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F-16 upgraded to 'production' status

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Re: F-16 upgraded to 'production' status

Postby Necolatis » Mon May 18, 2020 8:40 pm

ALso note, that you cannot use the TGP on ground.
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Re: F-16 upgraded to 'production' status

Postby psyduck » Tue May 19, 2020 12:14 pm

it's working for GBU bombs, but not for ground missiles.
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Tue May 19, 2020 1:45 pm

By ground missiles you mean AGM-65s or anti-ship ones? The former need a TGP lock to be fired, while the latters lock via radar or infra-red depending on the version.
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Re: F-16 upgraded to 'production' status

Postby psyduck » Wed May 20, 2020 12:34 am

can't activate radar in ground mode, but i can lock targets with camera.

does AGM-154A missiles are functional ?
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Wed May 20, 2020 8:44 am

As of now the ground radar hasn't been implemented yet, so there's only the AA one which acts for both until it gets started.
To lock something you would need either AI scenarios or MP assets (which OPRF uses for its events) to lock on and target with munitions you prefer.
As for the AGM-154A it does work indeed, it can be launched both at GPS coords (full weapon range) or in Target Of Opportunity (TOO) mode (approx half range max), hence locking something with TGP and launching to it. You may have to use missile view when firing such stand off weapons because they need terrain to be loaded beneath them to impact properly, make sure you put Autopilot on while following the weapon to avoid finding your jet crashed after weapon impact :wink: .
For optimal launch zones, check the menu Help> Aircraft Help under the weapons page.
Regards, Mav
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Re: F-16 upgraded to 'production' status

Postby psyduck » Fri May 22, 2020 9:53 pm

and the AGM-158 ?
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Mon May 25, 2020 11:08 pm

JASSM is pretty similar, although it's powered and you can only use GPS coords to launch them. Max 155NM range, although better getting like at 120/130 would give you better chances, launch at high speed so it doesn't get to stall if the terrain is rough. Rest is pretty much the same, consider it will cruise at 300ft AGL or below, so having scenery loaded will be key.
Regards, Mav
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Re: F-16 upgraded to 'production' status

Postby psyduck » Fri May 29, 2020 8:20 pm

i can lock ground targets in GPS mode only with "playload quick setup" and

"A/G gps stkike (single mode)"

"A/G gps stkike (join mode)"

"A/G gps stkike (multi mode)"

and the only ground missiles i can fire are AGM-65 AGM-154A, (and work very fine :P ) but the agm-119, agm-84 and agm-88 can't be fired.

the agm-158 are fired but fly over target and hit the ground 15 minutes later.
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Sun May 31, 2020 2:25 pm

AGM88 require a ground target that has radar turned ON. You can download some ground targets here: https://github.com/l0k1/oprf_assets

AGM-84/119 only works against ships. There is a couple in the pack above.

AGM65 you really wanna use the target pod.
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Re: F-16 upgraded to 'production' status

Postby Necolatis » Sun May 31, 2020 2:30 pm

F-16 in the Launcher/FGAddon was upgraded mainly to fix a bug that prevented it to start for some people.

Other changes
    Fully customizable Kneeboards. Check the aircraft folder for a couple of examples. (feature stolen from pintos Mig21)
    ALT-GEAR handle now works (once)
    It can now record your combat performance, the file is stored in $FGHOME/Export (feature stolen from pintos Mig21)
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Sun May 31, 2020 2:47 pm

psyduck wrote in Fri May 29, 2020 8:20 pm:the agm-158 are fired but fly over target and hit the ground 15 minutes later.

In addition to what Necolatis said, AGM-158 pretty similar, in the ending stage it has to lock on something which is either AI or MP object, it won't detect something like a terrain building.
Regards, Mav
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Re: F-16 upgraded to 'production' status

Postby psyduck » Sun Jun 07, 2020 5:37 pm

Necolatis wrote in Sun May 31, 2020 2:25 pm:AGM88 require a ground target that has radar turned ON. You can download some ground targets here: https://github.com/l0k1/oprf_assets

AGM-84/119 only works against ships. There is a couple in the pack above.

AGM65 you really wanna use the target pod.


haa ok.... :idea: but how use it ?



there is a little bug with the 20 mm. (firing time)


the M61 A1 Vulcan fire at 6000 rpm (Rate of Fire: Max 6,600 rpm, can be set to 4,000 or 6,000) and the ammo drum has a 511-round capacity.

so at 6000 rpm he can fire 5,11 seconds.

http://www.f-16.net/f-16_armament_article5.html
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Re: F-16 upgraded to 'production' status

Postby J Maverick 16 » Fri Aug 14, 2020 10:25 pm

Hello everyone,
there hasn't been an update to FGAddon for quite some time but this doesn't mean we aren't working on the Falcon, quite the opposite!

Here's a sneak peek of the latest cockpit of the dev version:

Image

We've been focusing on many aspects which include:
* Block-specific differences concerning some cockpit panels and exterior features
* Revised GUI dialogs and custom colors sets.
* Sound tweaking
* MFD improvement
* Cockpit 3D updates and more clickable switches/buttons.
* Conversion of AGM-84E to D model.
* Various bug fixes, tuning and more!

A lot of hard work has been put and more will be done. Many have helped in these months to achieve the current levels we have got to.
Right now there's no ETA as to when a newest version will be sent to FGAddon, but we hope it will be soon enough :wink: .
Regards, Mav
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Re: F-16 upgraded to 'production' status

Postby PH-JAKE » Mon Aug 24, 2020 9:47 pm

J Maverick 16 wrote in Fri Aug 14, 2020 10:25 pm:Hello everyone,
there hasn't been an update to FGAddon for quite some time but this doesn't mean we aren't working on the Falcon, quite the opposite!
....
Regards, Mav

Confirmed, she's looking better by the day :D
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Re: F-16 upgraded to 'production' status

Postby PH-JAKE » Wed Aug 26, 2020 2:03 pm

J Maverick 16 wrote in Fri Aug 14, 2020 10:25 pm:Hello everyone,
there hasn't been an update to FGAddon for quite some time but this doesn't mean we aren't working on the Falcon, quite the opposite!


FYI, I've taken it upon myself to replace the somewhat quirky "Quick Start" from the configuration dialog with a hopefully more genuine implementation of the Startup procedure. It takes the steps from Cold and Dark to Ready to Taxi, just as you would do manually. It is tweaked to be usable both day and night.

Here is a demo of this Auto Start implementation.


If you like, I can make the code changes to f16.nas (and config.xml) available.
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