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Make use of TW A-6 Cockpit

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I have always prefer the stock TW A-6 cockpit than Razbam one. In fact it is one of the high quality pit back in Gen1. So sad there is no stock Intruder in Gen2. It could have been one of our favourite.

 

The stock pit has only one display working which shows the radar. Over the years there doesn;t seem to be much exploration of TW stock A-6 cockpit on the forum.

 

So I tried and modified a bit... In reality, it can be pretty informative now a days.

 

post-24717-0-32724400-1374165096_thumb.jpg


There is no point to argue the accuracy of historical pit. the radar is placed at VDI location at the first place.

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I'm currently thinking in getting the Razbam A6 mainly for the cockpit, and you say TK's one is better?

Edited by Stratos

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aethetically the stock TW is better. it blends in game and the lag to game is low

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I gave it an RWR years ago ... have to try and locate the ini (can't remember which gauge I repurposed)

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the rwr is ALREADY at WSO side, check the picture above.

 

plus the map is working.

 

I tried to put RWR on ACLS next to hud but there are some ugly polygons pop out. so it end up at WSO side.

 

I have gone thru the LOD and find all nodes. There are some unused one that may form a functional ILS/ACLS if lucky (hopefully ALCS lens is not awry).

 

It has also been a surprise that such a pit has no pylon select indicator, no break handle, no gear handle, ho hook handle, no radar mode indicator... etc for so many years, and no one attempt to fix it. Now that I have a chance I'm going to get it right once for all

Edited by orsin

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Wrench, you repurposed the clock. I was thinking about doing some surgery on this thing to convert it to an SU-24 pit. Anybody want to help? Orsin if you do not mind could you post your cockpit data.ini?

Edited by CrazyhorseB34

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I have actually created a "OUT" file. Although there is no hierachy.

 

There are still bits and pieces I like to work on the A-6 pit. So Cockpit.ini may come later. The above picture actually contains 1-2 modified stock texture that I made to enable RWR

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Here is the "out" file

 

Anything double slashed have been used by the stock INI.

//---------------------AOA
//angle_of_attack_indicator
//needle_angle_of_attack


//--------------------radar altimeter
//radar_altimeter
//needle_radar_altimeter
//radar_altimeter_knob


//--------------------tachometer
//tachometer_exhaust_temperature
//needle_rpm1
//needle_rpm2


//--------------------exhaust gas temperature
//needle_egt1
//needle_egt2


//--------------------fuel flow indicator
//needle_ff1
//needle_ff2


//--------------------radar screen ---------------------------------
//vdi_component
//vdi_component_lens


//!!!!!!!!!!!!!!!!!!!!!!!!!!!! next to radar lights, not used yet, has texture to "light up" !!!!!!!!!!!!!!!!!!!!!!!!
Vdi_Button_in range
Vdi_Button_computer
Vdi_Button_Attack
Vdi_Button_Plateform     (this is not typo, it is what it is in lod)

//---------------------altimeter
//Altimeter
//needle_altimeter
//altimeter_dig1
//altimeter_dig2
//altimeter_dig3
knob3   (not sure used or not)



//--------------------gmeter
//g-meter
//needle_gmeter

//!!!!!!!!!!!!!!!!!!!!!!!!!!!!not used yet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
hook_lift/gyro_fast_erect_panel
vertical_gyro_indicator
vertical_gyro_indicator_knob


//--------------------ADI ball
//ADI sphere



//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ACLS next to hud, not used yet, need needles!!!!!!!!!!!!
acls_indicator
Acls_lens


//--------------------HSI
//horizontal_situation_indicator
//horizontal_situation_indicator_knob_a
//horizontal_situation_indicator_knob_b
//HSIwheel
//HSI_center
//HSI_CourseDeviation
//HSI_CourseArrow
//HSI_HeadingMarker
//HSI_pointer
//HSI_plane
//HSI_rangedig1
//HSI_rangedig2
//HSI_rangedig3
//HSI_coursedig1
//HSI_coursedig2
//HSI_coursedig3


//!!!!!!!!!!!!!!!!!!!!!!!not used yet!!!!!!!!!!!!
oxygen_quantity_gauge_A
needle_oxygen_quantity_gauge



//-----------------------clock
//clock
//needle_clock02
//needle_clock01
//needle_clock03  (??? one of the 3 needle is in wrong place??? hovering next to clock)
knob1       (not sure if used)


//----------------------rate of climb
//rate_of_climb_indicator
//needle_rate_of_climb

//---------------------TURN INDICATOR
//md-1_turn_and_slip_indicator
//turnsphere
//needle_turn

//--------------------another part of ADI
//ADI_watermark
//ADI_BankIndicator
//bracket

 

//!!!!!!!!!!!!!!!not used!!!!!!!!!!!!!!!!!!!!!!!!
metal_plate
metal_tube

//------------------Indexer left to hud
//approach_indexer02
//indexer_slowL
//indexer_on_speedL
//indexer_fastL




