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Attention all skinners!

Here's one for the P-39F Air A Cutie in PTO

<Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="-0.025" PosZ="0.20" PosY="0.70" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="0.040" PosZ="0.20" PosY="0.70" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>
 
For the P-72A you may use:

<Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="-0.035" PosZ="0.05" PosY="1.025" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.035" PosZ="0.05" PosY="1.025" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
 
I've been looking at the stock P-38 model, and came up with this set of effects.
Depending on the armament being used in the particular implementation of the model the Pitch for the gun sight reticle needs to be set to either 90.33 (as shown here) or 90.0.
The engine effects are moved from the nacelles back to the exhaust from the turbos.

<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45" />
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45" />
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt_jet" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
<Effect Type="StartEngine0" EffectName="fx_smoke_touchdown" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
<Effect Type="StartEngine1" EffectName="fx_smoke_touchdown" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="15"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="15"/>


<Effect Type="Shells0" EffectName="fx_shells_m" PosX="-0.1" PosZ="3" PosY="-0.50"/>
<Effect Type="Shells1" EffectName="fx_shells_s" PosX="0" PosZ="4.3" PosY="-0.50"/>


<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
<Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng1_exh_l" />
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>


<Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="1.0" PosY="0.930" Pitch="90.33" MinVel="-999999" MaxVel="999999"/>


<Effect Type="Track" EffectName="fx_ac_Light_formation_red" PosX="0" PosZ="-0.92" PosY="-0.70" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_green" PosX="0" PosZ="-1.25" PosY="-0.61" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_yellow" PosX="0" PosZ="-1.58" PosY="-0.51" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="7.90" PosY="0.959" PosZ="-0.35" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-7.90" PosY="0.959" PosZ="-0.35" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="2.421" PosZ="-7.080" PosY="1.915" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-2.421" PosZ="-7.080" PosY="1.915" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_blue" PosX="0.01" PosZ="0.451" PosY="-0.830" MinVel="-0.0001" MaxVel="87"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-4.725" PosZ="0.335" PosY="0.525" MinVel="5.05:07 PM 5/26/2019" MaxVel="54"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="4.725" PosZ="0.335" PosY="0.525" MinVel="5.0" MaxVel="54"></Effect>

The nav lights need some additions to the TextureMagic.ini [FullbrightSprite] ; section (found in AnKor's shaders30 folder) to show up properly at night.

nav_blue_light.dds
nav_glow_blue.dds
nav_green_light.dds
nav_glow_green.dds
nav_red_light.dds
nav_glow_red.dds
nav_white_light.dds
nav_glow_white.dds
dr_white_light.dds
dr_flare_light.dds
 
For RS_P38f_433_43 the dynamic reticle needs to be positioned at:

<Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="1.10" PosY="0.835" Pitch="90.33" MinVel="-999999" MaxVel="999999"/>

and you need to add p38_retical.dds to the [ReticalStatic] section of TextureMagic.ini in the Shaders30 folder.
 
For RS_P38f_433_43 the dynamic reticle needs to be positioned at:

<Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="1.10" PosY="0.835" Pitch="90.33" MinVel="-999999" MaxVel="999999"/>

and you need to add p38_retical.dds to the [ReticalStatic] section of TextureMagic.ini in the Shaders30 folder.

I worked out the rest of the effects entry positions as well.

<Effects>
<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-2.44" PosY="0.60" PosZ="-1.6" Pitch="45" />
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="2.44" PosY="0.60" PosZ="-1.6" Pitch="45" />
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" PosX="-2.44" PosY="0.60" PosZ="-1.6" Pitch="45"/>
<Effect Type="StartEngine1" EffectName="fx_engstrt_jet" PosX="2.44" PosY="0.60" PosZ="-1.6" Pitch="45"/>
<Effect Type="StartEngine0" EffectName="fx_smoke_touchdown" PosX="-2.44" PosY="0.60" PosZ="-1.6" Pitch="45"/>
<Effect Type="StartEngine1" EffectName="fx_smoke_touchdown" PosX="2.44" PosY="0.60" PosZ="-1.6" Pitch="45"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-2.44" PosY="0.60" PosZ="-1.6" Pitch="15"/>
<Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="2.44" PosY="0.60" PosZ="-1.6" Pitch="15"/>


