Jump to content

Recommended Posts

Today I got a strange idea how to make radar bombing possible in this series.

 

Can we put a table with altitudes and air speeds over the radar in the ground mapping mode something like this:

 

gallery_26551_160_405155.jpg

 

 

I know that wouldn't make bombing easy especially when you are trying to keep your aircraft at a exact altitude and airspeed whit all the flack, sams and migs around nor very precise but it would give some chance for blind bombing.

 

This is possible cause the radar picture as I have seen (I might be wrong on this) doesn't change with the altitude.

 

So moders, do you see any use of this?

Share this post


Link to post
Share on other sites

I like this idea...it would have to be set to a given resolution / range as well though, eh?

Share this post


Link to post
Share on other sites

It would be great to do this in WOV with a flight escorted by an RB-66

Share this post


Link to post
Share on other sites
I like this idea...it would have to be set to a given resolution / range as well though, eh?

 

Sure, also it would need some tweaking on the radar range setting of the particular planes to get the best of it.

 

Anybody know a good program for calculating bomb trajectory I had one for the IL2 but that was ages ago.

 

Also couple of RL mission descriptions would come in handy at least to know from what altitude the radar bombing was mostly done.

Share this post


Link to post
Share on other sites

Unfortunately sparkomatic as I have checked, its only one file that goes as a texture whit all air to ground radar range settings, and that is xy_radarPPI.bmp

(where xy is the name of the airplane model)

So I need to make a repaint of that texture and fit it in the cockpit folder an that's it. Unfortunately one will be forced to bomb using only specific range setting, lets say 6 km or be forced to have a radar display whit many dashes for all radar ranges.

 

Maybe I could add a additional range setting, lets say 3 km for low level bombing and increase the resolution and the sensitivity of the A-G radar, to help whit the bombing.

 

Some help from the experienced moders would be appreciated.

Share this post


Link to post
Share on other sites

- moonjumper is the hands-down expert in this regard...I would try to raise his interest

Share this post


Link to post
Share on other sites

I tried that trick on the Mirage-IIIE, I reduced the range settings as follows 3,5,10 miles, I could see the dots separated not like before so lining up the target was easier, started pickle from a distance of 4 ,3.5 ,3.4, 3.2, 3miles I watched the bombs as they fall the one that hit was 3.2.

 

but the results varied each time I try :(

 

speed = 400Kn.

Range from target = 3.2

Alt = 9000Ft.

 

try it and tell me what u think or if u have any new ideas or corrections.

Share this post


Link to post
Share on other sites

I agree with you

 

With Mk82 500lbs

 

1000 feet above ground level

450 knots

1 nautical mile

 

Mk82 500 lbs x 6, 160 ms

10 000 feet above ground level

350 knots (417 knots true air speed)

3.3 nautical miles

 

Mk82 500lbs x 4, 160 ms

20 000 feet above ground level

Mach 0.75

5.5 nautical miles

 

...bomber pilots make History

Edited by Cliff7600

Share this post


Link to post
Share on other sites

Your tables are good ,, I was hitting about 500 yards left of target tweaked the radar center up .03 what is shown in avionic ini..about dead on at 20,000ft pickle at 5miles 30 bombs 250 millseconds 350 knots

Share this post


Link to post
Share on other sites

What about placing a series of stadiametric aiming recitals on the radar? Each recital extending along the radar axis would be for an increasing altitude. The left to right arc of lines in each recital indicating a series of increasing air speeds. You use the recital for your altitude and the line for your air speed. If it worked it would be useful in both SF1 and SF2.

 

 Here is an example of what I am talking about.      <---Air Speed--->

post-56847-0-48110300-1439672195_thumb.jpg^---Altitude---<

Edited by KJakker

Share this post


Link to post
Share on other sites

that's sweet,, how do you edit that in ??? I took the b-1b up with 2000 lbs iron bombs on a warehouse run pickled all 32 at 500milleseconds at 20,000 ft 425 knots I was a little long ,,got mixed up with the radar clutter at target so that screwed up the release but it was dead on laterally so it wasn't a total failure bombs trained more than 1/2 a mile at best guess,, what's really need is a virtical line on the b-1b radar very hard to line up target,, I have failed to figure out right and left adjustment on the b-52 I seem to be hitting 500yards left of target but otherwise spot on.

