G, and I don't think it's possible to get over this in the game. So I could reduce the limit to 2G or 2.5G, or should I leave it at 3.5G and the lamp will likely never light.

I'm just testing the Fire and Engine lamps.

#4512864 - 03/26/20 04:19 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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Imo better 2,5 g than nothing wink

#4512866 - 03/26/20 04:31 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Updated the warning panel lamps, and they should be working as follows;

LH Engine Overspeed - if NP is greater than 100
RH Engine Overspeed - if NP is greater than 100

To recreate the above conditions, the light will come on briefly after engine startup and throttle up, and should go out again. Then when flying, suddenly decrease the collective.

Over G - G-Force over 3.5G

To recreate, fly extreme manoeuvres. For example, in a shallow dive at high speed, pull up sharply.

ISA Max - Indicated Airspeed is greater than 350 km/h

Fire - Left or Right Engine Fire

The Fire lamp needs tested. I couldn't find enough action in the KA-50 in free flight to get shot at. Could someone try and get shot up and see if there is an engine fire. The trouble is that there is no other indicator of an engine fire in the KA-50. I've updated the archive with a Debug exe, so if you watch the debug log window, it should show an engine fire in red text. If you run the game in window mode, you can see the debug log window at the same time.

Master Alarm - should light whenever a master caution is triggered, and stop when the alarm is acknowledged

Other working lamps:

Gear Down - green indicators shown
Gear Up - red indicators shown

Rotor RPM low (yellow/black striped light) - if the Rotor rpm is below 90% this should be lit

Weapon Stores - a yellow indicator for each pylon that is equipped with more than 1 rocket/missile
Weapon selected - a green indicator showing the selected weapon pylon.


The archive on the first post has been updated.

Extract the folders over your existing ones, as some of the objects files have been updated.

Attached Files warning_panel_lamps.jpgweapon_panel.jpggear_rotor_rpm_lamps.jpg
#4512869 - 03/26/20 04:50 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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Really great work messy smile
it's slowly becoming one of the best cockpits.
maybe you would consider putting the number of bullets/missiles on the weapon panel, it would look fantastic.
or even movable buttons on the weapon panel.

Last edited by BANITA; 03/26/20 04:55 PM.
#4512884 - 03/26/20 05:38 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
Really great work messy smile
it's slowly becoming one of the best cockpits.
maybe you would consider putting the number of bullets/missiles on the weapon panel, it would look fantastic.
or even movable buttons on the weapon panel.


Thanks. I'm hoping to add most of the overhead warning panels as well. See the first post for the to-do list, the weapon numbers are on it.

#4512887 - 03/26/20 05:50 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I've added the Left/Right Engine Fire lamps to the fire extinguisher panel on the right hand side. These should light to show which engine is on fire. PLEASE TEST.

Archive updated in first post.

Attached Files fire_extinguisher_panel.jpg
#4512897 - 03/26/20 06:26 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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everything works smile

#4512901 - 03/26/20 06:37 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
everything works smile


Excellent! Thanks for testing.

The exe includes thealx changes for 1.16.1 too.

#4512915 - 03/26/20 07:26 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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"Add weapon quantity remaining
Add cannon rounds remaining"
Pleasssss
kneeldown

#4512916 - 03/26/20 07:39 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
"Add weapon quantity remaining
Add cannon rounds remaining"
Pleasssss
kneeldown


biggrin biggrin

I'm trying to. I'm going to add the EKRAN display first as it shows chaff/flare quantity, and other errors. If that works, then I could use the same technique to add the weapon numbers (hopefully).

#4512921 - 03/26/20 07:49 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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"Stop adding things to this list biggrin "

probably you forgot about adi ball like in mi24 fearful

#4512926 - 03/26/20 07:58 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
"Stop adding things to this list biggrin "

probably you forgot about adi ball like in mi24 fearful


What does it look like in the Hind? Could you post a screen?

#4512927 - 03/26/20 08:02 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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[Linked Image]
6
you wrote about it once wink it's just flat, not ball, looks much better imo.but nothing important.

Last edited by BANITA; 03/26/20 08:05 PM.
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