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ravenclaw_007

how to get multiple radar screens working

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i´m currently working on the late F-4E cockpits and have a problem with the radar screen , the late F-4E`s did use the DSCG and the standard Air to Air  scope displays , i have now try to get them working and was succesfull in getting them to show but without the radar function

is there away to get a AG , AA and PPI display to work in SF2 and if yes how ???

 

F-4E DSCG and PPI display

Image1.thumb.jpg.beb7883066bf2ae75d9b284d689394ba.jpg

Image2.thumb.jpg.17db6c0f3f8829e265d69f3c4a3ac5cf.jpg

 

Air to Air display

Image3.thumb.jpg.4a8e5a62a55cd8367c86e60ab3330e50.jpg

Image4.thumb.jpg.85adfda34d9daaf8a6663d633f87f452.jpg

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I'm a little cornfused, what do you mean? I thought those modes were already part of the game already.

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1 hour ago, EricJ said:

I'm a little cornfused, what do you mean? I thought those modes were already part of the game already.

nope  i want to have the DSCG and PPI display for AG and the Air to Air display  , the game allows only to have 1 radar texture  and the PPI but i would need 2 radar textures and the PPI

i´m currently try to get the second radar texture to work and i have managed that it shows up but unfortunatley without the radar function , dont know if i have to add a entry in to the cockpit.ini or what i need to change  at the avionics.ini so that everything works 

actually i have that problem already back when i was working at the F-16 cockpits for team Viper

 

this is the entry for the radar textures in the Avionics.ini for the early F-4E and here everything works

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp

this is the entry for the late F-4E´s and only the F-4E radar is working as radar the F-4_Radar_AA is showing but not working as radar , i use the HUD_MODE_ INDICATOR to switch between the 2 radar displays ( F-4_Radar for AG and F-4E_Radar_AA for AA ) 

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RadarAATexture=cockpit\F-4E_Radar_AA.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp

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1 minute ago, ravenclaw_007 said:

nope  i want to have the DSCG and PPI display for AG and the Air to Air display  , the game allows only to have 1 radar texture  and the PPI but i would need 2 radar textures and the PPI

i´m currently try to get the second radar texture to work and i have managed that it shows up but unfortunatley without the radar function , dont know if i have to add a entry in to the cockpit.ini or what i need to change  at the avionics.ini so that everything works 

actually i have that problem already back when i was working at the F-16 cockpits for team Viper

 

Ahh I understand now. Good luck

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Try to make multiple "radar nodes" and move them via cockpit.ini  <- back and forward -> using Type=RADAR_MODE_SELECTOR and then:

where "value" is responsible for the radar screen mode...just do not remember sequence now....0 = off, 1 = A2A..7= TV....other I do not remember but I have somewhere notes 

example:

NodeName=MFD_screen01
MovementType=POSITION_Y
Set[01].Position=0.00
Set[01].Value=0
Set[02].Position=0.00
Set[02].Value=1
Set[03].Position=0.00
Set[03].Value=2
Set[04].Position=0.00
Set[04].Value=3
Set[05].Position=0.00
Set[05].Value=4
Set[06].Position=0.00
Set[06].Value=5
Set[07].Position=0.00
Set[07].Value=6
Set[08].Position=0.05
Set[08].Value=7

 

not sure if this will work but I was able to make "zoom" on map in similar way or change from TV to radar or some other MFD panels...

I just think radar is restricted via engine to one mode texture

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i used the HUD_MODE_ INDICATOR  to switch between AG and AA ( 2 different animated objects ) , this is working but the radar is only showing on the AG part not on the AA part 

i renamed the AA part to the same name as the AG part ( Radar_Screen) but asigned a different texture to it the result was no texture and no radar showing up on both of them 

i´m currently working with the Avionics.ini but it is not working either

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RadarAATexture=cockpit\F-4E_Radar_AA.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RangeTexture[1]=F-4E_RADAR
RangeTexture[2]=F-4E_RADAR
RangeTexture[3]=F-4E_RADAR
RangeTexture[4]=F-4E_RADAR
RangeTexture[5]=F-4E_RADAR
RangeTexture[6]=F-4E_RADAR
RangeTexture[7]=F-4E_RADAR_AA
RangeTexture[8]=F-4E_RADAR_AA
RangeTexture[9]=F-4E_RADAR_AA
RangeTexture[10]=F-4E_RADAR_AA
RangeTexture[11]=F-4E_RADAR_AA
RangeTexture[12]=F-4E_RADAR_AA

[AvionicsData]
AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP
RangeUnit=NM
RangeSetting[1]=5
RangeSetting[2]=10
RangeSetting[3]=25
RangeSetting[4]=50
RangeSetting[5]=100
RangeSetting[6]=200
RangeSetting[7]=5
RangeSetting[8]=10
RangeSetting[9]=25
RangeSetting[10]=50
RangeSetting[11]=100
RangeSetting[12]=200

