Mladuna Posted April 28, 2008 Posted April 28, 2008 Today I got a strange idea how to make radar bombing possible in this series. Can we put a table with altitudes and air speeds over the radar in the ground mapping mode something like this: I know that wouldn't make bombing easy especially when you are trying to keep your aircraft at a exact altitude and airspeed whit all the flack, sams and migs around nor very precise but it would give some chance for blind bombing. This is possible cause the radar picture as I have seen (I might be wrong on this) doesn't change with the altitude. So moders, do you see any use of this? Quote
sparkomatic Posted April 28, 2008 Posted April 28, 2008 I like this idea...it would have to be set to a given resolution / range as well though, eh? Quote
krgf15 Posted April 28, 2008 Posted April 28, 2008 It would be great to do this in WOV with a flight escorted by an RB-66 Quote
Mladuna Posted April 29, 2008 Author Posted April 29, 2008 I like this idea...it would have to be set to a given resolution / range as well though, eh? Sure, also it would need some tweaking on the radar range setting of the particular planes to get the best of it. Anybody know a good program for calculating bomb trajectory I had one for the IL2 but that was ages ago. Also couple of RL mission descriptions would come in handy at least to know from what altitude the radar bombing was mostly done. Quote
Mladuna Posted April 29, 2008 Author Posted April 29, 2008 Unfortunately sparkomatic as I have checked, its only one file that goes as a texture whit all air to ground radar range settings, and that is xy_radarPPI.bmp (where xy is the name of the airplane model) So I need to make a repaint of that texture and fit it in the cockpit folder an that's it. Unfortunately one will be forced to bomb using only specific range setting, lets say 6 km or be forced to have a radar display whit many dashes for all radar ranges. Maybe I could add a additional range setting, lets say 3 km for low level bombing and increase the resolution and the sensitivity of the A-G radar, to help whit the bombing. Some help from the experienced moders would be appreciated. Quote
sparkomatic Posted April 29, 2008 Posted April 29, 2008 - moonjumper is the hands-down expert in this regard...I would try to raise his interest Quote
Dagger1 Posted September 25, 2013 Posted September 25, 2013 I tried that trick on the Mirage-IIIE, I reduced the range settings as follows 3,5,10 miles, I could see the dots separated not like before so lining up the target was easier, started pickle from a distance of 4 ,3.5 ,3.4, 3.2, 3miles I watched the bombs as they fall the one that hit was 3.2. but the results varied each time I try :( speed = 400Kn. Range from target = 3.2 Alt = 9000Ft. try it and tell me what u think or if u have any new ideas or corrections. Quote
+Cliff7600 Posted September 25, 2013 Posted September 25, 2013 (edited) I agree with you With Mk82 500lbs 1000 feet above ground level 450 knots 1 nautical mile Mk82 500 lbs x 6, 160 ms 10 000 feet above ground level 350 knots (417 knots true air speed) 3.3 nautical miles Mk82 500lbs x 4, 160 ms 20 000 feet above ground level Mach 0.75 5.5 nautical miles ...bomber pilots make History Edited September 27, 2013 by Cliff7600 Quote
yubba Posted August 9, 2015 Posted August 9, 2015 Your tables are good ,, I was hitting about 500 yards left of target tweaked the radar center up .03 what is shown in avionic ini..about dead on at 20,000ft pickle at 5miles 30 bombs 250 millseconds 350 knots Quote
+KJakker Posted August 15, 2015 Posted August 15, 2015 (edited) What about placing a series of stadiametric aiming recitals on the radar? Each recital extending along the radar axis would be for an increasing altitude. The left to right arc of lines in each recital indicating a series of increasing air speeds. You use the recital for your altitude and the line for your air speed. If it worked it would be useful in both SF1 and SF2. Here is an example of what I am talking about. <---Air Speed---> ^---Altitude---< Edited August 15, 2015 by KJakker Quote