//------------------right to hud
//approach_indexer
//indexer_slowR
//indexer_on_speedR
//indexer_fastR



//----------------------machmeter
//gauge_machmeter
//machmeter_wheel_right
//machmeter_needle_speed
//machmeter_needle_small
//machmeter_speedwheel
//machmeter_machscale


//---------------hud
//optical_sight
//optical_sight_glass_lg
//optical_sight_knob   ????????????????
//HUDend
//optical_sight_glass

 

//-----------------standby Compass----------------
//standby compass
//stby_comp
//stby_comp_darkbox


//---------------------cockpit walls and glasses, no use

housing_a
pilot_instrument_panel_upper
housing_e
interior_frame01
pilot_panel_upper
pilot_arm_panel
cockpit_interior_panels
center_console
copilot_floor
center_console_upper
cockpit_back_plate
pilot_panel_lower
screws_small
side_panel
annunciator_panel
master_test_panel
pilot_lower_panel
copilot_center_panel
Center_Copilot_Panel
canopy_glass_rear
CoPilot_Panel
armament_control_panel
ecm_control_panel
fuzing/master_arms_panel
bombardier_panel
nav_panel
nav_control_panel
attac_nav_panel
ic_ir_cooling_control_panel
copilot_instrument_panel
canopy_glass_sides
panal_small
center_divider_panel
small_plate_divider
center_overhead_bar
canopy_glass_front
mirror_frame_right1
mirror_right1
mirror_frame_left2
mirror_left2
mirror_frame_left1
mirror_left1
window_trim_front
housing_c

 

//!!!!!!!!!!!!!!!unused gauge, not sure of needle!!!!!!!!!!!!!!!!!!!!!!!
gauges14
gauges15

 

 

//!!!!!!!!!!!!!!!!!!!unused knobs,switchs and buttons!!!!!!!!!!!!!!!!!!!!
knob7
knob08
switch_d02
switch_d04
switch_d03
switch_d05
switch_d07
knob09
knob2
knob3
knob4
knob10
knob17
knob25
toggles02
toggles03
armament_control_panel_knobs
Button_Missile02
Button_Missile
Button_Missile01

Button_R_Fire
//Warn_RFire   (used)
Button_L_Fire
//Warn_LFire   (used)
Button_L_Master_Caution
//Warn_LMaster_Caution  (used)

 

 

//!!!!!!!!!!!!!!!!!!!! these needles are shown in cockpit but not used, can be used for ACLS indicator!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
intergrated_positon_indicator
power_trim_a 
needle_power_trim_a
power_trim_a01
??needle_power_trim_a01


//--------------------------exhaust temp
//exhaust_temperature_b01
//needle_exhaust_temperature_b01
//exhaust_temperature_b02
//needle_exhaust_temperature_b02

//--------------------------accelerometer
//b-6_accelerometer
//needle_b-6_accelerometer
//b-6_accelerometer_knob
 

//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!not used!!!!!!!!!!!!!!!!!!!!!!!!!!!!
gauge_uhf
uhf_channel_frequency


//-------------------------fuel qty
//guage_fuel_quantity
//needle_fuel_quality

 

 

//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!useful handles, to be mapped to functions!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
brake_selection_handle
hook_release_handle
lever_02
handle_pilot
handle_copilot
emergecy_stores_jettison

canopy_switch
canopy_jettison_handle
master_caution_reset_button


//-----------------------------MAP display under the radar screen, cannot be used for radar or rwr purposes for some reason--------------------------------
//phd
//Phd_Needle
//phd_lens
//phd_dial      (this item is the ring outside map display, however the Y axis is not centred, hence not usable)

//-----------------------------WSO screen, currently used for RWR, has no dedicated lens node, texture must match existing 3d structure or it looks ugly-------------------
//DVI2






 

Edited by orsin

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Well the modification is now complete.

 

The changed cockpit features

 

TV display in radar position when selected

Map display in phd lens

RWR display in WSO position

 

added animation for

wheel brake

hook

auto pilot (not accurate)

flaps        (not accurate)

air brake  (not accurate)

 

There could have been more animations however the cockpit is somehow unfinished and lack of necessary animation. Weapon selection button is not achievable due to all buttons being modeled as one piece.

 

to use this mod it will require some modified textures that I made. Let's wait for the download section to recover and this will be uploaded.

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That would be the preferred route for many, but I think there was some issue with using F-14_avionics.dll in an attack cockpit. Plus the screen didn't fit just right and there were some anomalies in the corners.

 

I could be way off, though. I think DA took a crack at it. He might know.

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no, F14 avioinics dll would not fit although it is the only possible way to implement VDI in stock A-6. The dll does not support air-to-ground radar mode at all. So aesentially you have no radar to use.


I'm also planning to tweak Razbam's one given it has more buttons and toggles to play around. But I need some reference picture of actual A-6 cockpit especially displays.

