+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
+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.
+76.IAP-Blackbird Posted October 30, 2009 Posted October 30, 2009 Master Fuber, what is it for a contrail effect behind this beauty?!
+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.
+76.IAP-Blackbird Posted October 31, 2009 Posted October 31, 2009 But a damn nice effect looks promissing!
the test pilot Posted November 8, 2009 Posted November 8, 2009 wonder after wonder. do i have to consider a 2 weeks waiting?
+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.
+76.IAP-Blackbird Posted November 9, 2009 Posted November 9, 2009 May I ask you for some pics of the current status?!
+Julhelm Posted November 10, 2009 Posted November 10, 2009 Sure. This is how the pit looks now. Still lots to do.
+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?
+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?
Caesar Posted November 10, 2009 Posted November 10, 2009 That looks gorgeous, Julhelm! Keep up the good work.
+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.
+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.
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.
+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
+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.
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