<Effect Type="Shells0" EffectName="fx_shells_m" PosX="-0.1" PosZ="3" PosY="-0.50"/>
<Effect Type="Shells1" EffectName="fx_shells_s" PosX="0" PosZ="4.3" PosY="-0.50"/>


<Effect Type="Track" EffectName="fx_high_contrail" PosX="-2.44" PosY="0.60" PosZ="-1.6" />
<Effect Type="Track" EffectName="fx_high_contrail" PosX="2.44" PosY="0.60" PosZ="-1.6" />
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>
<Effect Type="Track" EffectName="fx_N_gtrail" PosX="-7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>


<Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="1.10" PosY="0.835" Pitch="90.33" MinVel="-999999" MaxVel="999999"/>


<Effect Type="Track" EffectName="fx_ac_Light_formation_red" PosX="0.01" PosZ="-0.19" PosY="-0.45" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_green" PosX="0.01" PosZ="-0.27" PosY="-0.43" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_yellow" PosX="0.01" PosZ="-0.35" PosY="-0.41" MinVel="1" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_formation_blue" PosX="0.01" PosZ="0.45" PosY="-0.525" MinVel="-0.0001" MaxVel="87"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="7.2" PosY="0.625" PosZ="0.125" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="7.2" PosY="0.80" PosZ="0.125" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-7.2" PosY="0.625" PosZ="0.125" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-7.2" PosY="0.80" PosZ="0.125" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="2.4" PosZ="-6.0" PosY="1.75" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-2.4" PosZ="-6.0" PosY="1.75" MinVel=".0001" MaxVel="76"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-6.420" PosZ="0.175" PosY="0.380" MinVel="5.0" MaxVel="54"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-6.425" PosZ="0.175" PosY="0.380" MinVel="5.0" MaxVel="54"></Effect>
</Effects>
 
Here's the location for the TOW Beaufighter dynamic gunsight reticle:

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.00" PosZ="0.900" PosY="0.600" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
 
Here's the location for the Bloch 152 dynamic gunsight reticle:

<Effect Type="Track" EffectName="FR_OPL_4_gunsight" PosX="-0.0125" PosZ="0.866" PosY="0.85" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

You also have to add sitz_ms406c1_c.dds to the [ReticleStatic] section of the TextureMagic.ini


Here's the location for the
Po630, and Po631 dynamic gunsight reticle:


<Effect Type="Track" EffectName="FR_OPL_3_gunsight" PosX="0.00" PosZ="1.15" PosY="0.9975" Pitch="89.75" MinVel="-999999" MaxVel="999999"/>
 
Last edited:
Here's another French reticle location:

Br693
<Effect Type="Track" EffectName="FR_OPL_1_gunsight" PosX="0.00" PosZ="1.50" PosY="0.625" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
Here's a workable location for using dynamic reticles with the new Havoc night fighter.

<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.00" PosZ="2.600" PosY="0.850" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

and better positions for the start-up effects

<Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="3.1" PosZ="-1.35" PosY="-0.95" Pitch="-45"></Effect>
<Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="-3.1" PosZ="-1.35" PosY="-0.95" Pitch="-45"></Effect>
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" PosX="3.1" PosZ="-1.35" PosY="-0.95" Pitch="-45"></Effect>
<Effect Type="StartEngine1" EffectName="fx_engstrt_jet" PosX="-3.1" PosZ="-1.35" PosY="-0.95" Pitch="-45"></Effect>
<Effect Type="StartEngine0" EffectName="fx_smoke_touchdown" PosX="3.1" PosZ="-1.35" PosY="-0.95"></Effect>
<Effect Type="StartEngine1" EffectName="fx_smoke_touchdown" PosX="-3.1" PosZ="-1.35" PosY="-0.95"></Effect>
 
Last edited:
If you happen to have the Firepower Me334 here's the location for the dynamic reticle.