Edited by yubba

Share this post


Link to post
Share on other sites

For the example above I just made a copy of the "B-52_Radar.bmp" renamed it and then used GIMP to copy a stadiametric aiming recital from a rifle scope image I found on line, recolor it and past it into a re-sized copy of the radar image and then saved it in JPG format for posting to the forum.

 

In order to actually be workable you would need to do testing to determine where the markers need to be on the screen for a given altitude at the different air speeds and then repeat it for each altitude you want a recital for.       

Share this post


Link to post
Share on other sites

well, that went right over my head,, the B52 scope isn't to far off as is,,, at 20,000ft ,, 425 to 450 knts have scope set 10 miles pickle at the 5 mile line in the scope it is about spot on but I'm 500 yards left of target I'm thinkin the scope in the pit needs to be centered in veiw ,,, the B-1 scope is centered in veiw in the pit,, and it is dead on..

Share this post


Link to post
Share on other sites

ok, boys an girls hit the little red box that had a comm building in it at 20,000 ft 18 500 pounders at 500 millseconds ,,, this is what you need to do go into your B-52 folder go to cockpit config file

 

 

[CockpitSeat001]
ModelName=B-52G_Early_Pit.LOD
OpenCockpit=TRUE
Offset=0.0,-0.10,-0.10
Position=-0.73,16.30,1.70   <---------- this what you want to typed in  -0.73 was -0.33 was hiting left over 500 yrd
ViewAngles=4.0,0.0,0.0                left, might go -0.83,, the first pass I was a little left second pass dead on target
MaxYaw=125
MinYaw=-132
MaxPitch=90

Edited by yubba

Share this post


Link to post
Share on other sites

well I went -0.78 and this was the result have look below the tail that was the little dot rideing down the vertical line on the radar first pass with that setting did it once,, just like out sightening in a rifle with my brother he had his 44 mag lever rifle and set up a target at 65 yards I pulled out my 1911 45 ,,, he goes you ain't going to hit that ,,, blamm just inside the black at 2 oclock 4in bull,, did it once that's enough,,of course I was braced against the side of the house.

 

img00001

Edited by yubba

Share this post


Link to post
Share on other sites

there was a yaw control tweak in here,,darn if I can't seem to find it again,, did a clean reinstall to clear out some bugs,, what's up with the floating sidewinders that poop up after warp and map.

    this is what I tried to do,, it works so,,so

[RangedControl002]
AxisControl=YAW_CONTROL
MaxValue=400.00000
MinValue=-400.00000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=10.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=2.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=YAW_RIGHT
DecreaseControl=YAW_LEFT
CenterControl=

Edited by yubba

Share this post


Link to post
Share on other sites

some thing else i found for trimming the rudder

 

 

 

 

 

 [RangedControl002]
AxisControl=YAW_CONTROL
MaxValue=400.000000
MinValue=-400.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=10.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=0.000000
KeyControlRate=0.250000
AllowKeyControl=TRUE
IncreaseControl=YAW_RIGHT
DecreaseControl=YAW_LEFT
CenterControl=
 

Share this post


Link to post
Share on other sites

You don't actually need Radar Bombing for the B-52, you can use the bombing fall-line. Unless of course you just want the fun of accomplishing the radar-bombing conundrum.

 

I used the Early B-52G, and put the A-6 cockpit in it. I have it modded to 70.dll so you can get the fall-line.

I flew straight and level at 20,000 feet, turning onto the target at 30 miles distant.

As I approach the target, I set up the bombs and get the fall-line.

I remove the cockpit ironwork, and then I tilt down my point of view so that I can see the death-circle on the ground.

