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#4514217 - 04/02/20 08:46 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Got the abbreviated weapon name working, now just need to sort the font size, and create the digital font characters.

Attached Files weapon_name.jpg
#4514252 - 04/03/20 12:39 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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Abbreviations for the weapon name is now shown

This completes the weapons panel.

It needs tested. I couldn't find a campaign that had the KA50 as flyable, so I wasn't able to test the names with all the loadouts, only Igla and Vikhr. If there's any weapon that can be equipped that I've missed, let me know. I've added abbreviations for Ataka (AK), Igla (IG), S-8 / S-13 (RK), and Cannon Pods (CP).

I also added AP and HE for the selected cannon.

Also, I seem to have developed a weird issue, where if my resolution is set to 1600x900 as I always have it, then the map fails to load. If I delete game.cfg it reverts to 800x600 and works fine. So could you test this build at different resolutions.

Link, details and images updated in the first post.

Last edited by messyhead; 04/03/20 01:14 AM.
#4514319 - 04/03/20 11:55 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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You can find Ka-50 in Alaska skirmish #1 right after game start

Actually, I do experience strange thing with campaign load - sometimes it started to freeze even before I can choose side, I'm using 1920x1080 and 1280x1024. it can be fixed by cfg file removal - after that I can set my resolution.
In your case changing it back to 1600x900 cause issue again, right?

When do you think we can build final version of 1.16.1? You are still working with cockpit features, but I'm almost finished with all tasks I had. Can help with testing when you will be ready.

#4514329 - 04/03/20 12:42 PM Re: Updated KA50 Cockpit [Re: thealx]  
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Originally Posted by thealx
Actually, I do experience strange thing with campaign load - sometimes it started to freeze even before I can choose side, I'm using 1920x1080 and 1280x1024. it can be fixed by cfg file removal - after that I can set my resolution.
In your case changing it back to 1600x900 cause issue again, right?


Sometimes when I changed it back after deleting game.cfg, it still happened. I saw it freezing when selecting the campaign, but if I quit (or it crashed) and I tried again, then it worked. Seemed intermittent. Does this happen on the test build too, or just my build?

Do you mean that there's a long pause before it loads the helicopters view to select which side? I've seen this a lot, but even in 1.16.

Originally Posted by thealx
When do you think we can build final version of 1.16.1? You are still working with cockpit features, but I'm almost finished with all tasks I had. Can help with testing when you will be ready.


I think we could go with what I've done so far, as the majority of the required functionality is there. I had a note to refactor the code for the weapon panel, as it could probably be tidier, but it works so doesn't need done for now. Maybe you could check it to see if there's any obvious issues? My branch needs merged into master though.

The remaining tasks are mainly cosmetic, and the re-texture could take a while. I think I might combine the re-texture with animating switches/dials/levers, and possibly adding the cockpit door animation, and it can be released as a mod, and include the overhead panels too. I'm just looking at the fuel dials just now, and adding 2 fuel tanks from the 1.15.4 code.


One question I had for people's opinions was regarding the internal cameras. They're in the other helos that have pilots, and so you can see action shots.

But in the Backshark: 1 - they're all in the wrong place and show views outside the cockpit, 2 - there's no pilot.

So should I just remove them?

Last edited by messyhead; 04/03/20 12:45 PM.
#4514330 - 04/03/20 12:52 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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For me remove pilot.
Messyhead imho most important than switches and animate doors is cleaning scene i mean Refactor code to make Blackshark separate from Hokum.
Pease if you can try do this before new release.

#4514333 - 04/03/20 01:03 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
For me remove pilot.
Messyhead imho most important than switches and animate doors is cleaning scene i mean Refactor code to make Blackshark separate from Hokum.
Pease if you can try do this before new release.


That's actually a pretty big task, and could take a while. I do intend to do that though, but not for now.

I've cleaned up the scene quite a bit and removed most of the Hokum parts or references.

#4514336 - 04/03/20 01:12 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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Ok np I did not know that smile

#4514342 - 04/03/20 01:24 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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" couldn't find a campaign that had the KA50 as flyable, "
You can edit formcomp(dont remeber name?) file and paste to all group ka50.

Last edited by BANITA; 04/03/20 01:25 PM.
#4514345 - 04/03/20 01:28 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
" couldn't find a campaign that had the KA50 as flyable, "
You can edit formcomp(dont remeber name?) file and paste to all group ka50.


I looked at doing that, but there was a note on one of them to say it's now in gp_dbase.c in the code. I tried adding one to the Attack group, but it didn't change.

