+Bunyap 0 Posted May 25, 2006 I have been helping folks out with setting up aircraft lately so here are some notes on setting up the air to ground portion of the avionics. If you are familiar with modifying .ini files in the sim, there is nothing here you will not find familiar. The same format is used here as with everything else in the sim. If you are not familiar with it, here is a chance to learn. The data seen here is very intuitive so if you want to know what something does, try it and see. There are a lot of possibilities. TV/IR Display: Aircraft equipped with radar: If the aircraft is equipped with a radar screen nothing special is really required here. The display is set up to replace the radar screen when the appropriate weapon is selected. Add this to the aircraft's xxxx_avionics.ini: [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=121 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE Aircraft not equipped with radar: If the aircraft has no radar screen you can still add the display. The cockpit will, of course, need a screen of some type. The screen will need the following lines added to the xxxx_cockpit.ini: [TVScreen] Type=TV_SCOPE NodeName=TV_image (or whatever it is on the model) The same lines as above will need to be added to the xxxx_avionics.ini except use "FALSE" for the "UseRadarTexture? line like this: UseRadarTexture=FALSE Adding CCIP: This requires changes to two files. The CCIP function requires use of the Avionics70.dll. You assign this .dll using the xxxx.ini file for the aircraft. AvionicsDLL=Avionics70.dll The only catch is that the A/G radar will not function. If you still want the radar, use the Avionics60.dll. You can not have both. Next, you add the CCIP information to the xxxx_avionics.ini file. The CCIP is tied into the HUD so you must first enable the HUD feature. To do this, add the following lines to the xxxx_avionics.ini: [HUD] HUDColor=0.0,1.0,0.0,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.125,-0.080 ViewportBottomRight=0.125,0.230 GunBoresightAngle=-2 RocketBoresightAngle=-5 [HUDFont] TextFontName=Arial TextSize=11 TextBold=TRUE There are three HUD modes available, Nav, A/G, and A/A. You select the symbology for each by adding the following lines: [HUDModeNav] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]=HUD_PitchText Symbol[07]=HUD_RadarAltText Symbol[08]=HUD_LaserTarget [HUDModeAG] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]=HUD_PitchText Symbol[07]=HUD_RadarAltText Symbol[08]=HUD_LaserTarget Symbol[09]=HUD_CCIP Symbol[10]=HUD_Guncross Symbol[11]=HUD_MavSeeker [HUDModeAA] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AttitudeBars Symbol[03]=HUD_HeadingScale Symbol[04]=HUD_AirspeedText Symbol[05]=HUD_AltitudeText Symbol[06]=HUD_PitchText Symbol[07]=HUD_RadarAltText Symbol[08]=HUD_LCOS Symbol[09]=HUD_Guncross Symbol[10]=HUD_SRMSeeker You will want the CCIP to be assosciated with the A/G mode so make sure the "CCIP" entry is in that section as seen above. Each of these symbols must be set up with information on the .tga file used, size, position, format, etc. This information is also placed in the xxx_avionics.ini as seen here: [HUD_FlightPath] SymbolType=FLIGHTPATH_MARKER ImageFilename=cockpit\flightpath.tga ImageSize=0.025 [HUD_AttitudeBars] SymbolType=ATTITUDE_BARS ImageFilename=cockpit\attitude_bars%d.tga ImagePosition=0.0,0.0 ImageSize=0.20 StepInterval=5 StepHeight=0.25 [HUD_HeadingScale] SymbolType=HEADING_SCALE ImageFilename=cockpit\hdg_scale_caret.tga ImagePosition=0.0,0.204 ImageSize=0.0125 ScaleImageFilename=cockpit\heading_scale.tga ScaleImagePosition=0.0,0.190 ScaleImageSize=0.08 Scale=20.0 TextPosition=0.0,-0.118 HorizontalAlignment=CENTER VerticalAlignment=CENTER ScaleTextInterval=10 ScaleTextUnit=10 ScaleTextPosition=0.0,0.178 ScaleTextFormat=%02.0f DisplayUnit=DEG [HUD_AirspeedText] SymbolType=AIRSPEED_TEXT TextPosition=-0.090,0.048 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=KNOTS [HUD_AltitudeText] SymbolType=ALTITUDE_TEXT TextPosition=0.105,0.048 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=FEET [HUD_RadarAltText] SymbolType=RADAR_ALT_TEXT TextPosition=0.105,0.158 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f R DisplayUnit=FEET MaxValue=1500 [HUD_PitchText] SymbolType=FLIGHT_PATH_TEXT TextPosition=0.105,0.064 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=DEG [HUD_CCIP] SymbolType=CCIP LaserRanging=TRUE FallLineImage=cockpit\FallLine.tga ImageSize=0.100 [HUD_LCOS] SymbolType=LCOS [HUD_Guncross] SymbolType=IMAGE ImageFilename=cockpit\guncross.tga ImageSize=0.025 [HUD_LaserTarget] SymbolType=TD_LASER ImageFilename=cockpit\laser_target.tga ImageSize=0.025 [HUD_MavSeeker] SymbolType=TD_EO ImageFilename=cockpit\mav_seeker.tga ImageSize=0.050 [HUD_SRMSeeker] SymbolType=TD_HEAT ImageFilename=cockpit\srm_seeker.tga ImageSize=0.050 Any .tga files called for in this section will, of course, need to be built and placed in the aircraft's cockpit folder. As you can see, there are endless possibilities for the look of the avionics. The images and format seen here is not what needs to be used every time. It is only an example. The gunsight: The last thing to worry about when setting up the A/G avionics is the gunsight. This is very similar to the way it used to be set up except a few more options are added. The information is located in the xxxx_cockpit.ini and looks like this: [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=sight.tga AGGunsightName=AGsight.tga LeadComputing=TRUE MinLeadRange=182.88 MaxLeadRange=1828.8 DefaultLeadRange=300 MaxDepression=250 DefaultDepression=50 We can now set two different sights, one for A/A and one for A/G. The A/G sight will be used whenever the A/G mode is selected and will be the one displayed when CCIP is used. The .tga files go into the cockpit folder. If the pipper is smaller or larger than you want, adjust the "GunSightMilSize=" to whatever setting you would like. We can also set default values for the LCOS function used for A/A gunnery. I'm assuming the values are in meters. Share this post Link to post Share on other sites