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how to move the gunsight (Read 331 times)
Aug 29th, 2005 at 5:23pm

deanolyons   Offline
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How do u move the gunsight coz in my spit panel half the gunsight is showing and half is under the panel but if i move the gunsight up how can i edit the gns so they are right aswell
thnks
dean
 

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Reply #1 - Aug 30th, 2005 at 5:49am

Bombardier101   Offline
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Firstly you cannot move the gunsight. Secondly you need CfgEdit (look around the internet for it) and when you open the spit's panel with it you need to fiddle around with the Set Default Position in the Windows menu in CfgEdit. You need to make it so the panel is down a bit (use the slider on the right and only that slider).

Hope I've helped.




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Reply #2 - Aug 30th, 2005 at 6:38am

Hagar   Offline
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It's possible to fine-tune the gunsight by adding an entry to Panel.cfg. I copied this from Mike Eustace's F-86 panel.

[VIEWS]
view_forward_WINDOWS=%window_title_00%
VIEW_FORWARD_DIR=2.6, 0.0, 0.0

You would need to experiment with the values. If your Spitfire panel is that far out it might be an idea to find a different one.
 

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Reply #3 - Sep 1st, 2005 at 5:41am

IndioBlack   Offline
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Hagar - that bit of cfg text fine-tunes the point of bullet strikes to coincide with the gunsight pipper, so that they intersect at an optimum firing range.

The original question about moving a gunsight higher up so that it isn't hidden by the panel is fixed at the bottom of the panel.cfg

Here's the Sabre entry:

[Default View]
X=0
Y=0
SIZE_X=8191
SIZE_Y=5300

It's the SIZE_Y component that decides where the gunsight is positioned vertically. So if your gunsight is too low, you lower that number.

What you're actually doing is moving the gunsight higher by squeezing the height of the screen display. Full screen is SIZE_Y=6150, which puts the gunsight at centre. The Sabre gunsight is higher than centre because the 5300 entry squeezes the bottom of the screen upwards, leaving a black band at the bottom which is hidden by the panel.

It's best not to have SIZE_Y set much below 5000, because obviously you're getting a screen where the vertical height is squeezed whilst the horizontal width remains the same. This changes the aspect ratio of width to height, and the downside of that is that the scenery will stretch and shrink as you roll the aircraft.
It's a shame M$ didn't think of that when they glued the gunsight dead centre.

In theory the best way around this is to remove the M$ gunsight by blanking the file, and then painting your own gunsight on the panel.bmp exactly where you want it. Finally by using the cfg text that Hagar quotes you can re-adjust the bullet strike point to coincide with your new gunsight pipper.
As you can see, the SIZE_Y solution is much more convenient.
 
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Reply #4 - Sep 1st, 2005 at 1:03pm

deanolyons   Offline
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basildon!!!!!!!!!

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kwl thnks for all tht!!  Grin iv made me own gunsight and now its on the game and is perfect but now can u tell me in detail how to change the position of the guns as in fire higher?
thnks alot guys
dean
 

'Douglas Bader'-1 of the best aces ever!!
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Reply #5 - Sep 1st, 2005 at 6:54pm

IndioBlack   Offline
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Well, the trick in making the bullets coincide with the pipper at a given distance is exactly as described in Hagar's formula:

[VIEWS]
view_forward_WINDOWS=%window_title_00%
VIEW_FORWARD_DIR=2.6, 0.0, 0.0

You stick this into the Panel.cfg just above the first window notation, and you experiment with the first number in the series, which in this example is 2.6.

The three sets of numbers are co-ordinates for three axes of direction, of which that first one controls the up/down position. (I think the second is left/right and the third rotates, so ignore them)

As far as I remember, a positive number makes the view look upwards, and a negative number makes it look down, but I can't exactly remember whether this has the opposite effect on the bullet travel: i.e if you want bullets to go up, you make the view go down. Perhaps Hagar can remember, or when you've experimented in this black art, you can remind us.

The thing to remember is that you're trying to make the bullets coincide with a target at a set distance, and they naturally travel in a trajectory, not a straight line. So if your pipper is on a target at 100 feet, and you've set the trajectory too high, you'll miss at 100, but probably get a kill at 200 - if you get my drift.
 
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