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Hi guys, I was playing around with the awesome A-6A FOTI edition, and this silly question came up my mind:

is there any way to model or at least create a pseudo-working DIANE weapon control computer?

The Intruder somehow feels a little empty without it.....

I know that this may seem an unnecessary or stupid question, but it came in my silly brain and I just wanted to ask...

Cheers and thank you for your time!

Edited by hide86

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I think someone was working on one, but I'll be darned if I remember who, or where the thread went.

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To the best of my knowledge, the DIANE system cannot be modeled in this series, using any of the conventional avionics parameters available to us. That does not mean that a clever modeler cannot "fake" some of its features (mostly for eye candy), but it still would not work in a realistic manner. Hell, we're still waiting for TK to make the LABS timers operational.... :wink:

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Hell, we're still waiting for TK to make the LABS timers operational

 

Shoot, I just use Moonjumper/Crusader/Otto's tweek make it a DME...at least it gives me a better idea of distance to waypoint!

 

I think I even repainted the associated cockpit gauge bmp, and relettered it "DME" !! :biggrin:

 

Wrench

kevin stein

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Shoot, I just use Moonjumper/Crusader/Otto's tweek make it a DME...at least it gives me a better idea of distance to waypoint!

 

I think I even repainted the associated cockpit gauge bmp, and relettered it "DME" !! :biggrin:

 

Wrench

kevin stein

 

How do you make it a DME?

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As unrealistic as this sounds, maybe someone will release an A-6 with CCIP. The Intruder should at least have some way to put the bombs on target other than divebombing and guesswork. I practice alot on the bombing range maps, but its still tough to nail a target unless you carpet bomb the area or divebomb it.

 

 

Edit: I threw this together after posting, Its based off the avionics from the A-10 so it will probably only work in WOE. I tried to keep it as minimal as i could so it would kinda fit the A-6 but it will give you a way to put your bombs on target.

 

Just extract the A-6A_AVIONICS.INI and add the following data to the end of the file and it will give you a working CCIP and Ground Attack mode. If you don't like it just delete the INI and it will go back to normal, Enjoy!

 

[HUD]

HUDColor=0.5421,0.0741,0.0741,0.75

BoresightOffset=0.0,0.0

ViewportTopLeft=-0.125,-0.080

ViewportBottomRight=0.125,0.230

GunBoresightAngle=0

RocketBoresightAngle=-5

 

[HUDFont]

TextFontName=Arial

TextSize=11

TextBold=TRUE

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

Symbol[03]=HUD_CCIP

Symbol[04]=HUD_Guncross

Symbol[05]=HUD_MavSeeker

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_SRMSeeker

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\A-10A_flightpath.tga

ImageSize=0.025

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\A-10A_FallLine.tga

ImageSize=0.100

 

[HUD_LaserTarget]

SymbolType=TD_LASER

ImageFilename=cockpit\A-10A_laser_target.tga

ImageSize=0.025

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\A-10A_mav_seeker.tga

ImageSize=0.050

 

[HUD_SRMSeeker]

SymbolType=TD_HEAT

ImageFilename=cockpit\A-10A_srm_seeker.tga

ImageSize=0.050

Edited by WarlordATF

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Edit: I threw this together after posting, Its based off the avionics from the A-10 so it will probably only work in WOE. I tried to keep it as minimal as i could so it would kinda fit the A-6 but it will give you a way to put your bombs on target.

 

Good work - CCIP is better than nothing - and it should really have some kind of bombing system at least.

 

Should work in WOV cos they are built for the merge - the object.cat in WOV may have the A-10 files in it already - will check later.

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I'm pretty sure the A-6F would of had CCIP, so it's not thaaaat far of a stretch :)

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As unrealistic as this sounds, maybe someone will release an A-6 with CCIP. The Intruder should at least have some way to put the bombs on target other than divebombing and guesswork. I practice alot on the bombing range maps, but its still tough to nail a target unless you carpet bomb the area or divebomb it.

 

 

Edit: I threw this together after posting, Its based off the avionics from the A-10 so it will probably only work in WOE. I tried to keep it as minimal as i could so it would kinda fit the A-6 but it will give you a way to put your bombs on target.

