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Post by hajolippke on Apr 5, 2020 4:00:59 GMT -5
I would like to add some new bomb-modi. To be more specific, I´d like to have MK84s as a bundle of 12 and drop them in a ripple. I know that the heavy bomber-model does this as well.
Do I only have to change the sepcific code-lines in the weapons.cfg (like title and blast) to achieve this? Do I need to add another visual bomb-drop-modle or is this a generic one?
HAJO
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Post by hajolippke on Apr 5, 2020 11:43:22 GMT -5
Muuuuuhahahahaaaaaa *diabolic laughter!* Add this to your Weapons.cfg: MK84-12 ,2000,BOMB ,G ,0000 ,0000 ,99999 ,00,00,1 , 36 , 5, 0, 180,0001,200,200,0,015,0000,0,AAW_M64 , , 2000LB GP Bomb Dozen Add this to your preferred bomber: MK82-12 (Example: B-52,B52,Aircraft,1,5,350,180,LB,50CAL-4,MK82-12,,,,,,) And let the Arc Light begin!
(This will drop 36 MK-84s on a single button-hit from your aircraft)
HAJO
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Post by xpel on Apr 5, 2020 13:37:21 GMT -5
Just great !
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Post by hajolippke on Apr 6, 2020 10:59:39 GMT -5
My first Arc Light killed the frames and then froze the Sim... Maybe having the Sim running for three hours already and one of my dumb wingmen dropping 36 MK84s as well just shortly before me didn´t help. Will continue testing of course! HAJO
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Post by hajolippke on Apr 6, 2020 11:55:52 GMT -5
Second Arc Light-strike, this time directly after Sim-restart and with the target area very close by. No wingman. Dropped my 36-bombs-salvo on a FSX@War-scenery with multiple targets. After all bombs had hitthe ground and the first seondary explosions were noted by FSCAI, the Sim froze up, giving also the "please limit the number of objects to this session"-remark. I also noted some strange occurance on my PlanG (see enclosed screenshot). Maybe I need to limit my salvo to less bombs. HAJO Attachments:
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Post by hajolippke on Apr 6, 2020 11:58:38 GMT -5
Adding the log, just look at the last lines, looks like he has really trouble calculating the "aftermath" of the bomb carpet. Nearly 10 minutes of time...
HAJO
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Post by hajolippke on Apr 9, 2020 9:04:10 GMT -5
ARC LIGHT successful! At least from a technical standpoint...
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Post by hajolippke on Apr 9, 2020 9:05:34 GMT -5
However, I still suck as a bombardier...
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Post by hajolippke on Apr 9, 2020 9:07:27 GMT -5
But I killed something...
What a waste of taxpayers money...:
HAJO
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Post by StuB on Apr 9, 2020 17:28:31 GMT -5
What is the bomb site you are using?
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Post by hajolippke on Apr 10, 2020 4:16:41 GMT -5
Good question...
Send me a PM, I will see if I can send it to you.
HAJO
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Post by hajolippke on Apr 10, 2020 10:22:05 GMT -5
Ok, prepared a little package with the bomb sight, a short "how to use" and my first empirical tests I made at level flight and release altitudes from 1000ft to 5000ft.
The short guide refers to the usage with the "ACMI"-bomb-system we used in virtual USAF some years ago, some of the procedures described will not apply when used with FSCAI. Everyone is invited to do his own testing, but please share the results.
HAJO
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Post by hajolippke on Apr 16, 2020 3:33:23 GMT -5
Is it possible to add really "new" weapons?
I was thinking about adding some medium range (compared to the AGM-65D) Air-to-Ground-missile. Maybe a AGM-119 Penguin.
Would I simply have to add specific values, working on the base of the default AGM-65? And then maybe add a different model?
I´d also like to know what the acquisition range of guided missiles is? I tested the FSCAI AGM-65 yesterday and had the feeling that it picks up targets (that I can cycle with Shift+F6) roughly at 10nm. If I wanted to add a missile with more range, I´d need to also extend the acquisition range for the seeker.
HAJO
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Post by Dutch Owen on Apr 16, 2020 10:16:10 GMT -5
Is it possible to add really "new" weapons? I was thinking about adding some medium range (compared to the AGM-65D) Air-to-Ground-missile. Maybe a AGM-119 Penguin. Would I simply have to add specific values, working on the base of the default AGM-65? And then maybe add a different model? I´d also like to know what the acquisition range of guided missiles is? I tested the FSCAI AGM-65 yesterday and had the feeling that it picks up targets (that I can cycle with Shift+F6) roughly at 10nm. If I wanted to add a missile with more range, I´d need to also extend the acquisition range for the seeker. HAJO Sure, you can define your own weapons and give them any numbers you want. Any new weapons you create using the editor will be added to the weapons database in Config_USER. Browse the current weapons, double-click on an entry similar to the new one you want to create, modify the name and numbers however you want, then click on the "Add New Weapon" button. The acquisition range for a missile is the "Range for Lock-on" and has a minimum and maximum expressed in kilometers. You can use any max up to 200 km (the limit of the "reality bubble" in FSX/P3D). Dutch
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Post by hajolippke on Apr 19, 2020 10:18:56 GMT -5
I built a very basic "Harpoon"-missile by copying the data of an AGM-65 and re-naming that file "Harpoon". I tried to use a different outside model by filing the sim-name of a Tacpack Harpoon, but the visual model did not appear when I fired it. I also noted that the missile, although "retarded" to 350kts in the weapons-configuration, went much faster. According to my FSX-radar, it accelerated up to 1300 2660kts before hitting the target (made another speed control... ). This is the file: Harpoon-4,485,MISSILE,G,32000,0,99999,1,22,1,4,10,4,20,350,140,30,2,85,0,1,AAW_MISSILE,, HAJO
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