German bomb sight?
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  1. #1
    Charter Member 2016 mongoose's Avatar
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    German bomb sight?

    We never had a specific LW bomb sight??

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  2. #2

    German bomb sight

    Good evening,

    for the moment I have (for FS9) a german bomber at work,
    which needs also a bomsight.
    So I found different pictures
    Mostly was used The Lotfernrohr Lotfe 7 in different versions
    Perhaps the joined picture will help some one to make something
    out of it
    Yours
    Papi
    Attached Thumbnails Attached Thumbnails 008.jpg  

  3. #3
    CFS3 is really not set up to have a fully functional automatic bomb sight, but we could probably create something along the line of what was done for the Norden.

    http://pierrekosmidis.blogspot.com/2...4%CE%B7%CF%82)



    http://www.derrierloisirs.fr/il2/4.1..._NOT_FINAL.pdf
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  4. #4
    Charter Member 2016 mongoose's Avatar
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    Well Rob did a lot for the RAF; maybe he'll get interested.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  5. #5
    do you mean just to make a new bombsight texture for LW airplanes? if yes, its a matter of 10 minites of drawing

  6. #6
    Charter Member 2016 mongoose's Avatar
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    Yes please. Need for BoB LW in particular. I will change the m3d if done!

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  7. #7
    ok, I took one shot from the PDF book and removed the landscape. it gave me a very good transparent image, see the result here:
    http://www.sim-outhouse.com/sohforum...=1#post1146357

    the only issue I am getting, is when I fill the cross and/or circle paint outside area with solid color (full black), the bombsight image egdes never fit the edge of game screen when fully unzoomed. there always lefts a space which I can see through. in another words, the image is ALWAYS smaller size then the game screen. I mean if I am creating own bombsight sets at my gmax airplane projects.

  8. #8
    Charter Member 2016 mongoose's Avatar
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    Looks great! Is the dds available?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  9. #9
    you can download it as a content of the Horten XVIIIb nuke bomber pack (32 MB file size), freshly released, more about here:
    http://www.sim-outhouse.com/sohforum...=1#post1146409

    notes: there are two bombsight dds files, designed to be for day and night missions, each is 17 MB file size, 4096x4096x resolution.

    as to the bombsights I would have a small job for MajorMagee maybe - if the Horten current *Cockpit2.m3d material, which keeps the night cross paint, could be set as lighting or just to not recieve shadows.

  10. #10
    I'll try to get a look at it this weekend.
    US Army, Major, Ret.

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    On The Line,
    On Time

    US Army Ordnance Corps.

  11. #11
    Charter Member 2016 mongoose's Avatar
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    In the eto_do17z2_5k+cm (updated fs model) with name change to match m3d file; bombsigh.dds I will add to the He111's and Ju88's as well

    Many thanks BorekS.

    Now as for night time, I'm not sure how the same bomber would have both given existing m3d's, so I'll see what the Major comes up with.


    Attached Thumbnails Attached Thumbnails lwbombsight.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  12. #12
    Quote Originally Posted by mongoose View Post
    Now as for night time, I'm not sure how the same bomber would have both given existing m3d's, so I'll see what the Major comes
    At the Horten bomber just push the F7 key second time. Note: My DDS texture is mirrored because of opposite gmax object uv-mapping, for other airplanes you will need to flip it

  13. #13
    Charter Member 2016 mongoose's Avatar
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    UK looked at the other ?night site. Also seems Ok in the daytim and at night with "L" on. If we can get a clight then it would be good for both with a slightly more intense colour.

    nite site daytime



    nite site no lights



    nite site w lights

    Attached Thumbnails Attached Thumbnails nite site daytim.jpg   nite site no lights.jpg   nite site w lights.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  14. #14
    I see! Such "L" solution is good enough, to be honest I even didnt knew CFS3 use working lights, didnt used this feature since FS2002

    I think gecko and Major tried a lot with CFS3 light effects and maybe Ankor shaders supports it even better.

    As to the M3D where the bombsight textured object is defined, you can clone it as next Cockpit file and hexedit the texture name and eyepoint value there. Then just add next another bombsight view row into the airplane XDP file, with new relevant view value. This will give you bombsight texture view switching. For more see the Horten add-on.

  15. #15
    Charter Member 2016 mongoose's Avatar
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    Quote Originally Posted by BorekS View Post
    I see!

    ..................