 

Just extract the A-6A_AVIONICS.INI and add the following data to the end of the file and it will give you a working CCIP and Ground Attack mode. If you don't like it just delete the INI and it will go back to normal, Enjoy!

 

[HUD]

HUDColor=0.5421,0.0741,0.0741,0.75

BoresightOffset=0.0,0.0

ViewportTopLeft=-0.125,-0.080

ViewportBottomRight=0.125,0.230

GunBoresightAngle=0

RocketBoresightAngle=-5

 

[HUDFont]

TextFontName=Arial

TextSize=11

TextBold=TRUE

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

Symbol[03]=HUD_CCIP

Symbol[04]=HUD_Guncross

Symbol[05]=HUD_MavSeeker

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_SRMSeeker

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\A-10A_flightpath.tga

ImageSize=0.025

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\A-10A_FallLine.tga

ImageSize=0.100

 

[HUD_LaserTarget]

SymbolType=TD_LASER

ImageFilename=cockpit\A-10A_laser_target.tga

ImageSize=0.025

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\A-10A_mav_seeker.tga

ImageSize=0.050

 

[HUD_SRMSeeker]

SymbolType=TD_HEAT

ImageFilename=cockpit\A-10A_srm_seeker.tga

ImageSize=0.050

 

I would think you'd need to change the A-6 to use the 70's avionics ddl as well.

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I would think you'd need to change the A-6 to use the 70's avionics ddl as well.

 

No, its still using the 60s dll. Not sure why it works but it does. Might be something in the new patch. :dntknw:

 

EDIT: I have been testing this on the F-105D also, Use the bombing range to dial in the bombing pipper by adjusting the "GunBoresightAngle=" entry, a Positive number moves the pipper up and negative moves it down.

 

Anyway, here is the data to add to an F-105D...

 

Note: to have a gunsite for A2A you must now select the gun in A2A mode.

 

 

[HUD]

HUDColor=0.5421,0.0741,0.0741,0.75

BoresightOffset=0.0,0.0

ViewportTopLeft=-0.125,-0.080

ViewportBottomRight=0.125,0.230

GunBoresightAngle=0

RocketBoresightAngle=-5

 

[HUDFont]

TextFontName=Arial

TextSize=11

TextBold=TRUE

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

Symbol[03]=HUD_CCIP

Symbol[04]=HUD_Guncross

Symbol[05]=HUD_MavSeeker

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_SRMSeeker

Symbol[03]=HUD_Guncross

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\A-10A_flightpath.tga

ImageSize=0.025

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\A-10A_FallLine.tga

ImageSize=0.100

 

[HUD_Guncross]

SymbolType=IMAGE

ImageFilename=cockpit\A-10A_guncross.tga

ImageSize=0.025

 

[HUD_LaserTarget]

SymbolType=TD_LASER

ImageFilename=cockpit\A-10A_laser_target.tga

ImageSize=0.025

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\A-10A_mav_seeker.tga

ImageSize=0.050

 

[HUD_SRMSeeker]

SymbolType=TD_HEAT

ImageFilename=cockpit\A-10A_srm_seeker.tga

ImageSize=0.050

Edited by WarlordATF

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I tried this in the WoV A-6A and it didnt work. Since I've got WoE also, I borrowed the five A-10 HUD symbols and placed them into the cockpit folder, along with making the avionics ini edit.

 

Does the cockpit.ini need something also?

 

Storm

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Thats odd, Thats all i added and it worked fine. Did you try it in WOE? Might be something different between WOV and WOE.

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I tried this in the WoV A-6A and it didnt work. Since I've got WoE also, I borrowed the five A-10 HUD symbols and placed them into the cockpit folder, along with making the avionics ini edit.

 

Does the cockpit.ini need something also?

 

Storm

 

I tried exactly that in WOV - exported the A-10 tgas into the cockpit folder for the A-6 - and it didnt work

 

I also copied over WOEs objectdata.cat and got WOV to use that - didnt work either

 

hmm

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Weird, It works for me, I get a Flightpath Indicator,Drop Line and the Original Gunsite appears as the CCIP Pipper. Maybe i changed something i forgot about, I'll post my A-6A Avionics and Cockpit Inis below...

