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alexis99

Is there a fix to keep TV on after last TV weapon is fired?

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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.

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Look for something like "EO_Camera"

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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...

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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)

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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.

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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

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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

 

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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.

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