This thread contains a download to the improved KA50 Cockpit. The link below contains all of the current mods for the cockpit which are;
(mods by me, unless named)
Remodel of the cockpit, by Viper Re-texture of the cockpit, by Viper Additional switches, by Banita Instrument needles for working gauges Hud lens is now transparent Wiper position is fixed Collective lever animation and position fixed Rudder pedals position fixed Cyclic position fixed Eject camera view fixed EKRAN display added Working weapon panel shows:
Cannon rounds in multiples of 10
Cannon name AP for Armour Piercing, HE for High Explosive
Remaining rounds for the selected pylon in multiples of 10
Abbreviated Weapon name of the selected pylon - RK for S-18 / S-13, AK for Ataka, IG for Igla, CP for Cannon Pods
Lamps added ========== Left Engine Overspeed Right Engine Overspeed Max G reached Max ISA reached Fire warning Left/Right Engine Fire Gear up/down indicators Rotor RPM warning Master caution
Extract archive into main game folder (e.g. the one containing the cohokum folder), and replace folders and files when requested.
Plan of action, work in progress ======================== Replace current cockpit with Viper's one - Done Fix the needles and instruments positions in the cockpit - Done Clock and G gauge need done - Done Fuel needle movement needs fixed Fix collective lever - Done Make the backup ADI instrument work - Done Make the main ADI instrument work - Done Make the HSI work - Done Fix the compass position - Done Make the weapon lights work - Done Add weapon quantity remaining - Done Add cannon rounds remaining - Done Show abbreviation for selected weapon on weapons panel - Done Make the gear lights work - Done Make the warning lamps work - Done Right / Left engine rpm warning - Done Max G warning - Done Max airspeed warning - Done Fire warning - Done Left/Right Engine Fire - Done Fix the pilot head movement, unable to look far downwards - Done Balance needle colours - Done Add EKRAN display - Done
Make the overhead status lamps work Fix internal camera views Try and make switches move when their corresponding key is pressed (possibly then adding more realistic startup) Try and get the doors open/close
Refactor code to make Blackshark separate from Hokum
Update textures Add Pilot model (the Pilot might get his job back, as v1.15.4 has the pilot in the correct position on the controls)
Small request to anyone that will work on Blackshark cockpit in the future - I have made a change in eject event, so shortcut should be pressed twice to leave cockpit. It works well on Ka-52, but very unclear on Ka-50 because there is no pilot in cockpit. I understand that adding pilot with animation is a complicated task, but maybe it will be enough to add large red handle in front of camera, so player will understand what is going on. Posted image and noticed that handle in the right place, but camera inside EES in wrong position, should be moved backwards about 20cm
Yeah that's true - handle in correct position, noticed that after making a post. Problem in the eject camera - it's placed into cockpit scene as camera with name VIEW_STATIC_PILOT_EJECT (also VIEW_STATIC_WSO_EJECT exists but I guess it's not used). so only thing is required - move it back about 0.2-0.3m or so, then eject handle and probably control stick will appear on ALT+E press.
All the cameras in that scene are messed up. I think the cockpit was based on the Hokum, which is why there's references to two pilots, which have never been removed.
I'll see if I can get the camera in the right position.
I'm just getting back up to speed on where I was when I last worked on EECH, and plan to pick one thing to work on. So I'll try and finish off some of the other things for the KA50. It might not be soon, so shouldn't hold up the 1.16.1 release that thealx is putting together.
I'll post any future updates in this thread, as that other one is getting a bit big.
please notice you have some warnings during compilation
also - you have added archive as eech.online mod, but to make it compatible with installer, archive should contain "/cohokum" folder as it will be unpacked into game folder as-is. so in your archive, root folder is "EECH_All_Mods-1.16-KA-50-Cockpit_All_Current_mods" which should be removed
pushed my code changes, not very finished but hope will not cause crashes.
#4512457 - 03/23/2008:18 PMRe: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion .
[Re: messyhead]
For me working only weapon lamps and 2 other lamps, nothing else works, wrong hand position.I installed manually, not through the installer
Can you show me which lamps work for you? Also, see the first post where I mention the hand is missing and is work in progress.
Originally Posted by thealx
please notice you have some warnings during compilation
I might just remove my exe and say it needs latest 1.16.1 which you have built. I don't get compile issues with the debug build, only cmake.
Originally Posted by thealx
also - you have added archive as eech.online mod, but to make it compatible with installer, archive should contain "/cohokum" folder as it will be unpacked into game folder as-is. so in your archive, root folder is "EECH_All_Mods-1.16-KA-50-Cockpit_All_Current_mods" which should be removed.
That's weird, I'm not sure how that happened as I created a new archive with just cohokum. I'll update it and the links.
EDIT: Fixed the archive now, and removed the exe from it.
This working Weapon selected indicator Rotor RPM warning Master caution first i used thealx exe and the whole warninglamp panel working. but without weapon indicator and Weapon store indicator. with you exe working only ^ this,whole warning panel not working.
This working Weapon selected indicator Rotor RPM warning Master caution first i used thealx exe and the whole warninglamp panel working. but without weapon indicator and Weapon store indicator. with you exe working only ^ this,whole warning panel not working.
When you say the whole warning lamp panel worked on thealx exe, how did you test it, as the lamps only light in certain situations. Like left/right engine overspeed, fire, max G or max IAS.?
Do you mean the lamps are on, like in the attached screenshot taken with the thealx exe? If so, this isn't working, this is them all being displayed as textured objects in the scene as the code to turn them on/off isn't there. When I added the code, they should be off, unless the right condition for them to be on exists.
The only lamps I would expect to see when starting up, is the rotor rpm, gear lamps, and weapons.