 

A-6A_AVIONICS.INI

 

[TextureData]

RadarTexture=cockpit\A-6A_radar.bmp

RWRTexture=cockpit\A-7A_rwr.bmp

 

[AvionicsData]

AvailableModes=GROUND_MAP,TERRAIN_AVOIDANCE

RangeUnit=NM

RangeSetting[1]=5

RangeSetting[2]=10

RangeSetting[3]=20

RangeSetting[4]=40

RangeSetting[5]=80

RadarPosition=

MaxElevationAngle=15

MinElevationAngle=-45

MaxAzimuthAngle=57

ScanPattern[1].BarElevation[1]=2.0

ScanPattern[1].BarElevation[2]=-2.0

ScanPattern[1].ScanRate=60

ScanPattern[1].ScanBeamAngle=6.0

ScanPattern[1].ScanArc=40

GroundMapRangeSetting=1,2,3,4,5

GroundSearchStrength=75

TerrainAvoidanceRangeSetting=1,2

ClearanceDistance=152.4

 

[RadarDisplay]

FadeImageIntensity=0.3

ImageFadeTime=0.30

SweepIntensity=0.4

StrobeIntensity=0.6

ElevationScale=100

NoiseLevel=0.1

PPIArc=50

GroundReturnFadeTime=2.0

NoiseLevel=0.1

HorizonBarSize=1.00

HorizonBarTexture=RadarHorizon.tga

MapBackgroundLevel=0.2

MapHighlightLevel=0.6

 

[RadarDisplayGround_Map]

Symbol[01]=PPI_SWEEP

Symbol[02]=HORIZON_LINE

 

[RadarDisplayTerrain_Avoidance]

Symbol[01]=PPI_SWEEP

Symbol[02]=HORIZON_LINE

 

[RWR]

Type=3_RING

AirSearchTexture=RWRair1.tga

AirTrackTexture=RWRair2.tga

AirLockTexture=RWRair2.tga

GroundSearchTexture=RWRground1.tga

GroundTrackTexture=RWRground2.tga

GroundLockTexture=RWRground2.tga

SearchPosition=0.90

TrackPosition=0.55

LockPosition=0.15

SearchSize=0.075

TrackSize=0.075

LockSize=0.075

SearchFlash=FALSE

TrackFlash=TRUE

TrackFlashRate=0.2

LockFlash=TRUE

LockFlashRate=0.1

TrackSound=RWRTrackSound.wav

LockSound=RWRLockSound.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=0.5421,0.0741,0.0741,0.75

BoresightOffset=0.0,0.0

ViewportTopLeft=-0.125,-0.080

ViewportBottomRight=0.125,0.230

GunBoresightAngle=0

RocketBoresightAngle=-5

 

[HUDFont]

TextFontName=Arial

TextSize=11

TextBold=TRUE

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_LaserTarget

Symbol[03]=HUD_CCIP

Symbol[04]=HUD_Guncross

Symbol[05]=HUD_MavSeeker

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_SRMSeeker

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\A-10A_flightpath.tga

ImageSize=0.025

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\A-10A_FallLine.tga

ImageSize=0.100

 

[HUD_LaserTarget]

SymbolType=TD_LASER

ImageFilename=cockpit\A-10A_laser_target.tga

ImageSize=0.025

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\A-10A_mav_seeker.tga

ImageSize=0.050

 

[HUD_SRMSeeker]

SymbolType=TD_HEAT

ImageFilename=cockpit\A-10A_srm_seeker.tga

ImageSize=0.050

 

 

 

 

 

 

 

 

 

 

 

A-6A_COCKPIT.INI

 

[CockpitData]

Directory=cockpit

HUDMode=CAGED,AG

RippleQuantity=1,2,3,6,12,18,24

RippleInterval=60,100,140

 

[GunsightFront]

HasGunsight=TRUE

GunsightMilSize=100

GunsightName=A-6A_sight.tga

MaxDepression=250

DefaultDepression=50

 

[CockpitSeat001]

