Chakat_Avocado Posted January 4, 2019 Posted January 4, 2019 Greetings everyone, I have been long curious and been anxious about knowing just how much ammo is remaining after firing the cannons in Strike Fighters 2. If anyone found a way to toggle it or bring it up somehow, thank you. :) Quote
Caesar Posted January 4, 2019 Posted January 4, 2019 It depends on the aircraft. Some have counters in the pit, some on the HUD. What aircraft are you trying to see this on? Quote
Chakat_Avocado Posted January 5, 2019 Author Posted January 5, 2019 During flight in general. However it seems if the aircraft does not have an ammo counter, it's somewhat of a guessing game. Quote
Caesar Posted January 5, 2019 Posted January 5, 2019 Okay, so, again, what aircraft are you talking about? Let's say you're flying an F-14. It shows you the remaining ammo times the hundred on the HUD. So, your HUD shows "6" at the center bottom. That equals 676-600 rounds of ammunition in the gun. 5 = 599-500, 4 = 499-400, etc. Other A/C will show exact numbers (e.g., F/A-18 on the HUD, or the F-16 on the left MFD.) So, what aircraft doesn't show the ammo counter you want? Quote
Chakat_Avocado Posted January 5, 2019 Author Posted January 5, 2019 (edited) The A-4C Skyhawk and the F-8E Crusader. However, I am also trying to figure out a way to be able to know the ammo count while in flight in general from all aircraft with or without a physical or HUD counter. Thank you kindly for your insight. :3 Edited January 5, 2019 by Chakat_Avocado Quote
Caesar Posted January 6, 2019 Posted January 6, 2019 Gotcha. So, you can do a rudimentary HUD with only rounds showing for your purpose. Problem is it might interfere with your normal gun sight. This is an example that will at least show you your remaining rounds: [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.3,0.8 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.155,-0.195 ViewportBottomRight=0.155,0.210 [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=14 TextBold=TRUE [HUDModeNav] Symbol[01]=HUD_WeaponCount [HUDModeAA] Symbol[01]=HUD_WeaponCount [HUDModeAG] Symbol[01]=HUD_WeaponCount [HUD_WeaponCount] SymbolType=WEAPON_COUNT_TEXT TextPosition=0.0,0.140 HorizontalAlignment=CENTER TextFormat=%01d You'd add this to the bottom of the aircraft's AVIONICS.ini file. Others out there might have better solutions. 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.