When it crosses the target, I pickle the bombs, and...

Oops, forgot to open the bay doors. (It is my first Buff-flight).

Anyway, second pass, death circle over target, pickle, bombs are off... several seconds later, target blows up beautifully.

I could get used to this.

 

When you watch the bombs drop, you are focused on the last bomb to leave the bay, so it looks like you are over-shooting,

but just before that bomb hits, the screen fills with massive explosions, because your other bombs have just struck.

Share this post


Link to post
Share on other sites

You don't actually need Radar Bombing for the B-52, you can use the bombing fall-line. Unless of course you just want the fun of accomplishing the radar-bombing conundrum.

 

I used the Early B-52G, and put the A-6 cockpit in it. I have it modded to 70.dll so you can get the fall-line.

I flew straight and level at 20,000 feet, turning onto the target at 30 miles distant.

As I approach the target, I set up the bombs and get the fall-line.

I remove the cockpit ironwork, and then I tilt down my point of view so that I can see the death-circle on the ground.

When it crosses the target, I pickle the bombs, and...

Oops, forgot to open the bay doors. (It is my first Buff-flight).

Anyway, second pass, death circle over target, pickle, bombs are off... several seconds later, target blows up beautifully.

I could get used to this.

 

When you watch the bombs drop, you are focused on the last bomb to leave the bay, so it looks like you are over-shooting,

but just before that bomb hits, the screen fills with massive explosions, because your other bombs have just struck.

A-6 pit what am I to do with you,, there is an up to date pit for the B-52g,, it is in one of those multi b-52 packs found here in the down load section I'll get a screen shot up,,the plane you are looking for is the early b-52g it is real nice but the sight is off to the left I put the a-7k hud and avionics in it nasty

Share this post


Link to post
Share on other sites

A-6 pit what am I to do with you,, there is an up to date pit for the B-52g,, it is in one of those multi b-52 packs found here in the down load section I'll get a screen shot up,,the plane you are looking for is the early b-52g it is real nice but the sight is off to the left I put the a-7k hud and avionics in it nasty

img00006

 

 

I got an interesting table for high altittude bombing and bug problem in target information in the game hud well we'll sort it out as we go along well I'll post this seems to be a crowd here

Share this post


Link to post
Share on other sites

ok bear with me I call this triple nickle bombing worked it out in Qued bombing,, that's where I found a problem.

 

555knts=.84mach=938ftpersecond

 

nm= 6,076ft

statue mile =5,280ft

 

solid mass free fall from 20,000 ft = 35 seconds = 5.4nautical miles = 6.2 statued miles

 

thinking all the target information to be true I released at 5.4 and over shot about a mile redid the same run and released at 6.2 was dead on the money,, with my math a goofed up I double checked with the online caculators still came out what it is the target box is showing statued miles instead of nauctical miles


the best aircraft to check this is the f-111 it has a radar altimeter that goes over 20,000 ft and the mach meter is true I was doing 10,000 ft qued bomb runs hit the target box with the first set of bombs useing the statued miles reading

Share this post


Link to post
Share on other sites

That's a pretty cockpit. Looks just perfect. Where do I get it?

I'll stick with the A-6 Avionics though, because... well because they put the pickle in the barrel.

Not difficult when you're dropping 27 bombs in one go.

Share this post


Link to post
Share on other sites

I tried the B-52G from the B-52 Vietnam Era Pack, and saw the cockpit you showed.