ModelName=A-6A_pit.LOD

Offset=-0.004,0.00,0.01

Position=-0.35,2.55,0.74

ViewAngles=0.0,0.0,0.0

MaxYaw=65

MinYaw=-152

MaxPitch=90

MinPitchFront=-36

MinPitchRear=-30

LightRange=1.5

LightInnerConeAngle=43

LightOuterConeAngle=60

LightAngles=0.0,-35.0,0.0

DiffuseLightFactor=0.5

NightLightOn=0.25

NightLightColor=0.5,0.2,0.3

Gunsight=GunsightFront

Instrument[001]=HUD

Instrument[002]=AoAIndicator

Instrument[003]=RadarAltimeter

Instrument[004]=VerticalVelocityIndicator

Instrument[005]=ClockMinute

Instrument[006]=ClockHour

Instrument[007]=ClockSec

Instrument[008]=Accelerometer

Instrument[009]=FireLightL

Instrument[010]=FireLightR

Instrument[011]=CautionLight

Instrument[012]=Altimeter

Instrument[013]=HSIWheel

Instrument[014]=AttitudeIndicator

Instrument[015]=ADI_BankIndicator

Instrument[016]=CourseArrow

Instrument[017]=RWR

Instrument[018]=Mirror1

Instrument[019]=Mirror2

Instrument[020]=Mirror3

Instrument[021]=RangeCounter

Instrument[022]=CourseCounter

Instrument[023]=RadarScope

Instrument[024]=BearingMarker

Instrument[025]=CourseDeviation

Instrument[026]=StandbyCompass

Instrument[027]=FuelIndicator

Instrument[028]=AoAIndexerSlowL

Instrument[029]=AoAIndexerOnSpeedL

Instrument[030]=AoAIndexerFastL

Instrument[031]=AoAIndexerSlowR

Instrument[032]=AoAIndexerOnSpeedR

Instrument[033]=AoAIndexerFastR

Instrument[034]=SlipIndicator

Instrument[035]=TurnIndicator

Instrument[036]=MachScale

Instrument[037]=AirspeedIndicator

Instrument[038]=GMeter

Instrument[039]=TachometerL

Instrument[040]=TachometerR

Instrument[041]=EngineTempL

Instrument[042]=EngineTempR

Instrument[043]=FuelFlowL

Instrument[044]=FuelFlowR

Instrument[045]=GearHandle

 

[HUD]

Type=HUD

NodeName=optical_sight_glass_lg

 

[AoAIndicator]

Type=ANGLE_OF_ATTACK_INDICATOR

NodeName=needle_angle_of_attack

MovementType=ROTATION_Z

ValueUnit=DEG

Set[01].Position=0.00

Set[01].Value=-5.00

Set[02].Position=-36.00

Set[02].Value=0.00

Set[03].Position=-225.00

Set[03].Value=13.81

Set[04].Position=-270.00

Set[04].Value=23.53

 

[RadarAltimeter]

Type=RADAR_ALTIMETER

NodeName=needle_radar_altimeter

MovementType=ROTATION_Z

ValueUnit=FEET

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=75.0

Set[02].Value=100.0

Set[03].Position=118.2

Set[03].Value=200.0

Set[04].Position=186.0

Set[04].Value=600.0

Set[05].Position=216.6

Set[05].Value=1000.0

Set[06].Position=258.0

Set[06].Value=2000.0

Set[07].Position=281.0

Set[07].Value=3000.0

Set[08].Position=312.0

Set[08].Value=5000.0

 

[VerticalVelocityIndicator]

Type=VERTICAL_VELOCITY_INDICATOR

NodeName=needle_rate_of_climb

MovementType=ROTATION_Z

ValueUnit=FPM

Set[01].Position=-180.0

Set[01].Value=-6000.0

Set[02].Position=-90.0

Set[02].Value=-2000.0

Set[03].Position=0.0

Set[03].Value=0.0

Set[04].Position=90.0

Set[04].Value=2000.0

Set[05].Position=180.0

Set[05].Value=6000.0

 

[ClockHour]

Type=CLOCK_HOUR

NodeName=needle_clock01

MovementType=ROTATION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=12.0

 

[ClockMinute]

Type=CLOCK_MINUTE

NodeName=needle_clock02

MovementType=ROTATION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=60.0

 

[ClockSec]

Type=CLOCK_SECOND

NodeName=needle_clock03

MovementType=ROTATION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=60.0

 

[Accelerometer]

Type=ACCELEROMETER

NodeName=needle_b-6_accelerometer

MovementType=ROTATION_Z

Set[01].Position=-132.0

Set[01].Value=-6.0

Set[02].Position=0.0

Set[02].Value=1.0

Set[03].Position=202.0

Set[03].Value=10.0

 

