+streakeagle Posted October 30, 2009 Posted October 30, 2009 That doesn't look much like an F/A-18E or an unmanned drone? That looks more like something the USAF is buying aside from the swing wing Quote
Fubar512 Posted October 30, 2009 Author Posted October 30, 2009 That doesn't look much like an F/A-18E or an unmanned drone? That looks more like something the USAF is buying aside from the swing wing It's based on the US Navy's AFX-653 prototype Subject: B.1. A/F-X The A/F-X (Attack/Fighter X) was a joint USAF/USN project to produce a heavy attack aircraft with a secondary fighter role; it would have replaced the F-111 and A-6 in the attack role, and (partially) the F-14 in the fighter role. It was a short-lived programme, originating in 1991 after the cancellation of the McDonnell Douglas/General Dynamics A-12, a highly advanced, highly stealthy aircraft intended to replace the A-6. A new programme, originally designated A-X, was initiated to provide a cheaper A-6 replacement. At the same time, the NATF (Naval Advanced Tactical Fighter) programme, intended to produce an F-14 replacement, had recently been put on hold, and the USAF was starting to think seriously about an F-111 replacement. The three programmes were merged under the title A/F-X. The leading contender was the Lockheed/Boeing AFX-653, essentially a navalised version of the USAF's F-22 Advanced Tactical Fighter (see below). This would have been a two-seat aircraft with Tomcat-like swing wings, but otherwise similar to the F-22. The A/F-X project was cancelled at the end of 1993; the US Navy intends to procure the F/A-18E/F series as partial replacements for its aircraft. Lockheed and Boeing are still working on the AFX-653, and hope to offer a further developed version for a future project (but probably not JAST (see below), for which the AFX-653 would probably be too big). You can find an article on the subject, with plans of the AFX-653, in the 26-Jan-94 issue of _Flight International_. Vital statistics (AFX-653): power plant: two 113 kN Pratt & Whitney PW7000 augmented turbofans; armament: one 20mm cannon, internal bays for various air-to-air and air-to-ground weapons, including AGM-86E missiles and GBU-24 guided bombs. Quote
+76.IAP-Blackbird Posted October 30, 2009 Posted October 30, 2009 Master Fuber, what is it for a contrail effect behind this beauty?! Quote
Fubar512 Posted October 30, 2009 Author Posted October 30, 2009 Master Fuber, what is it for a contrail effect behind this beauty?! That's just an effect that I'm working on. Quote
+76.IAP-Blackbird Posted October 31, 2009 Posted October 31, 2009 But a damn nice effect looks promissing! Quote
the test pilot Posted November 8, 2009 Posted November 8, 2009 wonder after wonder. do i have to consider a 2 weeks waiting? Quote
+Julhelm Posted November 9, 2009 Posted November 9, 2009 Well it's mostly done. The real holdup atm is the cockpit which I haven't had time to work on lately. Also I need to setup decals for it and model a couple special stores it needs. Quote
+76.IAP-Blackbird Posted November 9, 2009 Posted November 9, 2009 May I ask you for some pics of the current status?! Quote
+Julhelm Posted November 10, 2009 Posted November 10, 2009 Sure. This is how the pit looks now. Still lots to do. Quote
+bobrock Posted November 10, 2009 Posted November 10, 2009 I know I'm being anal, but the numbers on the stick are mirrored ;) It looks really nice, do you also have a Ford class carrier for this bird? Quote
+Julhelm Posted November 10, 2009 Posted November 10, 2009 I have some problems pertaining to the stores screen: The way I want it to function is the following: Depending on the selected station, symbols + counters appear to the left, center or right, and for that purpose I've set them up with the following code: Instrument[062]=LS . . Instrument[066]=LS_QuantityCounter . . Instrument[070]=LS_IRM Instrument[071]=LS_AHM ...and the entries for the instruments are as follows: [LS] Type=WEAPON_STATION_SELECTOR NodeName=LS MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 Set[04].Position=1.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 [LS_QuantityCounter] Type=WEAPON_QUANTITY CounterNodeFormat=LS_Qty%d MovementType=DIGITAL_DISPLAY [LS_IRM] Type=WEAPON_TYPE_SELECTOR NodeName=LS_IRM MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=1.0 Set[03].Value=2 Set[04].Position=0.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 Set[06].Position=0.0 Set[06].Value=5 Set[07].Position=0.0 Set[07].Value=6 Set[08].Position=0.0 Set[08].Value=7 Set[09].Position=0.0 Set[09].Value=8 [LS_AHM] Type=WEAPON_TYPE_SELECTOR NodeName=LS_AHM MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 Set[04].Position=1.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 Set[06].Position=0.0 Set[06].Value=5 Set[07].Position=0.0 Set[07].Value=6 Set[08].Position=0.0 Set[08].Value=7 Set[09].Position=0.0 Set[09].Value=8 Needless to say, the actual hierarchy looks like this: LS -> LS_Qty -> LS_IRM, LS_ARM, etc However, nothing lights up at all. I know the EF-2000 has a similar setup and it works there so what could be wrong here? Quote
Caesar Posted November 10, 2009 Posted November 10, 2009 That looks gorgeous, Julhelm! Keep up the good work. Quote
+bobrock Posted November 12, 2009 Posted November 12, 2009 Needless to say, the actual hierarchy looks like this: LS -> LS_Qty -> LS_IRM, LS_ARM, etc I remember the Typhoon has a very complex ini, just a couple of questions, LS_IRM is linked to LS_qty or to LS? Have you tried stepping back and making just LS work and then LS+LS_Qty or LS_IRM, just to check if you got the right figures? The thing I can see is that in [LS] you set position 1 to value 3 and it should turn on only when AHM ans SAHM are selected, if I remember correctly. Quote
+Julhelm Posted November 12, 2009 Posted November 12, 2009 I went back and got it to work last night. The correct hierarchy looks like this: WEAPON_TYPE_SELECTOR -> WEAPON_STATION_SELECTOR So you'll need separate station indicators/lights for each weapon type and they will show up. Now the main problem is that neither WEAPON_QUANTITY, RIPPLE_INTERVAL or RIPPLE_QUANTITY displays work. Quote
Marfor Posted November 22, 2009 Posted November 22, 2009 Fubar - I just stumbled upon this post! This is my all-time favorite what-if aircraft, so excellent choice! I am very much looking forward to its release. Quote
FastCargo Posted November 22, 2009 Posted November 22, 2009 I went back and got it to work last night. The correct hierarchy looks like this: WEAPON_TYPE_SELECTOR -> WEAPON_STATION_SELECTOR So you'll need separate station indicators/lights for each weapon type and they will show up. Now the main problem is that neither WEAPON_QUANTITY, RIPPLE_INTERVAL or RIPPLE_QUANTITY displays work. Heck Julhelm, I wish I could have kept up with this thread eariler...could have helped you with that. Did the MFD work for the updated F-15C and learned the hard way about the proper hierarchy. FC Quote
+Julhelm Posted November 22, 2009 Posted November 22, 2009 You can still be of help, since due to release of our game this week I haven't had the time to go back and mess around with the pit. Do you know why the counters refuse to function? Basically what I want is for the counters to appear only when a weapon is selected. Quote
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