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Posted

Can I get an avionics guru to help me with getting the TWS to work with the TMF Tomcats like it does with Tk's?

 

Dave, I got it to work that way, but it doesn't number the targets; guess that's something that will have to be added. IIRC, someone did it with the F-22 also. I basically made the TMF F-14's radar modes in the avionics.ini match the TW version (without touching any of the "graphics" stuff, .tga's and what not), and set the avionics in F-14A+_87 (the plane I tested it on) to AvionicsF14A.dll. Set up a test against 6 hunters, locked each one (but without the numbers to indicate it was working) fired 6 and crossed my fingers. 5 of the six hunters went down, only one AIM-54 missed. So, it works, it just might need some tweaking to show right.

Posted (edited)

Dave, I got it to work that way, but it doesn't number the targets; guess that's something that will have to be added. IIRC, someone did it with the F-22 also. I basically made the TMF F-14's radar modes in the avionics.ini match the TW version (without touching any of the "graphics" stuff, .tga's and what not), and set the avionics in F-14A+_87 (the plane I tested it on) to AvionicsF14A.dll. Set up a test against 6 hunters, locked each one (but without the numbers to indicate it was working) fired 6 and crossed my fingers. 5 of the six hunters went down, only one AIM-54 missed. So, it works, it just might need some tweaking to show right.

 

I was the one who did it with the F-22 and AIM-120C's. All I changed was the Avionics70 to the AvionicsF14A.dll. Like you I had no shootlist on the radar. I also have not seen an entry for the shootlist in any of the F-14 INI files.

Edited by KJakker
Posted (edited)

Do we have maybe a word from TK on the past Mach 1 roll rate ?

 

No, but you can fix it by freeing up the stabilators.

 

FROM F-14A_77_DATA.INI:

 

-----------------------------------------------------------

 

[LeftStabilizer]

SystemType=CONTROL_SURFACE

InputName=PITCH_CONTROL

SecondaryInputName=ROLL_CONTROL

SecondaryInputFactor=0.56 <<========== [add this]

MovingSurface=TRUE

MaxDeflection=18.0

MinDeflection=-27.0

MaxControlSpeed=178.89

ControlMachTableNumData=24

ControlMachTableDeltaX=0.10

ControlMachTableStartX=0.00

ControlMachTableData=1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.951,0.814,0.814,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226

ControlRate=2.0

ModelNodeName=elevator_L

ReverseModelOrientation=TRUE

 

[RightStabilizer]

SystemType=CONTROL_SURFACE

InputName=PITCH_CONTROL

SecondaryInputName=ROLL_CONTROL

SecondaryInputFactor=-0.56 <<========== [add this]

MovingSurface=TRUE

MaxDeflection=18.0

MinDeflection=-27.0

MaxControlSpeed=178.89

ControlMachTableNumData=24

ControlMachTableDeltaX=0.10

ControlMachTableStartX=0.00

ControlMachTableData=1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.951,0.814,0.814,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226,0.226

ControlRate=2.0

ModelNodeName=elevator_R

ReverseModelOrientation=TRUE

 

----------------------------------------------------------------

 

:good:

 

 

 

 

 

SidDogg

Edited by SidDogg
  • Like 1
Posted

Dave, I got it to work that way, but it doesn't number the targets; guess that's something that will have to be added. IIRC, someone did it with the F-22 also. I basically made the TMF F-14's radar modes in the avionics.ini match the TW version (without touching any of the "graphics" stuff, .tga's and what not), and set the avionics in F-14A+_87 (the plane I tested it on) to AvionicsF14A.dll. Set up a test against 6 hunters, locked each one (but without the numbers to indicate it was working) fired 6 and crossed my fingers. 5 of the six hunters went down, only one AIM-54 missed. So, it works, it just might need some tweaking to show right.

 

I got the numbers to show up but it didn't give me a hot trigger indication. I did fire though as they were locked.

Posted

Sid, +1, that makes it more manageable at above .93IMN for sure. Dave, what are the values/entries for the fire sequence numbers?

Posted

No, but you can fix it by freeing up the stabilators.

 

----------------------------------------------------------------

 

:good:

 

 

 

SidDogg

 

Thanks Sid ! Curious what TK has to say about it. If he claims it was like that in RL, i might prefer keep it as he maded it.

Posted

Nice, Dave, checked it out and it works. Real challenge is gonna be getting it into the TMF F-14D!

 

That's your department sir. :lol:

Posted

Seems that all attack aircraft just roll off the carrier. A-7 as part of the original game and A-4's when I alter the campaign. Maybe there is a fix here? No carrier issues when I alter the campaign to fly F-4Js or F-18As.

Posted

Seems that all attack aircraft just roll off the carrier. A-7 as part of the original game and A-4's when I alter the campaign. Maybe there is a fix here? No carrier issues when I alter the campaign to fly F-4Js or F-18As.

 

Known bug...TK is aware of it.

Posted

The edited one is perfect!

 

 

then i'll spend all day tomorrow on it, I already saved the settings in the studio board, so i just turn it on, flip to preset52, play the sounds 1 at a time, while recording mixer board output, save them as new wavs and put them in whatever folder.

Posted (edited)

i forgot where to put the modded WAVs, lol, I wanna do a dry run with a pre-set line in the mission and record before/after video.

 

might be less than 333 actually, as some of the T1 prefix waves are the old Female Snoopy voice. (edit, brain fart, remembered folder structure).

 

Uploading a vid to Youtube.

Edited by SkateZilla
Posted

TK changed the shadow engine to allow for Max Properties for Shadows, so you can build the Clouds, right clock and de-select cast shadow/receive shadow.

 

It's not just the shadowing, it's the shading...the bumps of clouds do not look anywhere close to realistic.

 

Much easier to post emitters instead.

 

FC

 

PS Here's an example of what I did using 'round' emitters in a stack...6 on the bottom, 3 in the middle, and 1 on top. Made the 'clouds' look 3 dimensional, with 'fuzzy' borders. Change the size and position of the various emitters and you can make thunderstorms. Even can fly through them with decent realism.

 

untitled.JPG

Posted

FC I remember you doing that. The balls are not responding to the SF lighting of sun, moon, and effects, like objects normally do -- think of Radarfacility by grumpapotamus and the SF sun shining on the dome in grump's screenshot there.

 

-

 

How far away could you take the camera from the balls and still see them?

Posted

SZ,

 

You've got the sound pretty good now. But, it sounds like you are reading a script. It doesnt flow naturally or have any voice inflection.

 

-S

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