#4514350 - 04/03/20 01:48 PM Re: Updated KA50 Cockpit [Re: messyhead]  

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Dont know why,for me always work. I will check when i back to home. I paste even russian helo to us group and this work.

Last edited by BANITA; 04/03/20 01:49 PM.
#4514352 - 04/03/20 02:00 PM Re: Updated KA50 Cockpit [Re: ]  
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Originally Posted by BANITA
Dont know why,for me always work. I will check when i back to home. I paste even russian helo to us group and this work.


Ok, maybe I'll try it again. I think the campaigns need updated as I don't think many have the KA50 as flyable

#4514542 - 04/04/20 07:13 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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@Banita I just noticed that where you put your new textures has overwritten the numbers for the engine needles. I know it looked like just a squiggle there, but it's a number 1 and 2.

#4514557 - 04/04/20 10:35 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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Almost got the dual fuel needles working, and the Blackshark now has a fore and aft fuel tanks. Just need to work out a couple of bugs with the rear fuel tank not showing the correct amount, and refueling.

Attached Files fuel_gauge.jpg
#4514728 - 04/05/20 10:42 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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I've got the dual fuel mostly working, but for some reason the rear tank initial value isn't being set. So when you start, it refuels the rear tank.

Download link updated.

This is in the FuelGuageTest.exe and isn't in the main build yet until I fix this issue.

I also need to adjust the scale so the needles match the value correctly.

The dynamics files have been updated as well, so they need replaced. Unzipping the archive should put the folders in the correct place.

PLEASE TEST the following:

Crossfeed should be on by default, so both tanks should empty
All flyable helos to check that the fuel level is correct
When getting to low fuel, or empty that the expected things happen (Low fuel warning, engines stop when no fuel)
Refuelling works as expected
General game stability

This code was brought across from the 1.15.4 code where dual tanks were added to most helos.

#4514735 - 04/05/20 11:21 AM Re: Updated KA50 Cockpit [Re: messyhead]  
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My opinion, you are making a mistake. We have unfinished/unstable dynamics changes made by Javelin, so people should have an option to restore DYN files from 1.16.0. But after multiple fuel tanks will appear in master - it will be not possible.
You should weigh the pros and cons - what will give you this mod. Second fuel pointer working and tons of problems in my opinion. Does it worth it? I understand your intentions, but I have made this code to simulate super-complicated Hind fuel system, in your case - you need just cosmetic functionality, it will be enough to write simple function special for Ka-50 to manipulate with two fuel gauge pointers, nothing more.

#4514745 - 04/05/20 12:50 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Thanks Thealx, I think so, old FM must be usable.
Thanks to all of you, your work is apreciated.

#4514750 - 04/05/20 02:08 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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I've taken advice and removed the complicated dynamics stuff, and just used a simple calculation for the needles.

When I was using 1.15.4, there is a lot of cool stuff that it would be good to get in eventually. Like the electrics, and the Apache MFD mods. I thought about doing more realism in the KA50 cockpit eventually, and having realistic engine startup procedure.

The download in the first post has been updated.

I'm just working on adjusting the scale and needles to fit exactly.

#4514768 - 04/05/20 03:29 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Scale now accurate to the needles. Download in first post updated.

#4514778 - 04/05/20 03:59 PM Re: Updated KA50 Cockpit [Re: messyhead]  
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Oh, its a waste! The problem seem to be that Javelin mod is integrated in 1.16.1
I think all mods must be individuly, so if you dont like it, you dont put it, dont you?
I dont understand the new FM Javelin mod, any body can speak about that? I love the original FM or the old one present in 1.15.4 and 1.16, simple and effective. Opinions please

#4514796 - 04/05/20 04:41 PM Re: Updated KA50 Cockpit [Re: SimonAlonso]  
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Originally Posted by SimonAlonso
Oh, its a waste!


What is a waste?

Originally Posted by SimonAlonso
The problem seem to be that Javelin mod is integrated in 1.16.1
I think all mods must be individuly, so if you dont like it, you dont put it, dont you?
I dont understand the new FM Javelin mod, any body can speak about that? I love the original FM or the old one present in 1.15.4 and 1.16, simple and effective. Opinions please


I thought Javelins mod was just the hover hold? Was there more to it? He had some real world knowledge, so had applied real values.

I think FM should be choosable in the EECH.ini. Other mods like adding cockpit details that improve the base game, should be integrated. Anything additional, like airports, extra models, modified models etc should be choosable and installable as add ons. Same for campaigns and maps actually. But the added user campaigns and maps are all in the base game now, even if there is problems with them.

Last edited by messyhead; 04/05/20 04:41 PM.
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