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this is driving me nuts :censored:

i got the radar showing for AG and AA but for some reason the assigned texture for the AA object is not showing up , in 3ds max everything works but in game not

i added a second radar entry in the cockpit.ini

[RadarScreen]
Type=RADAR_SCOPE
NodeName=Radar_Screen

[RadarScreen_AA]
Type=RADAR_SCOPE
NodeName=Radar_Screen_AA

this are the 2 textures i use ,  the first for the AG object and the second for the AA object

F-4E_RADAR.thumb.jpg.d5169a5f547a813d3744b57de5b21db4.jpg

F-4E_RADAR_AA.thumb.jpg.b679785ea6917e0d0f8dc1824fd5f1ba.jpg


in game the AG object is showing the radar range selected in the upper left corner , the AA object does not have this display

and this is how it appears in game AG with radar range display and the correct texture and the AA with out the display and the wrong texture

img00002.thumb.jpg.eb6b02a0266bc803921c79ff4e593b33.jpg

img00003.thumb.jpg.52b52d0e92e7aee4b6726197d8166955.jpg

so animation and radar function of the 2 objects is working but for a reason i dont understand the assigned texture for the AA object is not showing up , things like this brings me to a point where i consider stop modding TW stuff , damn......

sometimes i wish i could have a private conversation with TK  

sorry but right now i´m really pissed off , my apologie

Edited by ravenclaw_007

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found the problem and i fear it can't be fixed

the problem is the Avionics.ini  , it accepts only one entry for the RadarTexture that´s why my RadarAATexture entry is getting ignored , i played arround with it and i can get on both objects the AG or the AA texture or nothing at all but not what i want

dont know if there would be a solution by switching to Avionics70.dll 

 [TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RadarAATexture=cockpit\F-4E_Radar_AA.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp

the second entry in the Cockpit.ini gives me the radar function for the AA object , so this is working but only 50% of the solution the other 50% with the textures is a no go right now

[RadarScreen]
Type=RADAR_SCOPE
NodeName=Radar_Screen

[RadarScreen_AA]
Type=RADAR_SCOPE
NodeName=Radar_Screen_AA

 

if anybody has an idea how to solve this problem you are more than welcome , maybe an Avionic guru has an idea or if TK is reading this by any chance please give me a hint how to solve this 

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I don't remember having ever seen "RadarAATexture=...", maybe not a valid entry, because for AA the texture is "RadarTexture=".

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6 minutes ago, pvince said:

I don't remember having ever seen "RadarAATexture=...", maybe not a valid entry, because for AA the texture is "RadarTexture=".

yap i know , i just had to give that texture a name and i could not find any entry showing me an option

that was something i missed from the beggining with SF2 not having a AG and AA option , not only with the radar texture but with the function as well , would be so cool if we could mark groun targets with the radar

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I don't think you give it a name that way, it is just ignored by the game engine.

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yes , but i have to try it somehow 

i also try this

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RadarTexture=cockpit\F-4E_Radar_AA.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp

 

[TextureData]
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RadarTexture[1]=F-4E_RADAR
RadarTexture[2]=F-4E_RADAR_AA

 

none of this  is working

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You could try:

Option 1:

 [TextureData]
RadarTexture=cockpit\F-4E_Radar_AA.bmp
;;RadarAATexture=cockpit\F-4E_Radar_AA.bmp            invalid, ignored
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp

 

Option2:

use a blank texture, without any grid, and put the grids in the tgas:

RangeTexture[NN]=...

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option 1 resulting in only showing the AA texture on both objects like it is now with the AG texture 

option 2 sounds interesting , i will give it a try  :good:

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4 minutes ago, ravenclaw_007 said:

yes , but i have to try it somehow 

i also try this

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RadarTexture=cockpit\F-4E_Radar_AA.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp

 

[TextureData]
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RadarTexture[1]=F-4E_RADAR
RadarTexture[2]=F-4E_RADAR_AA

 

none of this  is working

For the first one:  You have a double "RadarTexture=", it's invalid, remove or comment the first one.

For the second one: I am quite sure "RadarTexture[N]=" is not a valid entry. "RangeTexture=" is valid and can give the same if the texture is in tga. It will be superimposed to the one called by "RadarTexture=" (for  SEARCH,ACQUISITION,TRACK ,BORESIGHT) or by "RadarAGTexture=" (for GROUND_MAP) in jpg.