    As to the M3D where the bombsight textured object is defined, you can clone it as next Cocpit file and hexedit the texture name and eyepoint value. Then just add next bombsight view row at the airplane XDP file, with new relevant wiev value. This will give you bombsight view switching. For more see the Horten add-on.
    A duplicate m3d is interesting but does another m3d call for it? I've changed bomb sights in a m3d file b4 but never sone anything about the eyepoint value which is a bit beyon my skill level. In any case is that needed?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  16. #16
    I did that way the second (night) bombsight related Cockpit file for the Horten, didnt used gmax for it. I am not at PC now to say the exact file names, but it was pretty easy.

    Important is which editor you will use for the M3D content changes. I use Notepad++ editor, this one works well for such work.

  17. #17
    Charter Member 2016 mongoose's Avatar
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    I've changed the color a bit to match the Clight ones. It needs to be sharper though.




    with "L" but no +clight....so far
    Attached Thumbnails Attached Thumbnails nite site daytim.jpg   nite site w lights.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  18. #18
    I would bet the popular Ankor shaders supports some kind of lit texture features, I mean the special postfix named texture usage as the +sr or +nm for specular reflection or normal/bump map effects. That could solve it.

    Is the +clight such postfix? I would need some readme which one does what. Is such explanation available at each shader package? I didnt noticed that.

    However not all CFS3 players use this shaders so it needs to set reasonable mesh material properitties.

  19. #19
    Charter Member 2016 mongoose's Avatar
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    Well I did a+clight dds and then turned on "L" and got this

    Attached Thumbnails Attached Thumbnails with clight.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  20. #20
    The base texture can be any color you like, so it can be black as you originally had. The +clight version is where you define the color of the light it will be giving off when you activate the cockpit light. The green is typically used to represent fluorescent paint when UV light is shining on it. A range of other colors and intensities are used for particular indicator lights being illuminated at night. I don't know what color the internal bomb sight reticle illumination light was, but feel free to use something different than green, like red, if it would be more accurate.
    US Army, Major, Ret.

    Service To The Line,
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    On Time

    US Army Ordnance Corps.

  21. #21
    Charter Member 2016 mongoose's Avatar
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    Not sure if this is the conventional method but here is the black sight with a +clight.dds and "L" on


    Attached Thumbnails Attached Thumbnails black sight +clight.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  22. #22
    Great that works In case one main and its light bombsight texture variant would be enough, we dont need the second view, or they could present another texture paint, I mean Lofte or so. They can be many, as we wish...

  23. #23
    Charter Member 2016 mongoose's Avatar
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    OK I took BorekS's idea of cloning a cockpit m3d to change a bomb sight and add a bombardier view in the xdp. To my surprise, it actually worked! This is a great breakthrough for all bombers!

    Day bombsigh1



    Night bombsigh2

    Attached Thumbnails Attached Thumbnails sight day view 1.jpg   sight night view 2.jpg  

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  24. #24
    Glad you managed to get it working too

    Ive tried this cloned Cockpit instance solution for my own airplane, but theorethically you could add a bombsight or any other m3d from one aircraft to another one this way. Without gMax. I mean you have some unfinished bomber add-on without bombsight and you would like to enhance it to get a working Bombardier view bombsight instance there. Just borrow it from some another airplane. The only problem can be the current position of the bombsight. Anyway, its just a flat squared mesh usually under airplane model, stored as standalone m3d file.

  25. #25
    Charter Member 2016 mongoose's Avatar
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    Well I had the pictures here working on a Do17 but for some reason not on an He111, which maybe more to do with the stations in the He 111. I tried different view numbers but none seem to do the trick. If I added a number not already used it night version either didn't show or another station showed instead.