[FireLightL]

Type=ENGINE_FIRE_WARNING_LIGHT

NodeName=Warn_LFire

MovementType=LIGHT

ItemNumber=1

 

[FireLightR]

Type=ENGINE_FIRE_WARNING_LIGHT

NodeName=Warn_RFire

MovementType=LIGHT

ItemNumber=2

 

[CautionLight]

Type=MASTER_CAUTION_LIGHT

NodeName=Warn_LMaster_Caution

MovementType=LIGHT

 

[Altimeter]

Type=PRESSURE_ALTIMETER_3

NodeName=needle_altimeter

CounterNodeFormat=altimeter_dig%d

MovementType=ROTATION_Z

ValueUnit=FEET

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=100.0

 

[HSIWheel]

Type=MAGNETIC_COMPASS

NodeName=HSIwheel

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=00.0

Set[01].Value=0.0

Set[02].Position=-360.0

Set[02].Value=360.0

 

[CourseArrow]

Type=COURSE_ARROW

NodeName=HSI_center

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=00.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=360.0

 

[AttitudeIndicator]

Type=ATTITUDE_DIRECTOR_INDICATOR

NodeName=ADI sphere

MovementType=ATTITUDE

 

[ADI_BankIndicator]

Type=BANK_INDICATOR

NodeName=ADI_BankIndicator

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=0

Set[01].Value=0

Set[02].Position=-360.0

Set[02].Value=360.0

 

[Mirror1]

Type=MIRROR

NodeName=mirror_left1

 

[Mirror2]

Type=MIRROR

NodeName=mirror_left2

 

[Mirror3]

Type=MIRROR

NodeName=mirror_right1

 

[RangeCounter]

Type=RANGE_INDICATOR

CounterNodeFormat=HSI_rangedig%d

MovementType=ANALOG_COUNTER

ValueUnit=NM

 

[CourseCounter]

Type=COURSE_ARROW

CounterNodeFormat=HSI_coursedig%d

MovementType=ANALOG_COUNTER

ValueUnit=DEG

 

[RadarScope]

Type=RADAR_SCOPE

NodeName=vdi_component_lens

 

[bearingMarker]

Type=BEARING_MARKER

NodeName=HSI_pointer

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=00.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=360.0

 

[CourseDeviation]

Type=COURSE_DEVIATION

NodeName=HSI_CourseDeviation

MovementType=POSITION_X

ValueUnit=DEG

Set[01].Position=-0.010

Set[01].Value=-5.0

Set[02].Position=0.010

Set[02].Value=5.0

 

[standbyCompass]

Type=MAGNETIC_COMPASS

NodeName=stby_comp

MovementType=ROTATION_Z

ValueUnit=DEG

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-360.0

Set[02].Value=360.0

 

[FuelIndicator]

Type=INETERNAL_FUEL_QUANTITY_INDICATOR

NodeName=needle_fuel_quality

MovementType=ROTATION_Z

ValueUnit=LB

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=270.0

Set[02].Value=10000.0

 

[AoAIndexerSlowL]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_slowL

MovementType=LIGHT

//Slow (19.50 - 30.00)

Set[01].Value=10.14

Set[02].Value=23.53

 

[AoAIndexerOnSpeedL]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_on_speedL

MovementType=LIGHT

//OnSpeed (18.00 - 20.00)

Set[01].Value=9.16

Set[02].Value=10.47

 

[AoAIndexerFastL]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_fastL

MovementType=LIGHT

//Fast (0.0 - 18.50)

Set[01].Value=-5.00

Set[02].Value=9.49

 

[AoAIndexerSlowR]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_slowR

MovementType=LIGHT

//Slow (19.50 - 30.00)

Set[01].Value=10.14

Set[02].Value=23.53

 

[AoAIndexerOnSpeedR]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_on_speedR

MovementType=LIGHT

//OnSpeed (18.00 - 20.00)

Set[01].Value=9.16

Set[02].Value=10.47

 

[AoAIndexerFastR]

Type=ANGLE_OF_ATTACK_INDEXER

NodeName=indexer_fastR

MovementType=LIGHT

//Fast (0.0 - 18.50)

Set[01].Value=-5.00

Set[02].Value=9.49

 

[slipIndicator]