I changed the AvionicsDLL from 60.dll to 70.dll in the B-52.ini so that I could install my A-6 HUD in the Avionics.ini and get a bomb fall-line

In the Avionics.ini, you also have to change [Avionics data] to [Radar Data], and GROUND MAPPING is now GM

You have to dump the B-52 sight because it is offset to the left, and replace it with the central A-6 sight or you'll never hit anything

 

I changed to ViewAngles=0.0,-2.0,0.0 in the cockpit.ini

and this:

[GunsightFront]

HasGunsight=TRUE

GunsightMilSize=100

GunsightName=A-6A_sight.tga

MaxDepression=250

DefaultDepression=50

 

This is the Avionics.ini:

 

[TextureData]

RadarTexture=cockpit\B-52_Radar.bmp

RWRTexture=cockpit\B-52_RWR.bmp

RadarTextureSize=256

 

[RadarData]

AvailableModes=GM

RangeUnit=NM

RangeSetting[1]=10

RangeSetting[2]=20

RangeSetting[3]=40

RadarPosition=

MaxElevationAngle=10

MinElevationAngle=-15

MaxAzimuthAngle=60

ScanPattern[1].BarElevation[1]=0.0

ScanPattern[1].ScanRate=60

ScanPattern[1].ScanBeamAngle=5.0

ScanPattern[1].ScanArc=40

GroundMapRangeSetting=2,3

GroundSearchStrength=60

TerrainAvoidanceRangeSetting=1,2

ClearanceDistance=152.4

 

[RadarDisplayGM]

RangeSetting=1,2,3,4

PPI=TRUE

MapBackgroundLevel=0.2

MapHighlightLevel=0.6

ScanRate=140

ScanBeamAngle=2.5

ScanArc=60

GroundSearchStrength=75

FadeImageIntensity=0.3

ImageFadeTime=0.30

SweepIntensity=0.4

StrobeIntensity=0.6

PPIArc=40

GroundReturnFadeTime=2.0

Symbol[01]=PPI_SWEEP

Symbol[02]=HorizonLine

Symbol[03]=RangeScaleText

 

 

[RadarFont]

TextFontName=Arial

TextSize=10

TextBold=TRUE

Color=0.000000,0.76171875,0.000000,1.000000

 

[HorizonLine]

SymbolType=HORIZON_LINE

TextureName=cockpit\radar_Horizon.tga

ImageSize=1.00

ElevationScale=60

 

[RangeScaleText]

SymbolType=RANGE_SCALE_TEXT

Position=-0.270,1.01

HorizontalAlignment=RIGHT

VerticalAlignment=TOP

TextFormat=%0.1f RNG

DisplayUnit=NM

 

[RWR]

Type=3_RING

AirSearchTexture=Cockpit/RWR/AirSearch.tga

AirTrackTexture=Cockpit/RWR/AirTrack.tga

AirLockTexture=Cockpit/RWR/AirLock.tga

GroundSearchTexture=Cockpit/RWR/SurfaceSearch.tga

GroundTrackTexture=Cockpit/RWR/SurfaceTrack.tga

GroundLockTexture=Cockpit/RWR/SurfaceLock.tga

SearchPosition=0.90

TrackPosition=0.55

LockPosition=0.15

SearchSize=0.2

TrackSize=0.2

LockSize=0.2

SearchFlash=FALSE

TrackFlash=TRUE

TrackFlashRate=0.5

LockFlash=TRUE

LockFlashRate=0.1

TrackSound=RWRTrack2.wav

LockSound=LaunchWarn.wav

 

[RWRTrackSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

[RWRLockSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

[TVDisplayData]

UseRadarTexture=TRUE

DisplayLimitLeft=8

DisplayLimitRight=119

DisplayLimitTop=6

DisplayLimitBottom=121

ApplyFilter=TRUE

FilterMaterial=DTVFilterMaterial

OverlayTexture=

 

[DTVFilterMaterial]

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=FALSE

CullMode=NO_CULL

LightEnabled=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=0.000000

PriorityLevel=1

BlendOp=MODULATE

NumTextureStages=1

TextureStage[01].TextureName=GreenTVFilter.bmp

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=FALSE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=DIFFUSE

 

[HUD]

HUDColor=1.0,1.0,0.0,1.0

BoresightOffset=0.0,0.0

ViewportTopLeft=-1.82,-1.95

ViewportBottomRight=1.82,1.95

GunBoresightAngle=-2

RocketBoresightAngle=-5

 

