Necolatis wrote in Thu Oct 24, 2019 4:00 pm:Use the Menu->Equipment->Radio to set the frequencies etc.
Thank you so much, can't wait to have it merged.
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:* Aiming with the target pod is tricky - if you look from far away, the visibility is poor, but the advantage is that the picture moves relatively slow. However, the slant is large, so locking on the visual of a building might mean you're actually targeting behind it - not good. If you start aiming from closer by, the scene moves by fast and it's more difficult to lock the right moment.
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:I have no idea how these things work in reality, but I'm guessing it's easier than that - being forced to look down for 30 seconds and more is very distracting and against the whole philosophy of the F-16 with high situational awareness. Isn't there a 'hold' mode where the view is held on some spot and then moved - i.e. compensates for the motion of the plane?
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:* Sometimes the up-down-left-right is too coarse - I'm either left or right of the target, but I can't move the cursor on it precisely
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:* When moving out of the target pod view, it turns out the scenery is largely unloaded - which is vexing if you have hires scenery at high altitude which spends the next 30 seconds re-appearing and makes for a choppy flight.
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:* Since I'm busy for ~30 seconds locking a target I let the AP fly the plane straight - however, it turns out the AP can't handle an uneven load properly. once the first Paveway is released the second approach is a mess because the AP can't seem to hold attitude then - which is vexing. Only after the second Paveway is gone and the loadout is again symmetric it gets better.
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:I understand all this is easier if you have an AI target because then the system actually compensates for the plane motion - I've been able to observe Nimitz with ease - but I couldn't hit it. because... more vexation... the locked view doesn't follow a moving target, so the laser ended up illuminating a spot a hundred meters behind the ship by the time the weapon arrived.
So it really only works well with a static AI target.
Thorsten wrote in Fri Oct 25, 2019 5:31 pm:All in all, it's a real mess compared with just CCIP-bombing things from 3000 ft - I have a hunch in reality it's reversed - so what is missing in FG?
Sorry for stating the obvious, but did it not help to switch from WIDE to NARO?
You can also do a flyover where you lock the target, and then turn back to bomb it.
Yes there is a hold mode where you can adjust, but only if the building/object is its own FG client in MP server or a scenario object.
No clue why this is.
You will have to ask Josh this. He did the A/P. However the FBW is not so automatic in roll/yaw as it is in pitch, so its fully up to the A/P.
Due to the yaw and roll, I often drop bombs in pairs. In the real F-16 you can also set to both drop in pair and ripple drop single or pairs with some distance.
Actually it does, try to aim for the center of the nimitz 3D model (where the 3D models 0,0,0 is), if you hit lock to it, the pod is going to say "POINT" instead of "AREA" and it will be followed. Since nimitz is big, I guess its not so easy but it can be done.
Most pilots I know that fly the FG F-16 hit their target with regularity after some practice when doing CCRP, but I must admit that's with guided munition.
Should the distance you have to aim on the center of the object be increased to ease locking onto it with 'POINT'?
Thorsten wrote in Sat Oct 26, 2019 7:55 am:So basically having the hold mode (optionally) also for the current waypoint would solve this for good, because once aircraft motion is compensated for, I can aim and lock this fast, get one weapon released, change to a lock point 30 meters left, get the next weapon released and then turn around.
Actually, no.
Committed in github now.
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<path>MK-83.ac</path>
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</parameters>
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<object-name>MK-83_TailFins</object-name>
<object-name>MK-83_Detonator</object-name>
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<object-name>MK-83_Mounts</object-name>
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</condition>
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<condition>
<and>
<property>payload/armament/mk-83/flags/explode-smoke-id-200</property>
<not>
<property>payload/armament/mk-83/flags/explode-water-id-200</property>
</not>
</and>
</condition>
<attach>world</attach>
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<type>point</type>
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<shooter>
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<wind typ="bool"> true </wind>
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<and>
<property>payload/armament/mk-83/flags/explode-id-200</property>
<property>payload/armament/mk-83/flags/explode-water-id-200</property>
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<size>
<value>12.0</value>
</size>
</start>
<end>
<color>
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<green><value> 1.0 </value></green>
<blue><value> 1.0 </value></blue>
<alpha><value> 0.2 </value></alpha>
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<size>
<value>30.0</value>
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<life-sec>
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<mass-kg> 11.0 </mass-kg>
<radius-m> 0.5 </radius-m>
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<program>
<fluid> air </fluid>
<gravity type="bool"> true </gravity>
<wind typ="bool"> true </wind>
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<type>rotate</type>
<object-name>explosion-smoke-inner</object-name>
<object-name>explosion-smoke-outer</object-name>
<offset-deg>0</offset-deg>
<factor>1</factor>
<property>payload/armament/mk-83/flags/explode-angle</property>
<center>
<x-m>0</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
</center>
<axis>
<x>1</x>
<y>0</y>
<z>0</z>
</axis>
</animation>
<animation>
<object-name>MK-83_Shell</object-name>
<object-name>MK-83_TailFins</object-name>
<object-name>MK-83_Detonator</object-name>
<object-name>MK-83_Wiring</object-name>
<object-name>MK-83_Mounts</object-name>
<enable-hot type="bool">false</enable-hot>
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</PropertyList>
<red><expression><product><value>0.8</value><property>rendering/scene/diffuse/red</property></product></expression></red>
<green><expression><product><value>0.8</value><property>rendering/scene/diffuse/red</property></product></expression></green>
<blue> <expression><product><value>0.8</value><property>rendering/scene/diffuse/red</property></product></expression> </blue>
Another hack to just use something like: (not my idea, stole it from somebody, probably Richard)
Thorsten wrote in Sat Oct 26, 2019 7:55 am:Well, if he was serious about quitting FG, it's unlikely to result in an answer, so I may have to do this myself (I'm not exactly a stranger to AP design...)
I found that - can't remember where, but I thought it was actually you that posted that somewhere Thorsten? I recall the place warning not to use diffuse/green and blue as they wouldn't give the correct lighting.
Maybe he just needs some time.
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