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#4485939 - 08/12/19 04:19 PM Updated KA50 Cockpit  
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messyhead Offline
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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

NEEDS 1.16.1 to work

Mod page on EECH Online


The download will be updated with any additional fixes as they are added.

https://drive.google.com/open?id=1X3M9iHvjd6UNOzCFm4ucAdiA2H9nP1CL


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)

Stop adding things to this list biggrin

Attached Files warning_panel_lamps.jpggear_rotor_rpm_lamps.jpgfire_extinguisher_panel.jpgekran.jpgweapon_name.jpgcannon_rounds.jpg
Last edited by messyhead; 04/06/20 12:50 PM.
#4485959 - 08/12/19 05:58 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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bunik Offline
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Belarus
excellent work!)

#4509703 - 03/06/20 11:55 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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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

Attached Files eject.jpg
Last edited by thealx; 03/06/20 11:58 AM.
#4509852 - 03/07/20 08:10 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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I'll add it to the list biggrin

#4510334 - 03/10/20 07:00 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I just checked the last scene files that I worked on, and the ejection handle is in the right place, although this is static.

What was the name of the ejection handle in the code? I can make the handle have the same reference as a separate object.

Attached Files ejection_handle.JPG
#4510339 - 03/10/20 08:10 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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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.

Attached Files eject_camera.jpg
#4510845 - 03/14/20 08:01 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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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.

#4511099 - 03/16/20 07:31 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I've changed the camera position, so it's now showing the back of the stick and the eject handles. Is this better?

https://drive.google.com/open?id=1NIDZpkdolG2JQCeHy5HPM1fMhUpnpLBY

Last edited by messyhead; 03/16/20 07:32 PM.
#4511101 - 03/16/20 07:33 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I might at some point try adding the pilot model back in.

#4512144 - 03/22/20 06:48 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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I finally tracked down my todo list for this cockpit, buried in the 43 page thread below...

https://SimHQ.com/forum/ubbthreads.php/topics/4479280/re-ka-50-aio-reloaded#Post4479280

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.

Last edited by messyhead; 03/22/20 04:10 PM.
#4512416 - 03/23/20 05:53 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Added the weapon panel lamps, and updated the download link.

#4512439 - 03/23/20 07:02 PM Re: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion . [Re: ]  

**DONOTDELETE**
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great work.
the needle is dark, all others are bright.

Last edited by BANITA; 03/23/20 07:23 PM.
#4512446 - 03/23/20 07:24 PM Re: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion . [Re: ]  
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Originally Posted by BANITA
great work.
the needle is dark, all others are bright.


Yeah, I noticed. Some of the needles need balanced. Engine ones are the same.

p.s. I moved your post into this thread.

#4512455 - 03/23/20 08:13 PM Re: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion . [Re: messyhead]  
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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 - 03/23/20 08:18 PM Re: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion . [Re: messyhead]  

**DONOTDELETE**
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BANITA
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For me working only weapon lamps and 2 other lamps, nothing else works, wrong hand position.I installed manually, not through the installer

Last edited by BANITA; 03/23/20 08:24 PM.
#4512475 - 03/23/20 10:40 PM Re: TEST BUILD FOR DOWNLOAD 4.03.2020. New release - what add ?discussion . [Re: thealx]  
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Originally Posted by BANITA
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.

Last edited by messyhead; 03/23/20 10:46 PM.
#4512480 - 03/23/20 11:03 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I used the move view position keys to go on a search for the pilots arm, and he appears to have swallowed it biggrin

I'm not sure why that's happened.


Attached Files pilot_forearm.jpg
Last edited by messyhead; 03/23/20 11:03 PM.
#4512482 - 03/23/20 11:15 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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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.

Last edited by BANITA; 03/23/20 11:15 PM.
#4512489 - 03/23/20 11:45 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
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.

Attached Files warning_panel_lamps.jpg
#4512492 - 03/24/20 12:02 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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Managed to get his arm from his stomach. Now to find the hand, maybe it's up his ar*e biggrin

Attached Files IMAGE011.jpg
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