alexis99 Posted May 16, 2018 Posted May 16, 2018 When you have a TV weapon selected like a Bullpup, you have a TV display on the Radar, and when you fire the weapon, you see it heading for the target on the display. However when you fire your last Bullpup, the TV screen switches off. Is there a fix to keep the TV screen on, until the weapon hits? I noted that in the F-117, with EO type GBUs, the Screen stays on, even after you have fired your last GBU. But I cannot find anything in the data.ini of the aircraft that makes this so. Quote
yakarov79 Posted May 16, 2018 Posted May 16, 2018 EOGB and LGB works different way than EOGR and LGR. If you really need eo camera locked on target.... make laser designator for aircraft....create weapon station for eogb with specific station code and then create 'fake' eogb or lgb with same station code...and add this as always loaded weapon on loadout ini....then in flight select target.....chose fake target designator eogb/lgb bomb it will lock...then you can even ccip iron bombs..with tv locked on target... 1 Quote
Wrench Posted May 16, 2018 Posted May 16, 2018 there's a "live" camera feed on the TMF Phantoms with TISEO, the TMF F-14 (don't remember which version) and my mod of the U-2 (simulating the drift scope) Quote
UllyB Posted May 22, 2018 Posted May 22, 2018 On 5/16/2018 at 10:14 PM, yakarov79 said: EOGB and LGB works different way than EOGR and LGR. If you really need eo camera locked on target.... make laser designator for aircraft....create weapon station for eogb with specific station code and then create 'fake' eogb or lgb with same station code...and add this as always loaded weapon on loadout ini....then in flight select target.....chose fake target designator eogb/lgb bomb it will lock...then you can even ccip iron bombs..with tv locked on target... mmmm wicked tweak, I like it! I'll try it myself soon. Thanks for sharing. Quote
alexis99 Posted June 6, 2018 Author Posted June 6, 2018 Thanks for all this. I shall experiment forthwith. Quote
alexis99 Posted June 7, 2018 Author Posted June 7, 2018 Well I've had some success. I stole the FLIR and DLIR from the F-117 and installed them in the A-6A Intruder Data File. I then created a new TVEOGB weapon pylon in the same Data file using the same details as the F-117 Internal pylon, but remembering to make the pylon numbers correct. I wasn't sure about how to make a specific weapon entry so I just made it an LGB pylon. Then I made an empty TVEOGB folder, and installed an entry for it in the weapons ini. Funny thing is that I couldn't get my TVEOGB weapon showing up, but I kept getting an LA-131 Optical sight installed on my new pylon. Well wow. That optical sight is great. It centers on your target. Then you flick to Bullpup and fire. After your last Bullpup, you flick back to the LA-131 and watch the Bullpup home in onto the target. The LA-131 field of view is quite tight - 30 degrees - but you could adjust it. Or!!!!! you could make another weapon - the LA-131W - with a wider field of view and attach that to another new internal pylon. Now you can flick between wide-angle and close-up. Like I said: WOW So thanks for for all the advice, particularly from yakarov79 Quote
alexis99 Posted June 8, 2018 Author Posted June 8, 2018 I abandoned the multi-FOV concept. But this is how you get a TV screen that you can call up after your last Bullpup has gone, based on the advice given above. I write all this stuff down so that if I need to do it again later, I have a script for it, and I figured that I might as well share it in case anyone else wants to do it. Any suggestions gratefully received. TVEOGB for A-6A INTRUDER 1. Make Fake Weapon and put in WeaponData.ini Activate with WeaponEditor in usual way. Data Stolen from LA-313 Optical Viewfinder [WeaponData253] TypeName=TVEOGB FullName=TVEOGB Optical Viewfinder ModelName= Mass=1.000000 Diameter=0.010000 Length=0.010000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1957 EndYear=1985 Availability=2 BaseQuantity=12 Exported=TRUE ExportStartYear=1957 ExportEndYear=1985 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=80 MaxTurnRate=3.000000 MaxLaunchG=4.000000 LockonChance=80 LaunchReliability=90 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=20.000000 SeekerRange=12000.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=6.000000 2. Add New TVEOGB weapon bay to A-6 Data.ini Data stolen from F-117A internal bay [TVEOGBStation] SystemType=WEAPON_STATION StationID=6 (Next number along) StationGroupID=4 (Next number along) StationType=INTERNAL AttachmentPosition=0.0,-1.2091,0.1200 (centralised) AttachmentAngles=0.0,0.0,0.0 LoadLimit=10 AllowedWeaponClass=LGB AttachmentType=NATO,USN,USAF NumWeapons=1 3. Add FLIR and DLIR to A-6 data.ini Data stolen from F-117A //Sensors--------------------------------------------------------- [DLIR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 SightTexture=AVQ26_lock.tga CameraPosition=0.700000,3.500000,-0.245 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=180.000000 DualFOV=TRUE SearchFOV=10.000000 SearchTexture=AVQ26_track.tga [FLIR] SystemType=EO_CAMERA ModelNodeName=TV CameraFOV=40.0 SightTexture=FLIR.tga CameraPosition=0.0,4.0,0.5 CameraYaw=0.000000 CameraPitch=-15.0 CameraRoll=0.000000 EODisplayFlags=268697600 MinExtentPosition=-0.124,7.331,-1.007 MaxExtentPosition=0.124,8.683,-0.721 4. Attach FLIR, DLIR and TVEOGB Weapon Bay to Fuselage in A-6 Data.ini [Fuselage] ....... SystemName[011]=FLIR SystemName[012]=DLIR SystemName[013]=TVEOGBStation 5. Make Weapon Bay active in A-6 loadout.ini ....... // Station 6 = TVEOGB Station ...... Loadout[06].WeaponType=TVEOGB Loadout[06].Quantity=1 Quote
alexis99 Posted June 8, 2018 Author Posted June 8, 2018 Just noticed a slight flaw: If your wingmen have the TVEOGB by default, they'll try and fire it. In the mission debrief, I got all three wingmen firing the TVEOGB once each... and naturally not hitting anything. Meaning they were not firing a real weapon and doing some damage. Best to make loadout read: Loadout[06].WeaponType=LGB Loadout[06].Quantity=1 Then you just have to add the TVEOGB for yourself for each mission. Quote
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