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Su33 Pit?


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No.

 

But if you were adventurous enough you could trick FC3 into using the 27 pit with the 33 - go into Mods\aircrafts\Flaming Cliffs\Cockpit\Resources\Model\Shape folder and make a copy of the 'Cockpit_SU-27.EDM' and rename it to 'Cockpit_SU-33.EDM' and you'll see that pit being used.

 

There are problems though since the overall pit isn't aligned correctly to the fuselage and the HUD is way out of focus (these could be fixable) oh and of course you won't be able to see if you've raised or lowered the tailhook.


Edited by Mustang
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  • 2 weeks later...
Is there anyway to mod the Su27 pit into the Su33? I don't mind if there is small part of functionality broken, it's worth it for the better looks. I'm not very good at this modding thing... has anyone figured it out? or is it even possible?

 

Yes , and it's very easy.

 

But the cockpit position is a little off-set so I will work today out the right values and integrate it in this mod: Reworked Cockpit Views with proper Neck

So look out for a new RC release within the next 8houers and examine the change-log.

 

In the meantime follow this simple instruction:

 

su33pit_zpsb308cecf.jpg


Edited by PeterP
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Server.lua

For default (ugly) Su-33 model. Same settings work for Su-30 as well.

ViewSettings["Su-30"] = {
   Cockpit = {
   [1] = {-- player slot 1
       CockpitLocalPoint      = {8.350000,1.350000,0.000000},
       CameraViewAngleLimits  = {20.000000,90.000000},
       CameraAngleRestriction = {false,60.000000,0.400000},
       CameraAngleLimits      = {140.000000,-75.000000,90.000000},
       EyePoint               = {0.170000,0.000000,0.000000},
       limits_6DOF            = {x = {-0.050000,0.450000},y ={-0.200000,0.200000},z = {-0.220000,0.220000},roll = 90.000000},
   },
   }, -- Cockpit 
   Chase = {
       LocalPoint      = {4.650000,3.750000,0.000000},
       AnglesDefault   = {180.000000,-8.000000},
   }, -- Chase 
   Arcade = {
       LocalPoint      = {-11.650000,6.350000,0.000000},
       AnglesDefault   = {0.000000,-8.000000},
   }, -- Arcade 
}


Edited by Morkva_55
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su-24.gif

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Thanks! - but this doesn't really fixes the cockpit position - it's using the old values.

Only the eyepoint is moved forward - whatever - it's a temporally workaround .

 

See:

Instead moving the eye-point forward the cockpit has to be moved to the back.

Screen_130512_123837_zpsd72a0e78.jpg

 

I'm on it now - will post 'correct' values once I'm happy with them. But a absolute fit seems to be impossible with this model.


Edited by PeterP

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Camera view settings that I'm happy with - but I'm open fore more tweaking.

 

 

Edit:\DCS World\Config\View\Server.lua

 

 

And replace the Su-33 values with this one:

 

ViewSettings["Su-33"] = {

Cockpit = {

[1] = {-- player slot 1

CockpitLocalPoint = {7.98,1.480000,0.000000},

CameraViewAngleLimits = {20,160},

CameraAngleRestriction = {false,130.00,0.90},

CameraAngleLimits = {150.000000,-70.000000,90.000000},

EyePoint = {0.16, 0.1, 0.0},

limits_6DOF = {x = {-0.08,0.360},y ={-0.17,0.08},z = {-0.17,0.17},roll = 90.000000},

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  • 2 weeks later...

lol... not so fast... it will take a while... maybe.

 

edit

 

Kuky beat me :P

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^^^

In coming days? How long do you think new 3D pit with quality of new Su-27 pit takes to make? Anyway, to answer your question... most certainly not ;)

 

Is this an answer for this request :music_whistling:

 

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No.

 

But if you were adventurous enough you could trick FC3 into using the 27 pit with the 33 - go into Mods\aircrafts\Flaming Cliffs\Cockpit\Resources\Model\Shape folder and make a copy of the 'Cockpit_SU-27.EDM' and rename it to 'Cockpit_SU-33.EDM' and you'll see that pit being used.

 

There are problems though since the overall pit isn't aligned correctly to the fuselage and the HUD is way out of focus (these could be fixable) oh and of course you won't be able to see if you've raised or lowered the tailhook.

 

You need to edit 3 others files for all instruments/HUD work fine ( "Server.lua", "SnapViewsDefault.lua", "CustomHuman.lua") and it work very well with CombatAce external 3D model. As you said only not see tailhook light.

 

http://black-reapers.xooit.fr/t2001-Pit-3D-du-Su-27-pour-le-Su-33.htm#p25862

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Look at my post just above ;)

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^^^

In coming days? How long do you think new 3D pit with quality of new Su-27 pit takes to make? Anyway, to answer your question... most certainly not ;)

 

That would mean the Cy-25/27 and A-10A pit was being done along side the F-15C...

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How long do you think new 3D pit with quality of new Su-27 pit takes to make? Anyway, to answer your question... most certainly not ;)

 

Yeah, but it's not like they have to build a new cockpit from scratch..

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Yeah, but it's not like they have to build a new cockpit from scratch..

 

+1:thumbup:

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Yeah, but it's not like they have to build a new cockpit from scratch..

 

No but nearly - there is a *lot* of stuff thats different ijozic.

 

The the weapon's control panel, the front instrument panel and several instruments, the side consoles(not sloped like in the Su-27)/associated instrumentation, the AOA indexer, varies handles and other bits, externals that can be seen at close range from the pit such as the EOS house and refuelling probe etc....it all adds up.

 

Many of these differences aren't even replicated in the current sim pit, while other are just painted on a texture.

 

But for a new detailed(and accurate) Su-33 3D pit, these things will have to be made and it takes a long time(trust me ;) )

 

So from the outset of an Su-27 pit, its basically a case of taking the general "tub" and starting over :) .

JJ

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