[HUDFont]

TextFontName=Arial

TextSize=20

TextBold=False

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AirspeedText

Symbol[03]=HUD_AltitudeText

Symbol[04]=HUD_RadarAltText

Symbol[05]=HUD_Alpha

Symbol[06]=HUD_NavModeText

Symbol[07]=HUD_WaypointID

Symbol[08]=HUD_WaypointRange

Symbol[09]=HUD_Guncross

Symbol[10]=HUD_HeadingScale

Symbol[11]=HUD_PitchText

Symbol[12]=HUD_AirspeedScale

Symbol[13]=HUD_AltitudeScale

Symbol[14]=HUD_ALTText

Symbol[15]=HUD_SPDText

Symbol[16]=HUD_Mach

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AirspeedText

Symbol[03]=HUD_AltitudeText

Symbol[04]=HUD_RadarAltText

Symbol[05]=HUD_CCIP

Symbol[06]=HUD_Guncross

Symbol[07]=HUD_AGModeText

Symbol[08]=HUD_PitchText

Symbol[09]=HUD_AGWeaponText

Symbol[10]=HUD_Alpha

Symbol[11]=HUD_WaypointID

Symbol[12]=HUD_WaypointRange

Symbol[13]=HUD_AirspeedScale

Symbol[14]=HUD_AltitudeScale

Symbol[15]=HUD_ALTText

Symbol[16]=HUD_SPDText

Symbol[17]=HUD_MavSeeker

Symbol[18]=HUD_Mach

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AirspeedText

Symbol[03]=HUD_AltitudeText

Symbol[04]=HUD_RadarAltText

Symbol[05]=HUD_Alpha

Symbol[06]=HUD_AAModeText

Symbol[07]=HUD_WaypointID

Symbol[08]=HUD_WaypointRange

Symbol[09]=HUD_Guncross

Symbol[10]=HUD_PitchText

Symbol[11]=HUD_AirspeedScale

Symbol[12]=HUD_AltitudeScale

Symbol[13]=HUD_ALTText

Symbol[14]=HUD_SPDText

Symbol[15]=HUD_Mach

 

[HUD_AttitudeBars]

SymbolType=ATTITUDE_BARS

ImageFilename=cockpit\AttitudeBars%d.tga

ImagePosition=0.0,0.00

ImageSize=0.20

StepInterval=5

StepHeight=0.25

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\A-6A_flightpath.tga

ImageSize=0.025

 

[HUD_ALTText]

SymbolType=TEXT

Text=ALT

TextPosition=0.29,0.29

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

 

[HUD_SPDText]

SymbolType=TEXT

Text=SPD

TextPosition=-0.29,0.29

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

 

[HUD_AirspeedText]

SymbolType=AIRSPEED_TEXT

TextPosition=-0.29,0.33

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=KNOTS

 

[HUD_AltitudeText]

SymbolType=ALTITUDE_TEXT

TextPosition=0.29,0.33

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=FEET

 

[HUD_RadarAltText]

SymbolType=RADAR_ALT_TEXT

TextPosition=0.29,0.37

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

TextFormat=R %.0f

DisplayUnit=FEET

MaxValue=1500

 

[HUD_Mach]

SymbolType=MACH_TEXT

TextPosition=-0.29,0.37

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=%0.01f M

 

[HUD_PitchText]

SymbolType=FLIGHT_PATH_TEXT

TextPosition=0.19,0.45

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=P %.0f

DisplayUnit=DEG

 

[HUD_Alpha]

SymbolType=ALPHA_TEXT

TextPosition=-0.19,0.45

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

DisplayUnit=DEG

TextFormat=%0.01f A

DisplayUnit=DEG

 

[HUD_AGModeText]

SymbolType=TEXT

Text=AG

TextPosition=-0.19,0.57

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

 

[HUD_AAModeText]

