+Stratos Posted January 4, 2014 Posted January 4, 2014 I'm playing a bit with modern birds, and will like to ask about the SF2 FLIR, as I understand it now, is simply a camera that points a certain direction and shows the results into players cockpit. Is that it? We can't move it where it points or zoom the image, and we can't slave it to ground targets. It works that way or I'm doing something wrong? Thanks.
Snailman Posted January 4, 2014 Posted January 4, 2014 FLIR? It is just a camera. If it has such filter material it looks like if it were FLIR. Only belongs to ground targeting guided ordnance which have been set to have a camera. Or a recon pod perhaps. If you target something, it will lock onto it. If not it just points forward, or a preset direction (if in a pod) and you see what is within it's FOV. I don't think if it can be manually moved to look around ((
+Wrench Posted January 4, 2014 Posted January 4, 2014 no, it cannot be moved. unless linked to a 'fake weapon'. it's just an EOCamera
+Stratos Posted January 5, 2014 Author Posted January 5, 2014 cannot be moved. unless linked to a 'fake weapon'. And how I can do that?
+76.IAP-Blackbird Posted January 5, 2014 Posted January 5, 2014 What if you link the camera to an invisible part and that part is linked to vector thrust to move left and right? without any changed to the engines.
+Gepard Posted January 5, 2014 Posted January 5, 2014 (edited) For first generations i have done it with my Saab J-35 Draken mod. You must enter following lines into the plane_avionics.ini [TVDisplayData]UseRadarTexture=trueApplyFilter=TRUEFilterMaterial=DTVFilterMaterialOverlayTexture=cockpit\J-35_DTV.tga [DTVFilterMaterial]IRImage=TrueDepthBufferCheck=FALSEDepthBufferWrite=FALSERenderedInOrder=FALSEAlphaTestEnabled=FALSECullMode=NO_CULLLightEnabled=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=FALSEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000PriorityLevel=2BlendOp=MODULATENumTextureStages=1TextureStage[01].TextureName=cockpit\TVFilter.bmpTextureStage[01].MipMap=FALSETextureStage[01].FilterEnabled=FALSETextureStage[01].StageColorOp=TEXTURETextureStage[01].StageAlphaOp=DIFFUSE You must use avionics70.dll. And you have only a view to front. No lock on targets etc. Edited January 5, 2014 by Gepard 1
+Stratos Posted January 8, 2014 Author Posted January 8, 2014 I tired it and works great. But is there any way to have something like this? I mean follow a Air and/or ground target until impact time.
+MigBuster Posted January 9, 2014 Posted January 9, 2014 Yes but you need to move the aircraft to keep the airborne target in camera view. if there is a way to lock the view onto aircraft like a point track mode in TGP or for TCS type thing then I havnt seen it being done yet. The cam above looks manually operated to keep the aircraft in view
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