Jump to content
Sign in to follow this  
Nyghtfall

Gunsight + HUD possible?

Recommended Posts

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 :)

 

post-89464-0-34116000-1419805044_thumb.jpg

post-89464-0-98393100-1419805051_thumb.jpg

A-4F_LST.zip

post-89464-0-34116000-1419805044_thumb.jpg

post-89464-0-98393100-1419805051_thumb.jpg

A-4F_LST.zip

  • Like 1

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

you can have multiple gunsights (different tgas) that switch from AA to AG

 

[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=50
GunsightName=USK-14_sight.tga
AGGunsightName=USK-14b_sight.tga
LeadComputing=TRUE
MinLeadRange=300
MaxLeadRange=1300
DefaultLeadRange=500
MaxDepression=0
DefaultDepression=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...???

Share this post


Link to post
Share on other sites

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=HUDMaterial
HUDColor=1.0,0.47,0.0,0.7
BoresightOffset=0.0,0.0
ViewportTopLeft=-0.095,-0.080
ViewportBottomRight=0.100,0.160
RocketBoresightAngle=-8.0

[HUDMaterial]
EffectShaderName=fltHUD.fx
DepthBufferCheck=FALSE
DepthBufferWrite=FALSE
RenderedInOrder=FALSE
AlphaTestEnabled=TRUE
CullMode=NO_CULL
LightEnabled=FALSE
UseLightLevel=FALSE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
FogEnabled=FALSE
AmbientColor=1.000000,1.000000,1.000000,1.000000
DiffuseColor=1.000000,1.000000,1.000000,1.000000
ZBufferOffset=0
PriorityLevel=1
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

[HUDFont]
TextFontName=Arial
TextSize=9
TextBold=TRUE

//[HUDModeNav]
//Symbol[01]=HUD_LCOS
//Symbol[02]=HUD_Gunsight

[HUDModeAA]
Symbol[01]=HUD_LCOS
Symbol[02]=HUD_Gunsight
Symbol[03]=HUD_LaserTarget

[HUDModeAG]
Symbol[01]=HUD_LCOS
Symbol[02]=HUD_Gunsight
Symbol[03]=HUD_LaserTarget
Symbol[04]=HUD_CCIP

[HUD_LCOS]
SymbolType=LCOS

[HUD_Gunsight]
SymbolType=IMAGE
ImageFilename=cockpit\A-4F_PermaSight.tga
ImageSize=0.025

[HUD_LaserTarget]
SymbolType=TD_LASER
ImageFilename=cockpit\A-4F_laser_target.tga
ImageSize=0.025

[HUD_CCIP]
SymbolType=CCIP
LaserRanging=TRUE
FallLineImage=cockpit\A-10A_FallLine.tga
ImageSize=0.100

 

you can have multiple gunsights (different tgas) that switch from AA to AG

 

[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=50
GunsightName=USK-14_sight.tga
AGGunsightName=USK-14b_sight.tga
LeadComputing=TRUE
MinLeadRange=300
MaxLeadRange=1300
DefaultLeadRange=500
MaxDepression=0
DefaultDepression=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 :)

Share this post


Link to post
Share on other sites

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 by Nyghtfall
  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..