yubba Posted August 16, 2015 Posted August 16, 2015 (edited) that's sweet,, how do you edit that in ??? I took the b-1b up with 2000 lbs iron bombs on a warehouse run pickled all 32 at 500milleseconds at 20,000 ft 425 knots I was a little long ,,got mixed up with the radar clutter at target so that screwed up the release but it was dead on laterally so it wasn't a total failure bombs trained more than 1/2 a mile at best guess,, what's really need is a virtical line on the b-1b radar very hard to line up target,, I have failed to figure out right and left adjustment on the b-52 I seem to be hitting 500yards left of target but otherwise spot on. Edited August 16, 2015 by yubba Quote
+KJakker Posted August 17, 2015 Posted August 17, 2015 For the example above I just made a copy of the "B-52_Radar.bmp" renamed it and then used GIMP to copy a stadiametric aiming recital from a rifle scope image I found on line, recolor it and past it into a re-sized copy of the radar image and then saved it in JPG format for posting to the forum. In order to actually be workable you would need to do testing to determine where the markers need to be on the screen for a given altitude at the different air speeds and then repeat it for each altitude you want a recital for. Quote
yubba Posted August 17, 2015 Posted August 17, 2015 well, that went right over my head,, the B52 scope isn't to far off as is,,, at 20,000ft ,, 425 to 450 knts have scope set 10 miles pickle at the 5 mile line in the scope it is about spot on but I'm 500 yards left of target I'm thinkin the scope in the pit needs to be centered in veiw ,,, the B-1 scope is centered in veiw in the pit,, and it is dead on.. Quote
yubba Posted August 18, 2015 Posted August 18, 2015 (edited) ok, boys an girls hit the little red box that had a comm building in it at 20,000 ft 18 500 pounders at 500 millseconds ,,, this is what you need to do go into your B-52 folder go to cockpit config file [CockpitSeat001]ModelName=B-52G_Early_Pit.LODOpenCockpit=TRUEOffset=0.0,-0.10,-0.10Position=-0.73,16.30,1.70 <---------- this what you want to typed in -0.73 was -0.33 was hiting left over 500 yrdViewAngles=4.0,0.0,0.0 left, might go -0.83,, the first pass I was a little left second pass dead on targetMaxYaw=125MinYaw=-132MaxPitch=90 Edited August 18, 2015 by yubba Quote
yubba Posted August 18, 2015 Posted August 18, 2015 (edited) well I went -0.78 and this was the result have look below the tail that was the little dot rideing down the vertical line on the radar first pass with that setting did it once,, just like out sightening in a rifle with my brother he had his 44 mag lever rifle and set up a target at 65 yards I pulled out my 1911 45 ,,, he goes you ain't going to hit that ,,, blamm just inside the black at 2 oclock 4in bull,, did it once that's enough,,of course I was braced against the side of the house. Edited August 18, 2015 by yubba Quote
yubba Posted August 19, 2015 Posted August 19, 2015 (edited) there was a yaw control tweak in here,,darn if I can't seem to find it again,, did a clean reinstall to clear out some bugs,, what's up with the floating sidewinders that poop up after warp and map. this is what I tried to do,, it works so,,so [RangedControl002]AxisControl=YAW_CONTROLMaxValue=400.00000MinValue=-400.00000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=10.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=2.000000KeyControlRate=1.000000AllowKeyControl=TRUEIncreaseControl=YAW_RIGHTDecreaseControl=YAW_LEFTCenterControl= Edited August 19, 2015 by yubba Quote
yubba Posted August 19, 2015 Posted August 19, 2015 some thing else i found for trimming the rudder [RangedControl002]AxisControl=YAW_CONTROLMaxValue=400.000000MinValue=-400.000000DeadZone=10.000000Saturation=100.000000ReverseJoystick=FALSEMouseScale=10.000000UseMouseRate=FALSEReverseMouse=FALSELimitValue=TRUESelfCenterRate=0.000000KeyControlRate=0.250000AllowKeyControl=TRUEIncreaseControl=YAW_RIGHTDecreaseControl=YAW_LEFTCenterControl= Quote