SymbolType=TEXT

Text=TO/LND

TextPosition=-0.19,0.57

HorizontalAlignment=Right

VerticalAlignment=CENTER

 

[HUD_WaypointID]

SymbolType=WAYPOINT_ID_TEXT

TextPosition=0.19,0.53

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=WP %d

 

[HUD_WaypointRange]

SymbolType=WAYPOINT_RANGE_TEXT

TextPosition=0.19,0.57

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=NM %0.1f

DisplayUnit=NM

 

[HUD_HeadingScale]

SymbolType=HEADING_SCALE

ImageFilename=cockpit\HUD_hdg_scale_caret.tga

ImagePosition=0.0,0.230

ImageSize=0.0125

ScaleImageFilename=cockpit\HUD_heading_scale.tga

ScaleImagePosition=0.0,0.200

ScaleImageSize=0.24

Scale=40.0

HorizontalAlignment=CENTER

VerticalAlignment=CENTER

ScaleTextInterval=10

ScaleTextUnit=10

ScaleTextPosition=0.0,0.180

ScaleTextFormat=%02.0f

DisplayUnit=DEG

 

[HUD_IText]

SymbolType=TEXT

Text=I

TextPosition=0.000,0.440

HorizontalAlignment=CENTER

VerticalAlignment=CENTER

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\A-6A_FallLine.tga

ImageSize=0.100

 

[HUD_Guncross]

SymbolType=IMAGE

ImageFilename=cockpit\A-6A_guncross.tga

ImageSize=0.025

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\HUD_MAV_SEEKER.tga

ImageSize=0.050

 

[HUD_NavModeText]

SymbolType=TEXT

Text=NAV

TextPosition=-0.19,0.57

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

 

[HUD_AGWeaponText]

SymbolType=SELECTED_WEAPON_TEXT

Text=

GunText=

BombText=BOMB

RocketText=RKT

EOText=EO

LaserText=LGB

ARMText=HARM

NoWeaponText=

TextPosition=-0.19,0.53

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

 

[HUD_ALTText]

SymbolType=TEXT

Text=ALT

TextPosition=0.19,0.29

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

 

[HUD_SPDText]

SymbolType=TEXT

Text=SPD

TextPosition=-0.19,0.29

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

 

[HUD_AirspeedScale]

SymbolType=AIRSPEED_SCALE

ImageFilename=cockpit\F-15A_vel_scale_caret.tga

ImagePosition=-0.305,0.34

ImageSize=0.0125

ScaleImageFilename=cockpit\F-15A_vel_scale.tga

ScaleImagePosition=-0.320,0.3285

ScaleImageSize=0.125

Scale=160.0

MaxValue=999

MinValue=20

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

ScaleTextInterval=100

ScaleTextUnit=1

ScaleTextPosition=-0.319,0.3285

ScaleTextFormat=%0.0f

DisplayUnit=KNOTS

 

[HUD_AltitudeScale]

SymbolType=ALTITUDE_SCALE

ImageFilename=cockpit\F-15A_alt_scale_caret.tga

ImagePosition=0.305,0.34

ImageSize=0.0125

ScaleImageFilename=cockpit\F-15A_alt_scale.tga

ScaleImagePosition=0.320,0.3285

ScaleImageSize=0.125

Scale=1600.0

MaxValue=99000

MinValue=0

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

ScaleTextInterval=1000

ScaleTextUnit=1

ScaleTextPosition=0.319,0.3285

ScaleTextFormat=%0.0f

DisplayUnit=FEET

 

Naturally you have to put stuff in the B-52G Cockpit folder from the A-6 Cockpit folder that the Avioinics.ini asks for.

 

The HUD data sits around the Nice big Radar repeater.

So Flight folder; HUD Data INI:

[Display004]

DisplayType=RADAR

PosX=0.370

PosY=0.654

Width=0.2244

Height=0.30

Alpha=0.60

InitTime=2.0

 

Anyway, bombing runs are now very successful in the new pit, because you just pickle when the death-dot touches the target.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..