Type=SIDESLIP_VELOCITY_INDICATOR

NodeName=turnsphere

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=12.0

Set[01].Value=-3.0

Set[02].Position=0.0

Set[02].Value=0.0

Set[03].Position=-12.0

Set[03].Value=3.0

 

[TurnIndicator]

Type=TURN_INDICATOR

NodeName=needle_turn

MovementType=ROTATION_Y

ValueUnit=DEG

Set[01].Position=-18.0

Set[01].Value=-10.0

Set[02].Position=0.0

Set[02].Value=0.0

Set[03].Position=18.0

Set[03].Value=10.0

 

[MachScale]

Type=MACH_NUMBER_INDICATOR

NodeName=machmeter_speedwheel

MovementType=ROTATION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-180.0

Set[02].Value=0.4

Set[03].Position=-295.5

Set[03].Value=1.0

Set[04].Position=-320.1

Set[04].Value=1.2

 

[AirspeedIndicator]

Type=AIRSPEED_INDICATOR

NodeName=machmeter_needle_speed

MovementType=ROTATION_Y

ValueUnit=KNOTS

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=19.55

Set[02].Value=80

Set[03].Position=60.00

Set[03].Value=120

Set[04].Position=133.6

Set[04].Value=200

Set[05].Position=195.1

Set[05].Value=300

Set[06].Position=236.0

Set[06].Value=400

Set[07].Position=308.43

Set[07].Value=650

 

[GMeter]

Type=ACCELEROMETER

NodeName=needle_gmeter

MovementType=POSITION_Z

Set[01].Position=-0.01147

Set[01].Value=-4.5

Set[02].Position=0.0

Set[02].Value=0.0

Set[03].Position=0.02482

Set[03].Value=10.0

 

[TachometerL]

Type=TACHOMETER

NodeName=needle_rpm1

ItemNumber=1

MovementType=POSITION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.01856

Set[02].Value=0.7

Set[03].Position=0.04591

Set[03].Value=1.0

 

[TachometerR]

Type=TACHOMETER

NodeName=needle_rpm2

ItemNumber=2

MovementType=POSITION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.01856

Set[02].Value=0.7

Set[03].Position=0.04591

Set[03].Value=1.0

 

[EngineTempL]

Type=EXHAUST_GAS_TEMPERATURE_INDICATOR

NodeName=needle_egt1

ItemNumber=1

MovementType=POSITION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.01856

Set[02].Value=400

Set[03].Position=0.05063

Set[03].Value=750

 

[EngineTempR]

Type=EXHAUST_GAS_TEMPERATURE_INDICATOR

NodeName=needle_egt2

ItemNumber=2

MovementType=POSITION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.01856

Set[02].Value=400

Set[03].Position=0.05063

Set[03].Value=750

 

[FuelFlowL]

Type=FUEL_FLOW_INDICATOR

NodeName=needle_ff1

ItemNumber=1

MovementType=POSITION_Y

ValueUnit=LB

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.00262

Set[02].Value=0.1388

Set[03].Position=0.04992

Set[03].Value=1.388

 

[FuelFlowR]

Type=FUEL_FLOW_INDICATOR

NodeName=needle_ff2

ItemNumber=2

MovementType=POSITION_Y

ValueUnit=LB

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.00262

Set[02].Value=0.1388

Set[03].Position=0.04992

Set[03].Value=1.388

 

[GearHandle]

Type=LANDING_GEAR_INDICATOR

NodeName=lever_02

MovementType=ROTATION_X

Set[01].Position=-15.0

Set[01].Value=0

Set[02].Position=20.0

Set[02].Value=1

 

 

 

 

Hope this helps, Its made the A-6 alot more useful for me.

Edited by WarlordATF

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Took me an hour to figure out why its not working, Go to options and set Weapons,Radar,Visual and Hud to Easy and it works.

 

I didn't realize that was the issue, Sorry, probably won't help most of you since alot of people use the Hard Setting, but you can use it to train and improve your accuracy.

Edited by WarlordATF

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I guess like me, a number of folks here want to recreate Cool Hand and Tigers' better moments from Flight of the Intruder. :wink: I'm with others here that aren't thrilled about having to dive bomb in the Intruder, mostly because it can be a nasty bird sometimes to pull out of a dive. I also can't level bomb worth a damn. I appreciate the fact that TK added Iron hand missions in WoV because IIRC they weren't there in the original Strike Fighters. A fullly funtioning DIANE would make WoV the definitive combat sim in my books.