    <Seats>
    <Seat Name="Pilot">
    <Stations>
    <Station Name="Pilot" Type="pilot_station" View="0" FovUp="45" FovDown="30">
    <PadlockLimit AzimuthMin="-135" AzimuthMax="135" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="0"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="0"/>
    </Views>
    </Station>
    <Station Name="Pilot IFR" Type="pilot_station" View="0" Azimuth="20" FovUp="34" FovDown="05">
    <PadlockLimit AzimuthMin="-135" AzimuthMax="135" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="0"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="0"/>
    </Views>
    </Station>
    <Station Name="Bombardierday" Type="bomber_station" View="5" MaxFOV="50"/>
    <Station Name="Horizontal Sight" Type="pilot_station" View="9" MaxFOV="50">
    <PadlockLimit AzimuthMin="0" AzimuthMax="0" ElevationMax="0" ElevationMin="0"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="0"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="0"/>
    <View Event="HeadPitchUpLeft" Azimuth="0" Elevation="0"/>
    <View Event="HeadPitchUpRight" Azimuth="0" Elevation="0"/>
    <View Event="HeadRotLeft" Azimuth="0" Elevation="0"/>
    <View Event="HeadRotRight" Azimuth="0" Elevation="0"/>
    <View Event="HeadPitchDownLeft" Azimuth="0" Elevation="0"/>
    <View Event="HeadPitchDownRight" Azimuth="0" Elevation="0"/>
    </Views>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Nose Gun">
    <Stations>
    <Station Name="Nose Gun" Type="gunner_station" View="1">
    <GunStations>
    <GunStation ID="0"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="35"/>
    <View Event="HeadPitchUpLeft" Azimuth="-50" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="50" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-140" Elevation="-5"/>
    <View Event="HeadPitchDownRight" Azimuth="140" Elevation="-5"/>
    </Views>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Funker">
    <Stations>
    <Station Name="Dorsal Turret Gun" Type="gunner_station" View="2">
    <GunStations>
    <GunStation ID="1"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="35"/>
    <View Event="HeadPitchUpLeft" Azimuth="-50" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="50" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-140" Elevation="-5"/>
    <View Event="HeadPitchDownRight" Azimuth="140" Elevation="-5"/>
    </Views>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Dorsal Gondola">
    <Stations>
    <Station Name="Forward Dorsal Cannon" Type="gunner_station" View="3">
    <GunStations>
    <GunStation ID="2"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="180" Elevation="-10"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-15"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-15"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="-15"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="-15"/>
    </Views>
    </Station>
    <Station Name="Dorsal Rear Gun" Type="gunner_station" View="4">
    <GunStations>
    <GunStation ID="3"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="180" Elevation="-10"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-15"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-15"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="-15"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="-15"/>
    </Views>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Rear Fuselage Guns">
    <Stations>
    <Station Name="Left Rear Gun" Type="gunner_station" View="7">
    <GunStations>
    <GunStation ID="4"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="180" Elevation="-10"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-15"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-15"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="-15"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="-15"/>
    </Views>
    </Station>
    <Station Name="Right Rear Gun" Type="gunner_station" View="8">
    <GunStations>
    <GunStation ID="5"/>
    </GunStations>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
    <View Event="HeadPitchDown" Azimuth="180" Elevation="-10"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="-5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="-5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-15"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-15"/>
    <View Event="HeadPitchDownLeft" Azimuth="-135" Elevation="-15"/>
    <View Event="HeadPitchDownRight" Azimuth="135" Elevation="-15"/>
    </Views>
    </Station>
    </Stations>
    </Seat>
    </Seats>

    ================================================== =================

    This compares with the successful Do17

    <Seats>
    <Seat Name="Pilot">
    <Stations>
    <Station Name="Pilot" Type="pilot_station" View="0" FovUp="45" FovDown="30">
    <PadlockLimit AzimuthMin="-117" AzimuthMax="117" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    </Station>
    <Station Name="Pilot IFR" Type="pilot_station" View="0" FovUp="1" FovDown="45">
    <PadlockLimit AzimuthMin="-117" AzimuthMax="117" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    </Station>
    <Station Name="Bombardierday" Type="bomber_station" View="7" MaxFOV="50"/>
    <Station Name="Bombardiernight" Type="bomber_station" View="8" MaxFOV="50"/>
    </Stations>
    </Seat>
    <Seat Name="Co-Pilot">
    <Stations>
    <Station Name="Nose Gun" Type="gunner_station" View="6" FovUp="35" FovDown="30">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="5"/>
    </GunStations>
    </Station>
    <Station Name="Co-Pilot Gun" Type="gunner_station" View="5" FovUp="35" FovDown="30">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="4"/>
    </GunStations>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Upper Gunner">
    <Stations>
    <Station Name="Left Waist Gun" Type="gunner_station" View="2" FovUp="35" FovDown="30">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="1"/>
    </GunStations>
    </Station>
    <Station Name="Right Waist Gun" Type="gunner_station" View="3" FovUp="35" FovDown="30">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="2"/>
    </GunStations>
    </Station>
    <Station Name="Upper Rear Gun" Type="gunner_station" View="1" FovUp="35" FovDown="30">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="0"/>
    </GunStations>
    </Station>
    </Stations>
    </Seat>
    <Seat Name="Lower Gunner" FovUp="35" FovDown="30">
    <Stations>
    <Station Name="Lower Rear Gun" Type="gunner_station" View="4">
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0" X="-0.1" Y="0" Z="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0" X="0.1" Y="0" Z="0"/>
    </Views>
    <GunStations>
    <GunStation ID="3"/>
    </GunStations>
    </Station>
    </Stations>
    </Seat>
    </Seats>

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

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