alexis99 Posted October 13, 2015 Posted October 13, 2015 You don't actually need Radar Bombing for the B-52, you can use the bombing fall-line. Unless of course you just want the fun of accomplishing the radar-bombing conundrum. I used the Early B-52G, and put the A-6 cockpit in it. I have it modded to 70.dll so you can get the fall-line. I flew straight and level at 20,000 feet, turning onto the target at 30 miles distant. As I approach the target, I set up the bombs and get the fall-line. I remove the cockpit ironwork, and then I tilt down my point of view so that I can see the death-circle on the ground. When it crosses the target, I pickle the bombs, and... Oops, forgot to open the bay doors. (It is my first Buff-flight). Anyway, second pass, death circle over target, pickle, bombs are off... several seconds later, target blows up beautifully. I could get used to this. When you watch the bombs drop, you are focused on the last bomb to leave the bay, so it looks like you are over-shooting, but just before that bomb hits, the screen fills with massive explosions, because your other bombs have just struck. Quote
yubba Posted October 13, 2015 Posted October 13, 2015 You don't actually need Radar Bombing for the B-52, you can use the bombing fall-line. Unless of course you just want the fun of accomplishing the radar-bombing conundrum. I used the Early B-52G, and put the A-6 cockpit in it. I have it modded to 70.dll so you can get the fall-line. I flew straight and level at 20,000 feet, turning onto the target at 30 miles distant. As I approach the target, I set up the bombs and get the fall-line. I remove the cockpit ironwork, and then I tilt down my point of view so that I can see the death-circle on the ground. When it crosses the target, I pickle the bombs, and... Oops, forgot to open the bay doors. (It is my first Buff-flight). Anyway, second pass, death circle over target, pickle, bombs are off... several seconds later, target blows up beautifully. I could get used to this. When you watch the bombs drop, you are focused on the last bomb to leave the bay, so it looks like you are over-shooting, but just before that bomb hits, the screen fills with massive explosions, because your other bombs have just struck. A-6 pit what am I to do with you,, there is an up to date pit for the B-52g,, it is in one of those multi b-52 packs found here in the down load section I'll get a screen shot up,,the plane you are looking for is the early b-52g it is real nice but the sight is off to the left I put the a-7k hud and avionics in it nasty Quote
yubba Posted October 13, 2015 Posted October 13, 2015 A-6 pit what am I to do with you,, there is an up to date pit for the B-52g,, it is in one of those multi b-52 packs found here in the down load section I'll get a screen shot up,,the plane you are looking for is the early b-52g it is real nice but the sight is off to the left I put the a-7k hud and avionics in it nasty I got an interesting table for high altittude bombing and bug problem in target information in the game hud well we'll sort it out as we go along well I'll post this seems to be a crowd here Quote
yubba Posted October 13, 2015 Posted October 13, 2015 ok bear with me I call this triple nickle bombing worked it out in Qued bombing,, that's where I found a problem. 555knts=.84mach=938ftpersecond nm= 6,076ft statue mile =5,280ft solid mass free fall from 20,000 ft = 35 seconds = 5.4nautical miles = 6.2 statued miles thinking all the target information to be true I released at 5.4 and over shot about a mile redid the same run and released at 6.2 was dead on the money,, with my math a goofed up I double checked with the online caculators still came out what it is the target box is showing statued miles instead of nauctical miles the best aircraft to check this is the f-111 it has a radar altimeter that goes over 20,000 ft and the mach meter is true I was doing 10,000 ft qued bomb runs hit the target box with the first set of bombs useing the statued miles reading Quote
alexis99 Posted October 14, 2015 Posted October 14, 2015 That's a pretty cockpit. Looks just perfect. Where do I get it? I'll stick with the A-6 Avionics though, because... well because they put the pickle in the barrel. Not difficult when you're dropping 27 bombs in one go. Quote
alexis99 Posted October 14, 2015 Posted October 14, 2015 Ah got it: B-52 VIETNAM ERA PACK. Thanks. Just need to pop the A-6 Avionics in. Quote