 

Is the screen under VDI in "driver's seat" a map display, or is it actually a radar just like the one WSO has?

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the D&S book on the Intruder calls that screen the "Pilot's Horizontal Display".

 

whatever the hell THAT is!!

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Well, this is indeed a surprise.

 

I found this on simhq. It seems someone manage to make VDI work. and even radar display one the lens below, which according to my own test, doesn;t work...

 

Anyone knows who made this? maybe we have have further improvements?

 

 

img00008l.jpg

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That is the infamous photoshopped pic that had everyone in a tizzy a few years ago. I think you are right, the F-14 dll does not have ground radar capability.

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Well this is doable.

 

Test 1

 

Instrument[046]=ADI_BankIndicator2

 

[ADI_BankIndicator2]
Type=BANK_INDICATOR
NodeName=vdi_component_lens
MovementType=ROTATION_Z
ValueUnit=DEG
Set[01].Position=0
Set[01].Value=0
Set[02].Position=-360.0
Set[02].Value=360.0

 

Needs refining.

post-300-0-47247500-1374826919_thumb.jpg

Edited by RAVEN

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the biggest problem implementing that, is the lens below VDI. not VDI itself.

 

The lens below VDI is somehow a special node, which will not display anything if you assign RWR or radar to it. Only map works.

 

As a result if you make VDI a real one you end up with no radar...


the D&S book on the Intruder calls that screen the "Pilot's Horizontal Display".

 

whatever the hell THAT is!!

 

TW got it right in the model, in the model it was called "phd". They did perform serious research for historical accuracy, unlike some other semi-arcade simulations.

 

From some historical pictures, PHD is not mean to display map of course. PHD seems like some digital HSI like what F14A has, only that the degrees are marked on the "dial" instead of display on the screen.

 

 

What I found from the LOD, as has listed in the "OUT" file above, is

 

 

//-----------------------------MAP display under the radar screen, cannot be used for radar or rwr purposes for some reason--------------------------------
//phd
//Phd_Needle
//phd_lens
//phd_dial

 

The "needle" is the triangle above the dial

The "dial" is not usable because its center of y axis is not in the centre of the circle

Edited by orsin

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Well this is doable.

 

Test 1

 

Instrument[046]=ADI_BankIndicator2

 

[ADI_BankIndicator2]

Type=BANK_INDICATOR

NodeName=vdi_component_lens

MovementType=ROTATION_Z

ValueUnit=DEG

Set[01].Position=0

Set[01].Value=0

Set[02].Position=-360.0

Set[02].Value=360.0

 

Needs refining.

 

 

How did you manage to assign the VDI texture?

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the D&S book on the Intruder calls that screen the "Pilot's Horizontal Display".

 

whatever the hell THAT is!!

well found the answer

 

Another feature in the A was Elevation Scan (E-scan). With E-scan the

A's AN/APQ-112 track radar was used to generate vertical terrain

development on the Pilot's Horizontal Display (PHD) the CRT

immediately below the VDI on

the pilot's side. The pilot read vertical development "left to right"

on the PHD, with obstructions closer to the aircraft appearing on the

left side

of the PHD and those at greater range lying more to the right.

(Again, I

apologize. This is hard to describe without a graphic.) E-scan

return would gradually slide from right side of the display (farther

away) to the left (closer) as the flight progressed and new return for

the same terrain

was processed. The information displayed on the PHD in E-scan also

included

a flight path line and a clearance line. The pilot would scan both

the VDI and the PHD while flying in E-scan mode, performing the

necessary spatial interpretation gymnastics to deduce how close the A

was to a possible prang.

 

It is not something we can get anywhere close with TW's code. So I'd happy just leave it as a map display

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How did you manage to assign the VDI texture?

A-6A_RADAR.bmp in the cockpit folder. Instead of just black I renamed this .bmp

post-300-0-74587100-1374849698.jpg

Edited by RAVEN

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The "needle" is the triangle above the dial

The "dial" is not usable because its center of y axis is not in the centre of the circle

then needle can be used as bearing marker or course arrow, if it's axis is aligned

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no. needle's y axis is at the centre of triangle. so not usable after all.

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TK is kinda lazy to be honest, it wouldn't take him more than a weekend to updarte this cockpit, make it more functional and release Intruder as a DLC... alot of Nam buffs would jump on it

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TK is kinda lazy to be honest, it wouldn't take him more than a weekend to updarte this cockpit, make it more functional and release Intruder as a DLC... alot of Nam buffs would jump on it

Stop day dreaming. That is hopeless... A least simulated A-6A would require TK to vanilla F14.dll and avionics60.dll together. For a DLC that is not going to happen.

 

Not to mention the VDI and PHD displays are so much more sophisticated than just dark green dots for the ground and white clouds for the sky.

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frankly we can simulate tchem using instrument meshes and some tricks, the utterly primitive GM mode we have is another story

 

and no, it wasn't daydreaming, just pointing out obvious :tongue:

Edited by Stary

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