+ravenclaw_007 Posted April 15 Posted April 15 (edited) i´m almost done with the F-4E_79_Pave_Spike cockpit and like to share some pictures it took me quite some time to get the LOS ( Line Of Sight ) indicator working , what i did now is to set the LOS needle to work only with LGB bombs and use the roll and pitch limits form the F-4E weapons delivery manual to get the LOS indicator working right we would need a roll and pitch function with regards to the target , since we dont have that i use the ROLL_INDICATOR and PITCH_INDICATOR function the green , yellow and red flags work now as they should except if you fly a looping , at the top of the looping the lights start working where the should not work will see if i can fix that i will update the F-4D_78 cockpit and Buccaneer cockpit with the LOS indicator function LOS green flag = 30° - 65° pitch LOS yellow flag = 65° - 70° pitch LOS Red flag = 70° - 180° pitch LOS needle = -110° to 160° roll Edited April 16 by ravenclaw_007 12 8 Quote
EricJ Posted April 15 Posted April 15 Goddamnit Ravenclaw, you're going to make me fly these things... 3 Quote
DoctorQuest Posted April 16 Posted April 16 19 hours ago, Wrench said: WOW!!!!!!!! What he said..... 1 1 Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 F-4E_84_Pave_Spike cockpit , the F-4E_86_Pave_Spike cockpit will be next 4 4 Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 F-4E_86_Pave_Spike cockpit with digital fuel counter , everything else is like on the F-4E_84_Pave_Spike cockpit target in sight LGB in weapons range , shoot light illuminates gigital fuel indicator 5 1 Quote
+Cliff7600 Posted April 17 Posted April 17 Hello Just my 2 cents : I would say the roll needle should move the other way. On the screenshot you're rolling to the right. Anyway great cockpit and fine crafted instruments ! Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 14 minutes ago, Cliff7600 said: Hello Just my 2 cents : I would say the roll needle should move the other way. On the screenshot you're rolling to the right. Anyway great cockpit and fine crafted instruments ! hahaha.... i wish i could do that , i try the WAY_CMD_YAW and the ROLL_INDICATOR and with both it moves in that direction , i was playing with the entries but no possitive result so far the game has its limits and i´m trying to push this limits as far as possible but sometimes i have to surrender to the game engine , i´m happy that i got the needle working some how Quote
+Cliff7600 Posted April 17 Posted April 17 29 minutes ago, ravenclaw_007 said: i was playing with the entries but no possitive result so far I'm sure it can be done. Sometimes the values must be re-organised (ascending or descending) but there's no way the game can decide if it's right or wrong. Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 (edited) 58 minutes ago, Cliff7600 said: I'm sure it can be done. Sometimes the values must be re-organised (ascending or descending) but there's no way the game can decide if it's right or wrong. if you like to try be my guest , i have played with the entries and i did not get the result i wanted , i even changed the zero possition from the needle one thing i found out is that the minus value gets the needle moving to the right and a positive value gets it moving to the left , you cant change that [LOS_Indicator] Type=ROLL_INDICATOR NodeName=Needle_LOS MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-100.0 Set[01].Value=-100.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=160.0 Set[03].Value=160.0 the minus value has to be called first than the zero position and than the positive value , if you reverse it the needle will not move anymore within the limits i also rotated the pivot point of the needle by 180° , no change Edited April 17 by ravenclaw_007 Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 i added an other light to the digital fuel indicator , there are 2 lights on the bottom the first is ERR the second FTR , i assume that FTR stands for fuel transfer , since the game emptys first the drop tanks i added the FTR light to the indicator , the light gos off when the drop tanks are empty 5 Quote
Sierra Posted April 17 Posted April 17 (edited) 4 hours ago, ravenclaw_007 said: Use this for making AN/ALR-46V RWR series. (up and down of the center words illuminate in green) Edited April 17 by Sierra Quote
Sierra Posted April 17 Posted April 17 (edited) 4 hours ago, ravenclaw_007 said: 22 minutes ago, Sierra said: Missile Lunch & Activity Power illuminate in red & Low Alt illuminate in amber Edited April 17 by Sierra Quote
+ravenclaw_007 Posted April 17 Author Posted April 17 thanks i will use this one hear and remove the green UNKNOWN light for the F-4E_79 cockpit , it is from the TO 1F-4E-2-30 and this one i will use for the F-4E_84 and F-4E_86 cockpits 1 Quote
Sierra Posted April 18 Posted April 18 8 minutes ago, ravenclaw_007 said: thanks i will use this one hear and remove the green UNKNOWN light for the F-4E_79 cockpit , it is from the TO 1F-4E-2-30 and this one i will use for the F-4E_84 and F-4E_86 cockpits Oh F-4E-2-30, it's one of my references too,can you made ALR-46V4 for DSCG F-4Es series with this element? Quote
Sierra Posted April 18 Posted April 18 4 hours ago, ravenclaw_007 said: F-4E_86_Pave_Spike cockpit with digital fuel counter , everything else is like on the F-4E_84_Pave_Spike cockpit target in sight LGB in weapons range , shoot light illuminates gigital fuel indicator Why you use the shoot lights for A/G weapons in range? I don't seen this before for any F-4E,they added voice warning system at 1980-90 for F-4Es,you can use a voice for A/G weapons in range. Quote
+ravenclaw_007 Posted April 18 Author Posted April 18 27 minutes ago, Sierra said: Why you use the shoot lights for A/G weapons in range? I don't seen this before for any F-4E,they added voice warning system at 1980-90 for F-4Es,you can use a voice for A/G weapons in range. i´m using the WEAPON_SHOOT_CUE function for the shoot lights , as i mention above the game has its limits and not everything is possible there are 2 options for this Shoot Lights , the RADAR_IN_RANGE_INDICATOR function and WEAPON_SHOOT_CUE function , the first one works only for radar guided missiles the second for all weapons , so far i have not found any way to limit the WEAPON_SHOOT_CUE function to only work with air to air weapons , i wish i cult , the reason i´m using this particular function is that it works with IR guided and radar guided missiles like it should when the game was developed this kind of cockpits was not even considered , i´m trying to get this cockpits to work with the few functions the game gives me and i'm not perfect either , i´m still learning every day something new about this game 3 Quote
+dtmdragon Posted April 18 Posted April 18 (edited) Did you test if 'RADAR_IN_RANGE_INDICATOR' functions for an IRM missile WITH a radar lock on? Edited April 18 by dtmdragon Quote
+ravenclaw_007 Posted April 18 Author Posted April 18 (edited) 21 minutes ago, dtmdragon said: Did you test if 'RADAR_IN_RANGE_INDICATOR' functions for an IRM missile WITH a radar lock on? nope , i think in the case of using the IR missile you are to close and you use the boresight mode to lock on but i still have an animation slot and cult make the shoot lights only to show up with air to air missiles by using the Weapont_Type_Selector function , this way everybody can select by them selves for what weapon they like to use the shoot lights , if they know how to edit the entry that is for ARM missiles the shoot light cult be very useful , this way you know that you have a radar in range and the weapon is locked on Edited April 18 by ravenclaw_007 3 Quote
+dtmdragon Posted April 18 Posted April 18 7 hours ago, ravenclaw_007 said: nope , i think in the case of using the IR missile you are to close and you use the boresight mode to lock on but i still have an animation slot and cult make the shoot lights only to show up with air to air missiles by using the Weapont_Type_Selector function , this way everybody can select by them selves for what weapon they like to use the shoot lights , if they know how to edit the entry that is for ARM missiles the shoot light cult be very useful , this way you know that you have a radar in range and the weapon is locked on Agreed, especially with the F-4G Quote
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