alexis99 Posted October 15, 2015 Posted October 15, 2015 I tried the B-52G from the B-52 Vietnam Era Pack, and saw the cockpit you showed. I changed the AvionicsDLL from 60.dll to 70.dll in the B-52.ini so that I could install my A-6 HUD in the Avionics.ini and get a bomb fall-line In the Avionics.ini, you also have to change [Avionics data] to [Radar Data], and GROUND MAPPING is now GM You have to dump the B-52 sight because it is offset to the left, and replace it with the central A-6 sight or you'll never hit anything I changed to ViewAngles=0.0,-2.0,0.0 in the cockpit.ini and this: [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=A-6A_sight.tga MaxDepression=250 DefaultDepression=50 This is the Avionics.ini: [TextureData] RadarTexture=cockpit\B-52_Radar.bmp RWRTexture=cockpit\B-52_RWR.bmp RadarTextureSize=256 [RadarData] AvailableModes=GM RangeUnit=NM RangeSetting[1]=10 RangeSetting[2]=20 RangeSetting[3]=40 RadarPosition= MaxElevationAngle=10 MinElevationAngle=-15 MaxAzimuthAngle=60 ScanPattern[1].BarElevation[1]=0.0 ScanPattern[1].ScanRate=60 ScanPattern[1].ScanBeamAngle=5.0 ScanPattern[1].ScanArc=40 GroundMapRangeSetting=2,3 GroundSearchStrength=60 TerrainAvoidanceRangeSetting=1,2 ClearanceDistance=152.4 [RadarDisplayGM] RangeSetting=1,2,3,4 PPI=TRUE MapBackgroundLevel=0.2 MapHighlightLevel=0.6 ScanRate=140 ScanBeamAngle=2.5 ScanArc=60 GroundSearchStrength=75 FadeImageIntensity=0.3 ImageFadeTime=0.30 SweepIntensity=0.4 StrobeIntensity=0.6 PPIArc=40 GroundReturnFadeTime=2.0 Symbol[01]=PPI_SWEEP Symbol[02]=HorizonLine Symbol[03]=RangeScaleText [RadarFont] TextFontName=Arial TextSize=10 TextBold=TRUE Color=0.000000,0.76171875,0.000000,1.000000 [HorizonLine] SymbolType=HORIZON_LINE TextureName=cockpit\radar_Horizon.tga ImageSize=1.00 ElevationScale=60 [RangeScaleText] SymbolType=RANGE_SCALE_TEXT Position=-0.270,1.01 HorizontalAlignment=RIGHT VerticalAlignment=TOP TextFormat=%0.1f RNG DisplayUnit=NM [RWR] Type=3_RING AirSearchTexture=Cockpit/RWR/AirSearch.tga AirTrackTexture=Cockpit/RWR/AirTrack.tga AirLockTexture=Cockpit/RWR/AirLock.tga GroundSearchTexture=Cockpit/RWR/SurfaceSearch.tga GroundTrackTexture=Cockpit/RWR/SurfaceTrack.tga GroundLockTexture=Cockpit/RWR/SurfaceLock.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.2 TrackSize=0.2 LockSize=0.2 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.5 LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrack2.wav LockSound=LaunchWarn.wav [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [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 [HUD] HUDColor=1.0,1.0,0.0,1.0 BoresightOffset=0.0,0.0 ViewportTopLeft=-1.82,-1.95 ViewportBottomRight=1.82,1.95 GunBoresightAngle=-2 RocketBoresightAngle=-5 [HUDFont] TextFontName=Arial TextSize=20 TextBold=False [HUDModeNav] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_Alpha Symbol[06]=HUD_NavModeText Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_Guncross Symbol[10]=HUD_HeadingScale Symbol[11]=HUD_PitchText Symbol[12]=HUD_AirspeedScale Symbol[13]=HUD_AltitudeScale Symbol[14]=HUD_ALTText Symbol[15]=HUD_SPDText Symbol[16]=HUD_Mach [HUDModeAG] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_CCIP Symbol[06]=HUD_Guncross Symbol[07]=HUD_AGModeText Symbol[08]=HUD_PitchText Symbol[09]=HUD_AGWeaponText Symbol[10]=HUD_Alpha Symbol[11]=HUD_WaypointID Symbol[12]=HUD_WaypointRange Symbol[13]=HUD_AirspeedScale Symbol[14]=HUD_AltitudeScale Symbol[15]=HUD_ALTText Symbol[16]=HUD_SPDText Symbol[17]=HUD_MavSeeker Symbol[18]=HUD_Mach [HUDModeAA] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_Alpha Symbol[06]=HUD_AAModeText Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_Guncross Symbol[10]=HUD_PitchText Symbol[11]=HUD_AirspeedScale Symbol[12]=HUD_AltitudeScale Symbol[13]=HUD_ALTText Symbol[14]=HUD_SPDText Symbol[15]=HUD_Mach [HUD_AttitudeBars] SymbolType=ATTITUDE_BARS ImageFilename=cockpit\AttitudeBars%d.tga ImagePosition=0.0,0.00 ImageSize=0.20 StepInterval=5 StepHeight=0.25 [HUD_FlightPath] SymbolType=FLIGHTPATH_MARKER ImageFilename=cockpit\A-6A_flightpath.tga ImageSize=0.025 [HUD_ALTText] SymbolType=TEXT Text=ALT TextPosition=0.29,0.29 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_SPDText] SymbolType=TEXT Text=SPD TextPosition=-0.29,0.29 HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_AirspeedText] SymbolType=AIRSPEED_TEXT TextPosition=-0.29,0.33 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=KNOTS [HUD_AltitudeText] SymbolType=ALTITUDE_TEXT TextPosition=0.29,0.33 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=FEET [HUD_RadarAltText] SymbolType=RADAR_ALT_TEXT TextPosition=0.29,0.37 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=R %.0f DisplayUnit=FEET MaxValue=1500 [HUD_Mach] SymbolType=MACH_TEXT TextPosition=-0.29,0.37 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.01f M [HUD_PitchText] SymbolType=FLIGHT_PATH_TEXT TextPosition=0.19,0.45 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=P %.0f DisplayUnit=DEG [HUD_Alpha] SymbolType=ALPHA_TEXT TextPosition=-0.19,0.45 HorizontalAlignment=RIGHT VerticalAlignment=CENTER DisplayUnit=DEG TextFormat=%0.01f A DisplayUnit=DEG [HUD_AGModeText] SymbolType=TEXT Text=AG TextPosition=-0.19,0.57 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AAModeText] SymbolType=TEXT Text=TO/LND TextPosition=-0.19,0.57 HorizontalAlignment=Right VerticalAlignment=CENTER [HUD_WaypointID] SymbolType=WAYPOINT_ID_TEXT TextPosition=0.19,0.53 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=WP %d [HUD_WaypointRange] SymbolType=WAYPOINT_RANGE_TEXT TextPosition=0.19,0.57 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=NM %0.1f DisplayUnit=NM [HUD_HeadingScale] SymbolType=HEADING_SCALE ImageFilename=cockpit\HUD_hdg_scale_caret.tga ImagePosition=0.0,0.230 ImageSize=0.0125 ScaleImageFilename=cockpit\HUD_heading_scale.tga ScaleImagePosition=0.0,0.200 ScaleImageSize=0.24 Scale=40.0 HorizontalAlignment=CENTER VerticalAlignment=CENTER ScaleTextInterval=10 ScaleTextUnit=10 ScaleTextPosition=0.0,0.180 ScaleTextFormat=%02.0f DisplayUnit=DEG [HUD_IText] SymbolType=TEXT Text=I TextPosition=0.000,0.440 HorizontalAlignment=CENTER VerticalAlignment=CENTER [HUD_CCIP] SymbolType=CCIP LaserRanging=TRUE FallLineImage=cockpit\A-6A_FallLine.tga ImageSize=0.100 [HUD_Guncross] SymbolType=IMAGE ImageFilename=cockpit\A-6A_guncross.tga ImageSize=0.025 [HUD_MavSeeker] SymbolType=TD_EO ImageFilename=cockpit\HUD_MAV_SEEKER.tga ImageSize=0.050 [HUD_NavModeText] SymbolType=TEXT Text=NAV TextPosition=-0.19,0.57 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AGWeaponText] SymbolType=SELECTED_WEAPON_TEXT Text= GunText= BombText=BOMB RocketText=RKT EOText=EO LaserText=LGB ARMText=HARM NoWeaponText= TextPosition=-0.19,0.53 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_ALTText] SymbolType=TEXT Text=ALT TextPosition=0.19,0.29 HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_SPDText] SymbolType=TEXT Text=SPD TextPosition=-0.19,0.29 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AirspeedScale] SymbolType=AIRSPEED_SCALE ImageFilename=cockpit\F-15A_vel_scale_caret.tga ImagePosition=-0.305,0.34 ImageSize=0.0125 ScaleImageFilename=cockpit\F-15A_vel_scale.tga ScaleImagePosition=-0.320,0.3285 ScaleImageSize=0.125 Scale=160.0 MaxValue=999 MinValue=20 HorizontalAlignment=RIGHT VerticalAlignment=CENTER ScaleTextInterval=100 ScaleTextUnit=1 ScaleTextPosition=-0.319,0.3285 ScaleTextFormat=%0.0f DisplayUnit=KNOTS [HUD_AltitudeScale] SymbolType=ALTITUDE_SCALE ImageFilename=cockpit\F-15A_alt_scale_caret.tga ImagePosition=0.305,0.34 ImageSize=0.0125 ScaleImageFilename=cockpit\F-15A_alt_scale.tga ScaleImagePosition=0.320,0.3285 ScaleImageSize=0.125 Scale=1600.0 MaxValue=99000 MinValue=0 HorizontalAlignment=LEFT VerticalAlignment=CENTER ScaleTextInterval=1000 ScaleTextUnit=1 ScaleTextPosition=0.319,0.3285 ScaleTextFormat=%0.0f DisplayUnit=FEET Naturally you have to put stuff in the B-52G Cockpit folder from the A-6 Cockpit folder that the Avioinics.ini asks for. The HUD data sits around the Nice big Radar repeater. So Flight folder; HUD Data INI: [Display004] DisplayType=RADAR PosX=0.370 PosY=0.654 Width=0.2244 Height=0.30 Alpha=0.60 InitTime=2.0 Anyway, bombing runs are now very successful in the new pit, because you just pickle when the death-dot touches the target. Quote
yubba Posted October 15, 2015 Posted October 15, 2015 (edited) Edited October 15, 2015 by yubba Quote
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