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it is not working all that shows up is a blank radar screen 

[TextureData]
RadarTexture=cockpit\F-4E_Radar.bmp
RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp
RWRTexture=cockpit\F-4E_RWR.bmp
RangeTexture[1]=F-4E_RADAR_DSCG
RangeTexture[2]=F-4E_RADAR_DSCG
RangeTexture[3]=F-4E_RADAR_DSCG
RangeTexture[4]=F-4E_RADAR_DSCG
RangeTexture[5]=F-4E_RADAR_DSCG
RangeTexture[6]=F-4E_RADAR_DSCG
RangeTexture[7]=F-4E_RADAR_AA
RangeTexture[8]=F-4E_RADAR_AA
RangeTexture[9]=F-4E_RADAR_AA
RangeTexture[10]=F-4E_RADAR_AA
RangeTexture[11]=F-4E_RADAR_AA
RangeTexture[12]=F-4E_RADAR_AA


[AvionicsData]
AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP
RangeUnit=NM
RangeSetting[1]=5
RangeSetting[2]=10
RangeSetting[3]=25
RangeSetting[4]=50
RangeSetting[5]=100
RangeSetting[6]=200
RangeSetting[7]=5
RangeSetting[8]=10
RangeSetting[9]=25
RangeSetting[10]=50
RangeSetting[11]=100
RangeSetting[12]=200

 

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If you want to post the full avionics file I can have a look if I can find something 

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i got it workinhg now 

i made the 2 grids AG and AA as a 3d part and set it in the Cockpit.ini as a light , this way i can controll when the grid is shown and when it is hidden , now everything works like it should 

the 2 radar screens are controlled with a HUD_MODE_INDICATOR entry in the Cockpit.ini this way the AA grid shows up as soon as you select a AA weapon ( Missile or Gun )

i still have to add the Radar Range display to the AA_PPI than i´m done

now i can finish the late F-4E/F and G cockpits

 

a Special Thank You to pvince , your mention of the tga way brought me to this idea  , Thank You Very much

 

DSCG Grid for AG

img00000.thumb.jpg.b70fe0ee329b322376d8fffe4884053a.jpg

img00001.thumb.jpg.098475ab5c3600854ab488eac5ef77ca.jpg

AA Grid

img00002.thumb.jpg.836e002152956497fe7017833fc63cd9.jpg

img00003.thumb.jpg.4fa2928a814c2c5bc10fc41ca36c30f9.jpg

 

Edited by ravenclaw_007
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10 hours ago, ravenclaw_007 said:

a Special Thank You to pvince , your mention of the tga way brought me to this idea  , Thank You Very much

My pleasure !

Good you fixed it. You used an "indirect" way, but I am surprised the "direct" way with "Rangetexture" tgas did not work. Here is what avionics entries should look like (as an example):

[TextureData]
RadarTexture=[path]\AA_texture.bmp
RadarAGTexture=[path]\AG_texture.bmp
RangeTexture[1]=[path]\RangeGrid1.tga
RangeTexture[2]=[path]\RangeGrid2.tga
RangeTexture[3]=[path]\RangeGrid3.tga
RangeTexture[4]=[path]\RangeGrid4.tga
RangeTexture[5]=[path]\RangeGrid5.tga
RangeTexture[6]=[path]\RangeGrid6.tga
RangeTexture[7]=[path]\RangeGrid7.tga
RangeTexture[8]=[path]\RangeGrid8.tga

[AvionicsData]
AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP,TERRAIN_AVOIDANCE
RangeUnit=NM
RangeSetting[1]=7
RangeSetting[2]=15
RangeSetting[3]=35
RangeSetting[4]=60
RangeSetting[5]=7
RangeSetting[6]=15
RangeSetting[7]=35
RangeSetting[8]=60
.../...
SearchRangeSetting=1,2,3,4
.../...
TrackRangeSetting=1,2,3
.../...
BoresightRangeSetting=1
.../...
GroundMapRangeSetting=5,6,7,8
.../...
TerrainAvoidanceRangeSetting=5,6

 

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i think i made a mistake , i´m no longer sure that both displays are used ,  DVST display (the one i use for AA) and the DSCG display was used in the same time periode thats why both of them in the Weapons Delivery Manual , but i think that the AA display belongs only to the DVST display , altough it is not clear in the manual if or if not this AA display is used with the DSCG i´m more and more convinced that it belongs only to the DVST display

 

but at least i found a way for both displays to show up , maybe something that may come handy in the future

 

Image10.jpg.a8d46d94f2b521a8f6b29602e37a43cd.jpg

Image12.jpg.eac65452335f630102438e3a8c29f835.jpg

 

 

this are the complete radar scope displays i think belong to DVST only

Image3.thumb.png.a6f24ebe2c18513fcb0569fb6b3ed4a0.png

Image4.thumb.png.1598930ff44b9dfa28dd0a074231eb59.png

Image5.thumb.png.d014964d04c2b9d59fd01a2f55eaafd7.png

Image6.thumb.png.d4c212decc8c8a844862a8816463332e.png

 

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