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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 :rofl:

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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 :rofl:

 

It's based on the US Navy's AFX-653 prototype

 

AFX-653-1.jpg

 

AFX-653-2.jpg

 

AFX-653-3.jpg

 

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.

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Master Fuber, what is it for a contrail effect behind this beauty?!

 

That's just an effect that I'm working on.

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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.

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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?

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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?

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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.

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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.

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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.

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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

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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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