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Posted

Never heard of it in Real Life

 

However, if you'd look on your dashboard, you might find a light that says "In Range"

If you look on the HUD (of those aircraft so equipped with late model avionics), you should see "InRng"

 

Wrench

kevin stein

Posted
HasGrowl=TRUE

 

WRench

kevin stein

 

Wrench, I assume you mean like this:

 

 

[DetectSystem]

RadarType=AIR_INTERCEPT

RangeUnit=NM

RadarAzimuthLimit=60

RadarElevationLimit=60

RadarSearchTime=2.0

RadarSearchRange=90

RadarSearchStrength=80

RadarTrackTime=5.0

RadarTrackRange=60

RadarTrackStrength=60

VisualBlindArc=5,6,7

VisualRestrictedArc=4L,8L

MaxVisibleDistance=8400.0

HasGrowl=TRUE

Posted

That would only work when applied to an individual missile in its weapondata entry. Also, it would share the same sound set with IRMs, as the track & lock sounds are global.

Posted

Yah, sorry for the confusion..it was late last night when I wrote that.

 

It would go into EACH of the radar missile's weaponsdata. A rather inelegant, more of an arcade or console game, fix than for a air combat simulator.

 

And like Fub said, it would be the global sounds as used on the IRMs. But there should be a way to make a new entry for a "radar missile locked" sound, but I'm not sure how. I just do it real way, watch the InRng light or HUD pipper.

 

Wrench

kevin stein

Posted

Should be, could be...lol.

 

The simple answer is NO. All sound events are hard-coded. While you can swap sound files (wav files) in and out for existing sound events, you cannot create an association that does not, as yet, exist.

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