 

Doesn't Razbam's A6 have a more sophisticated targeting system, or is it just some additional visual enhancement? I'm really liking the Razbam Skyraider I just bought and was considering the Intruder, but I probably won't go with it unless it has more sophisticated targeting.

Edited by Arrow

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Okay Ive made one - may release it tommorow

 

There may not be Terrain Avoidance mode though - havnt looked into that yet.

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I knew you guys would figure it out. So easy mode does it. Bummer as I use HARD. Maybe MiGBusters will work for the other settings. Thanks!

 

Storm

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I Like the hard flight model,Landing,Blackouts and Collision settings and i have Ammo and Fuel usage set to normal.But i get killed too much with the other settings on Hard Mode.

 

Thats one thing i love about these sims, i can configure it to my skill level.

 

I'm sure i could figure it out, I spent months learning how to use Falcon 4.0s realistic radar but things seem to happen alot faster in TW Sims and by the time i've got the badguy locked i have 3 AA Missiles and 2 SAMs streaking towards me LOL!

 

In the future i'll make sure i post my options settings before offering advice on these sims,I didnt realize it would prevent it from working for others.

 

The funny thing is the Easy radar looks alot like the new Radar used in the F-35 from what i have seen in the videos of the simulator on You tube.

 

Anyway, Give it a try in Easy Mode,Its really nice to see the eggs go into the basket when flying the A-6!

Edited by WarlordATF

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Anyway, Give it a try in Easy Mode,Its really nice to see the eggs go into the basket when flying the A-6!

 

Will do for sure.

 

And you're right about the F-35 radar, it's pretty user friendly.

 

Storm

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I guess like me, a number of folks here want to recreate Cool Hand and Tigers' better moments from Flight of the Intruder. :wink: I'm with others here that aren't thrilled about having to dive bomb in the Intruder, mostly because it can be a nasty bird sometimes to pull out of a dive. I also can't level bomb worth a damn. I appreciate the fact that TK added Iron hand missions in WoV because IIRC they weren't there in the original Strike Fighters. A fullly funtioning DIANE would make WoV the definitive combat sim in my books.

 

Doesn't Razbam's A6 have a more sophisticated targeting system, or is it just some additional visual enhancement? I'm really liking the Razbam Skyraider I just bought and was considering the Intruder, but I probably won't go with it unless it has more sophisticated targeting.

 

It is actually pretty easy to dive bomb in the A-6 both in the game and in real life. The biggest thing to remember is that you want to start up pretty high about 12k altitude or better and you want to be up at that altitude around 10nm to the target. When you are at 3nm from the target flick out your speed brakes, throttle back to around 80% thrust, and pitch it over at a -45 degree angle dive. The general rule of thumb (at least in the game from what I have observed) is that for every 3k of feet dropped in altitude you will lose one nm (1nm) of range to the target. At around 5k you should pickle off your bombs and begin your pull up just before 4.5k about the ground. Any thing lower and you will be impacting the deck. You should immediatly flick in your speed brakes, throttle up to 100%, and flight straight and level for a couple of minutes before climbing back up to a prefered altitude to keep every peasent with a rifle from sniping at you. Just for a reference during the interwar and world war tow the US Navy and Marine Corps aircrew that flew SBD's, SB2U's, BT-1's, and BFC's routinely practiced dive bombing that would be around the -70 degree mark. No one not even the Japanese or Germans came close to diving like that. They also praticed a drop from around 15k and a pull up from around 5k, with them usually in a straight and level flight around 1k to 500 ft off the deck.

 

The TK series of sims have avionics limitations that prevent a full service DIANE from being used in the A-6. So even Razbam's A-6 uses some visual trickery to make it look like a function attack suite.

 

If one really looks at it DIANE in the A-6A wasn't all that it was cracked up to be. The basics of it was this.

