hide86 Posted September 25, 2008 Posted September 25, 2008 (edited) 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 September 25, 2008 by hide86 Quote
gbnavy61 Posted September 25, 2008 Posted September 25, 2008 I think someone was working on one, but I'll be darned if I remember who, or where the thread went. Quote
+Fubar512 Posted September 25, 2008 Posted September 25, 2008 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.... Quote
+Wrench Posted September 25, 2008 Posted September 25, 2008 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" !! Wrench kevin stein Quote
gbnavy61 Posted September 25, 2008 Posted September 25, 2008 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" !! Wrench kevin stein How do you make it a DME? Quote
+Wrench Posted September 25, 2008 Posted September 25, 2008 Linky: http://forum.combatace.com/index.php?autoc...p;showfile=2845 Wrench kevin stein Quote
WarlordATF Posted September 25, 2008 Posted September 25, 2008 (edited) 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 September 25, 2008 by WarlordATF Quote
+MigBuster Posted September 25, 2008 Posted September 25, 2008 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. Quote
+DWCAce Posted September 25, 2008 Posted September 25, 2008 I'm pretty sure the A-6F would of had CCIP, so it's not thaaaat far of a stretch :) Quote
malibu43 Posted September 25, 2008 Posted September 25, 2008 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. Quote
WarlordATF Posted September 25, 2008 Posted September 25, 2008 (edited) 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. 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 September 25, 2008 by WarlordATF Quote
+ST0RM Posted September 29, 2008 Posted September 29, 2008 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 Quote
WarlordATF Posted September 29, 2008 Posted September 29, 2008 Thats odd, Thats all i added and it worked fine. Did you try it in WOE? Might be something different between WOV and WOE. Quote
+MigBuster Posted September 29, 2008 Posted September 29, 2008 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 Quote
WarlordATF Posted September 29, 2008 Posted September 29, 2008 (edited) 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 September 29, 2008 by WarlordATF Quote
WarlordATF Posted September 29, 2008 Posted September 29, 2008 (edited) 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 September 29, 2008 by WarlordATF Quote
Arrow Posted September 29, 2008 Posted September 29, 2008 (edited) I guess like me, a number of folks here want to recreate Cool Hand and Tigers' better moments from Flight of the Intruder. 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 September 29, 2008 by Arrow Quote
+MigBuster Posted September 29, 2008 Posted September 29, 2008 Okay Ive made one - may release it tommorow There may not be Terrain Avoidance mode though - havnt looked into that yet. Quote
+ST0RM Posted September 29, 2008 Posted September 29, 2008 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 Quote
WarlordATF Posted September 29, 2008 Posted September 29, 2008 (edited) 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 September 29, 2008 by WarlordATF Quote
+ST0RM Posted September 30, 2008 Posted September 30, 2008 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 Quote
+Southernap Posted September 30, 2008 Posted September 30, 2008 I guess like me, a number of folks here want to recreate Cool Hand and Tigers' better moments from Flight of the Intruder. 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. Quote
Arrow Posted September 30, 2008 Posted September 30, 2008 Excellent information Southernap; much appreciated. 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. Quote
WarlordATF Posted September 30, 2008 Posted September 30, 2008 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! Quote
+Spectre_USA Posted September 30, 2008 Posted September 30, 2008 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... Quote
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