+ravenclaw_007 Posted April 4 Posted April 4 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 Air to Air display Quote
EricJ Posted April 4 Posted April 4 I'm a little cornfused, what do you mean? I thought those modes were already part of the game already. Quote
+ravenclaw_007 Posted April 4 Author Posted April 4 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 Quote
EricJ Posted April 4 Posted April 4 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 Quote
yakarov79 Posted April 5 Posted April 5 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 Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 (edited) this is driving me nuts 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 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 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 April 5 by ravenclaw_007 Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
pvince Posted April 5 Posted April 5 I don't remember having ever seen "RadarAATexture=...", maybe not a valid entry, because for AA the texture is "RadarTexture=". Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
pvince Posted April 5 Posted April 5 I don't think you give it a name that way, it is just ignored by the game engine. Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
pvince Posted April 5 Posted April 5 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]=... 1 Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
pvince Posted April 5 Posted April 5 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. 1 Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 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 Quote
pvince Posted April 5 Posted April 5 If you want to post the full avionics file I can have a look if I can find something Quote
+ravenclaw_007 Posted April 5 Author Posted April 5 (edited) 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 AA Grid Edited April 5 by ravenclaw_007 10 Quote
+streakeagle Posted April 6 Posted April 6 That looks great! You are always pushing the limits. 2 1 Quote
pvince Posted April 6 Posted April 6 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 1 Quote
+ravenclaw_007 Posted April 7 Author Posted April 7 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 this are the complete radar scope displays i think belong to DVST only 3 Quote
Sierra Posted April 10 Posted April 10 (edited) We had a few types of APQ-120 radars on the Phantom. The first series was the APQ-120D, which were completely analog and this F-4E's did not carry a television-guided weapon like the Maverick, and they did not have TISEO. They are called DVST or Direct View Storage Tube. Since the display was analog, it only showed the radar images directly to the pilots without any changes and did not have the ability to draw any numbers on the screens. The second series was the APQ-120E. An analog-to-digital adapter was installed on these so the analog radar images could be displayed on a digital display. In this way, the display was digital, so also show images of television-guided weapons and TISEO. These Phantoms are called MSDG or Multiple Sensor Display Group. despite the radar images, the display of this version had a new mode called TV, which showed images of the television-guided weapons and TIESO. The last one was the APQ-120F. This series was called DSCG or Digital Scan Converter Group In this series, a series of parts and computers were digitized, so the radar display changed to show digital information and was no longer analog in this series This series of Phantoms found the ability to carry television-guided weapons and various optical pods, unlike the first series It could also draw numbers and various writings It also showed images of television-guided weapon and TISEO. Edited April 10 by VictorZulu 2 1 Quote
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