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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