<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.000" PosZ="-0.1" PosY="1.025" Pitch="89.0" MinVel="-999999" MaxVel="999999"/>
 
Thanks for this, MajorMagee!

Um, a really basic question: Do you put the reticule textures in the fxtextures folder like all the other effects called for in the aircraft xdp, or do you keep them in the aircraft/shared folder? I seem to get best results using the shared folder, but have never been sure.
 
They should work the same in either place. I have them in the fxtextures folder because they're called by the effects.xml. Just don't have duplicates in both places or unexpected things will happen.
 
If you need an aiming aid for the B-26 Marauder forward guns you can use this location:

<Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.30" PosZ="4.15" PosY="0.775" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
The Firepower Firepower He 162A uses

<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.000" PosZ="2.6" PosY="0.485" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

In this case you also have to add He-162_gunsight.dds to the [ReticleStatic] section of the TextureMagic.ini file.
 
Here's one for the A-24 and the SBD dive bombers
<Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="0.000" PosZ="0.40" PosY="1.0375" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
Here's one for ETO_MC202_01

<Effect Type="Track" EffectName="IT_CAI_eto-_gunsight" PosX="0.033" PosZ="-0.95" PosY="0.790" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
Here are two more locations.

ETO Hs 123a
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.045" PosZ="-1.10" PosY="0.750" Pitch="90" MinVel="-999999" MaxVel="999999"/>


ETO Hs 129 (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.080" PosZ="1.690" PosY="0.899" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
 
Still working my way through the ETO aircraft.

ETO_Fw_Ta154_Day
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.081" PosZ="1.480" PosY="0.8425" Pitch="90.15" MinVel="-999999" MaxVel="999999"/>

ETO_Fw_Ta154_Night
<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.081" PosZ="1.480" PosY="0.8425" Pitch="90.15" MinVel="-999999" MaxVel="999999"/>

(but you do lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)

ETO_Fw_190D-9, AvH_GR_Fw_190D-9_Blue-10
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.050" PosZ="-0.70" PosY="0.850" Pitch="90" MinVel="-999999" MaxVel="999999"/>

(You have add the [ReticleStatic] reference for AvH_fw190d9_revi12_c2.dds to TextureMagic.ini in the Shaders30 folder to eliminate the duplicate static reticle)

ETO_FW_189
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.335" PosZ="2.0" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

(This is only an aiming aid, as there is not gunsight. The aiming point is low relative to the pilot's eye point, so you'll have to dip your head a bit to see it.)
 
Last edited:
Minimal cockpit, so no reflector sight, but since there are no iron sights either here's a dynamic reticle to use for aiming.

ETO_DR_IMAM_ro37
<Effect Type="Track" EffectName="IT_CAI_Tipo_B_gunsight" PosX="-0.040" PosZ="-0.75" PosY="0.807" Pitch="90" MinVel="-999999" MaxVel="999999"/>
 
More fun with reflector sights. The Oblique Cannon sights are tricky to locate.

ETO_DO_217N-1, ETO_DO_217N-2, ETO_Do_217J-2, TK_Do217N-1_D5EK, TK_Do217J-2_D5EL, TK_Do_217_N-2_D5HM, TK_Do217N-2_3CHM, TK_Do217J-1_235 (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.275" PosZ="4.5" PosY="0.775" Pitch="90" MinVel="-999999" MaxVel="999999"/>


ETO_DO_217E-4_2_42, TK_Dornier_DO_217E-4_U5FS (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)
<Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.275" PosZ="4.5" PosY="0.775" Pitch="90.35" MinVel="-999999" MaxVel="999999"/>


ETO_DO_217N_2, ETO_Do_217J-2, TK_Do_217_N-2_3CIP, TK_Do217N-2_9WAP (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)
<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="-0.275" PosZ="4.5" PosY="0.775" Pitch="90" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="-0.13125" PosZ="3.725" PosY="1.130" Pitch="12" MinVel="-999999" MaxVel="999999"/>
 
Last edited:
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