In the nose of the airplane there was two separate radars. One radar for search and navigation. Then just below that was a radar strictly for tracking a target. The search radar, APQ-92, would provide the basic guidance to B/N. Once they got close enough the B/N could find the target he would designate it with a cursor and use the tracking radar, APQ-112 to provide final range and bearing to the target. All of this would be fed to to the AYK-10 attack computer (the heart of DIANE). Also feeding data was the ASN-31 inertial navigation system (a basic gyroscope affecting electrical voltages style), the APN-141 radar altimeter, and finally the APN-153 radar Doppler navigation system. The Rad alt would tell DIANE how high the aircraft was, mean while the APN-153 radar Doppler used four radar beams to tell what the drift of the aircraft was. That information feed in along with present position from the ASN-31 again in the AYK-10. The computer would then also take input from what was weapon was selected and then computer the best ballistic arc to impact the target. This would all be presented on the pilot's side in his Vertical Display Indicator (aka VDI). The VDI would basically display a "road in the sky" projection of were the pilot was suppose to steer. It would also represent hills and valley with large black or white spots on the display. The target would be a 1.5in square on the display that the pilot would have to fly to. Once the B/N "armed" the jet and made the pickle hot, the pilot would straighten up and push the trigger to commit all the data inputs into the computer. From that point the computer would do the count down and then fire off the weapons. If the computer failed the fire the weapons then the pilot could still "visually" bomb by looking at the count down line off to the right hand of the display. This count down line would tick off the range and once it crossed the target again the pilot could push the trigger and the bombs would fall off and should be on the proper ballistic arc to hit the target.

The limitations and failings of the initial version of DIANE was this, the AYK-10 bombing computer was in six separate pieces and it was the biggest system to fail first. Its was built by IBM and its hard drive looked like two Folgers coffee cans strapped on top of each other, with magnetic tape wrapped around them. IBM in their finite wisdom fit a pair of spindles about the size of a standard number two pencil at each end, and then fit 6 different magnetic heads to dance on it. There were three heads to write data and three heads to pick off data. The magnetic heads looked very much like something from a lie detector. It usually happened at least once during violent maneuvering the HD could become unhooked from its spindles and one of the in-flight trouble shooting measures as listed in the flight manual was to give it a couple of swift kicks from either the left or right side boot of the B/N.

The other major component to fail routinely was the ASN-31 INS system. The biggest reason was that the gyros were not properly designed to handle the stresses of carrier aviation. They would on an average last about two catapult shots before dumping and not being able to input any data into the system. At which the B/N would have to dead reckon the postion from that point on.

The final two major difficulties with the initial DIANE system was the independent search and track radars. Both of these were built by the Hughes aircraft company and for some reason only known to the designers they were only one (1) frequency band off from each other and to add on to that the track radar's servos (the little things use to drive the radar back and for) were very susceptible to a power surge and would short out jamming the track radar at its last postion and be useless until the antenna array was replaced by maintenance personnel.

When the A-6E arrived on the scene in 1973 it replaced the AYK-10 with an improved bombing computer that used a chip similar to the 8088, some onboard EPROMs, and some onboard RAM in three boxes to do what the six seperate pieces did. The INS system was replaced with a better one that was better suited for a carrier-borne enviroment, and finally the APQ-92 and APQ-112 were combined into one array the APQ-148 (and later the APQ-156 with moving target indicator). However, the A-6E arrived to late to be used over Vietnam and wouldn't get its test until operations over Lebanon, Nicuragua, Grenada, Libya, and Iraq.

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Excellent information Southernap; much appreciated. :good: Looks like I haven't been getting up to enough altitude as I usually do a bob up to about 8K ft before I roll over. I've been going too low before pull out too; somewhere around 4K. I'll try what you suggests and see how it goes.

Now that you describe all the inner workings of the DIANE system I only want it even more in this sim. It maks me appreciate what they did in Flight of the Intruder because some of which you mentioned occurred in the movie, including Tiger kicking the AYK-10. Haven't we all done something similar with are fists when the sleeve bearing starts to wear out on a PC's power supply fan... I know I have. :biggrin:

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If you liked Flight of the Intruder, read a book called Final Flight by Stephen Coonts. It picks up the story of Jake Grafton in the 80s as a CAG and Tomcat Pilot. I Just finished it and its a great story!

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Coonts has quite a few good reads out there.

 

The novels are semi-dated now, but his non-fiction "Cannibal Queen" was very good.

 

Well, shoot. I Googled his works, and it looks like he's written a few more, as of late.

 

May have to pick them up sometime...

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