+Nyghtfall Posted December 28, 2014 Posted December 28, 2014 Hi there, I spent several hours now, trying to solve a problem, without luck. Maybe some avionics guy can push me in the right direction. What I have: A plane (scooter, what else? :P) that by default has a standard gunsight, that is depressed for A/G and not, if in caged mode. What I need: The same gunsight (look + depression for A/G) PLUS a simple HUD, that only shows laser designated targets (nothing more is needed here). Atm I have the gunsight non-depressed all the time, but only visible, if guns are selected. Or the gunsight always on, yet still always non-depressed. The laserdesignation-part works as intended. I took a look at several planes with HUD, but almost all of them have leadcomputing in A/A (which seems to have some kind of impact) and of course no gunsight. I also found http://combatace.com/topic/80259-a-7d-gunsight/ that topic and this is the always on version. So my question is: Is it even possible to achieve or do I want to much here and have to make a compromise (setting rocketboresight to a high value maybe) ? I attached 2 pictures and the plane-mod. The skin is not included (still WIP), but thats the skin for the plane :) A-4F_LST.zip A-4F_LST.zip 1 Quote
+KJakker Posted December 29, 2014 Posted December 29, 2014 I believe you should be able to have a non moving gunsight element and also have a separate sight component that will adjust from default depression when AG Rockets or Guns are selected the level of depression being in accordance with the entries "RocketDepression=" and "GunDepression=" under the [GunsightFront] section of the cockpit.ini file. Taking a look at the F-8 and F-5 cockpit.ini files and testing them in flight might be helpful. Quote
Wrench Posted December 29, 2014 Posted December 29, 2014 you can have multiple gunsights (different tgas) that switch from AA to AG [GunsightFront]HasGunsight=TRUEGunsightMilSize=50GunsightName=USK-14_sight.tgaAGGunsightName=USK-14b_sight.tgaLeadComputing=TRUEMinLeadRange=300MaxLeadRange=1300DefaultLeadRange=500MaxDepression=0DefaultDepression=0 the tgas just need to be in the /cockpit folder, inside the aircraft's folder I remember, a long time ago, give the Scooter a FULL hud, and removing the sight glass and mounts. Wonder what I did with it...??? Quote
+Nyghtfall Posted December 29, 2014 Author Posted December 29, 2014 thanks for your replies! I believe you should be able to have a non moving gunsight element and also have a separate sight component that will adjust from default depression when AG Rockets or Guns are selected the level of depression being in accordance with the entries "RocketDepression=" and "GunDepression=" under the [GunsightFront] section of the cockpit.ini file. Taking a look at the F-8 and F-5 cockpit.ini files and testing them in flight might be helpful. I tried that, but have the problem, that the gunsight is shown only with guns selected. So even if RocketDepression works, I can see it, because theres no gunsight visible. After testing several things again, my impression is, that the problem lies withing the HUD part in avionics.ini. Following is a copy of my current one. With that, I have a A/A gunsight non-depressed, A/G gunsight depressed for guns and visible for rockets and guns. But the problem is, that I have to use CCIP for that. Which is to far out from what I need here. The [HUD_Gunsight] shows permanent just a cross, that does not change at all and the [HUD_LaserTarget] is my laserdesignationmark over the target, that works well. So obviously the LCOS-entry is the key here. With that I come close to what I need, but it's a gun-only thing. Maybe there is something similar, but less limited? [HUD]HUDMaterial=HUDMaterialHUDColor=1.0,0.47,0.0,0.7BoresightOffset=0.0,0.0ViewportTopLeft=-0.095,-0.080ViewportBottomRight=0.100,0.160RocketBoresightAngle=-8.0[HUDMaterial]EffectShaderName=fltHUD.fxDepthBufferCheck=FALSEDepthBufferWrite=FALSERenderedInOrder=FALSEAlphaTestEnabled=TRUECullMode=NO_CULLLightEnabled=FALSEUseLightLevel=FALSESpecularEnabled=FALSEEmissiveEnabled=FALSEFogEnabled=FALSEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0PriorityLevel=1BlendOp=BLEND_SRC_ALPHANumTextureStages=1TextureStage[01].TextureName=TextureStage[01].MipMap=FALSETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE[HUDFont]TextFontName=ArialTextSize=9TextBold=TRUE//[HUDModeNav]//Symbol[01]=HUD_LCOS//Symbol[02]=HUD_Gunsight[HUDModeAA]Symbol[01]=HUD_LCOSSymbol[02]=HUD_GunsightSymbol[03]=HUD_LaserTarget[HUDModeAG]Symbol[01]=HUD_LCOSSymbol[02]=HUD_GunsightSymbol[03]=HUD_LaserTargetSymbol[04]=HUD_CCIP[HUD_LCOS]SymbolType=LCOS[HUD_Gunsight]SymbolType=IMAGEImageFilename=cockpit\A-4F_PermaSight.tgaImageSize=0.025[HUD_LaserTarget]SymbolType=TD_LASERImageFilename=cockpit\A-4F_laser_target.tgaImageSize=0.025[HUD_CCIP]SymbolType=CCIPLaserRanging=TRUEFallLineImage=cockpit\A-10A_FallLine.tgaImageSize=0.100 you can have multiple gunsights (different tgas) that switch from AA to AG [GunsightFront]HasGunsight=TRUEGunsightMilSize=50GunsightName=USK-14_sight.tgaAGGunsightName=USK-14b_sight.tgaLeadComputing=TRUEMinLeadRange=300MaxLeadRange=1300DefaultLeadRange=500MaxDepression=0DefaultDepression=0 the tgas just need to be in the /cockpit folder, inside the aircraft's folder I remember, a long time ago, give the Scooter a FULL hud, and removing the sight glass and mounts. Wonder what I did with it...??? I tested that too. But you can only change the appearence of the gunsight in A/G or A/A. Maybe a solution could be to move the gunsight out of the center in the tga, but I guess that would be difficult to adjust. I got some modern Scooters from dtmdragon with nice cockpits (Kfir, that in my opinion works very well) and HUDs, but they are far to modern here unfortunately :) Quote
+Nyghtfall Posted December 29, 2014 Author Posted December 29, 2014 (edited) Problem solved, I modified the gunsight .tga. Positioned it depressed for A/G and added a new part for A/A. Since the real plane didn't have the standard gunsight and I don't know any pictures of the new gunsight, that compromise is ok for me. Time to finish it know. Edited December 29, 2014 by Nyghtfall 1 Quote
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