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Weapon for FSX >> Weapon for FSX >> question to start with
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Message started by fael097 on Feb 4th, 2011 at 5:20pm

Title: question to start with
Post by fael097 on Feb 4th, 2011 at 5:20pm
i already purchased the weapon pack, guess i was the first costumer lol, so let me ask you something:

does it support moving carrier ils / tacan couple?

also, the radar is integrated with fsxa hornet, and can be integrated with CS xload hornet aswell, right?

and last thing, is it possible at all to integrate this seamlessly to another aircraft? lets say, if not possible to integrate CS rdr and hud systems, is it possible to fire another aircraft's own weapons, and make them hit targets with CS system? or any other kind of possible integration....

thanks in advance!
(another 2 hours for me to get home so i can test it... :( )

Title: Re: question to start with
Post by Captain Sim on Feb 4th, 2011 at 6:14pm
The weapon works with ANY FSX aircraft/rotorcraft.

As for the details, please read the manual. We've spent a month writing it  ;)

Title: Re: question to start with
Post by LOU on Feb 4th, 2011 at 7:51pm
OK all you flyboys...& flygirls...



Now I've got Weapons on my J-3 so look out if you get in my sights!  ;D

This is very cool indeed, but I must admit I did not guess this was the surprise.

After I play with the new toy I'll try to get some screen shots.

Once again, CS has made FSX a lot more FUN!  :D

Lou

Title: Re: question to start with
Post by LOU on Feb 4th, 2011 at 8:31pm
Here are a few screen shots of the New CS Weapons 4 FSX

The view drop down lets you select the Weapon Control Panel under Instrument Panel


Another screen shot just as I fired the rockets.

You can see the smoke trail of the rockets in the HUD. The 2D and VC are in the same shot.

Lou 8-)


Title: Re: question to start with
Post by Herbie28 on Feb 4th, 2011 at 9:08pm

Captain Sim wrote on Feb 4th, 2011 at 6:14pm:
The weapon works with ANY FSX aircraft/rotorcraft.

As for the details, please read the manual. We've spent a month writing it  ;)


I read the Manual, but can't find a entry about TACAN Carrier landing. This was the question from above. Herb

Title: Re: question to start with
Post by Captain Sim on Feb 4th, 2011 at 10:08pm

Herbie28 wrote on Feb 4th, 2011 at 9:08pm:

I read the Manual, but can't find a entry about TACAN Carrier landing. This was the question from above. Herb


Any NAVAID you can tune in FSX can be used in the Weapon HUD modes.
So you can try the TACAN Carrier landing.

Title: Re: question to start with
Post by nath2889 on Feb 5th, 2011 at 12:30am

LOU wrote on Feb 4th, 2011 at 8:31pm:
Here are a few screen shots of the New CS Weapons 4 FSX

The view drop down lets you select the Weapon Control Panel under Instrument Panel


Another screen shot just as I fired the rockets.

You can see the smoke trail of the rockets in the HUD. The 2D and VC are in the same shot.

Lou 8-)




in the words of Michael Caine YOUR ONLY SUPOSED TO BLOW THE BLOODY DOORS OFF

Title: Re: question to start with
Post by Lost in Isaan on Feb 5th, 2011 at 4:49am
OK at only 15 Euro I bit the bullet even though I would have preferred air to air refueling.

My test bed is the FSX ACC version of the FA-18. According to page 12 of the manual the VC version should automatically install into it but all I have now is the CS HUD over the top of the default and it's locked in 2D.

Is there something I'm missing?

Title: Re: question to start with
Post by Sludge on Feb 5th, 2011 at 5:33am
Herb/Fael...

No, it wont work like JRs HUD.  His HUD simulates a carrier NAVAID.  There is no "real" carrier FSX NAVAID (TACAN), as the FSX engine does not allow for moving navaids.  Matter of fact, FSX doesnt even have TACANs, it has VOR/DMEs.  Remember, this was built as a CILIVIAN flight simulator.

The best way to test this is to plug in 57X on TCN on the F-18 UpFrontController.  Not the gauge, the actual controller box.  You might get an FSX VOR/DME ground station if youre nearby on thats xmitting 57X, but you wont get a carrier ICLS/TACAN like the HUDs do.

CAPT SIM SUPPORT TEAM...

I really like this add-on.  Shooting down AI is really fun.  However, I do have a couple suggestions/critiques.
1.  Please model/simulate AIM-120s instead of AIM-7s.  AIM-7s arent even used anymore, except as SIM-7 Sea Sparrows on ships.
2.  Are you taking ideas for the Interface?  It would be great to have a moddable interface.
3.  How much "flexibility" are you going to give us users to integrate this into other aircraft?
I ask this because actual 2D/3D HUD (symbology) is written as a .dll which is an all-or-nothing, as without the source code, we cannot decompile the HUD and correct it, say specifically for F-18 style HUD or F-16 style HUD.  What you have right now is a "hybrid" that sorta combines the F-18, with the F-16, and has some civilian HUD elements thrown in. Im a HORNET NUTCASE and would like a Hornet HUD.
4.  IF there is enough interest, will you make specific HUDs (F-18/F-16/F-15), that are NATOPS-based?  IE. when you go into a landing configuration (gear down, flaps down), the HUD shows the waterline (wings level) along with the velocity vector.. as this is CRITICAL for correct carrier landings.

Ill leave my questions there for now.

Thanks for your patience.
Later
Sludge

Title: Re: question to start with
Post by Lost in Isaan on Feb 5th, 2011 at 8:37am
I'm now some 5 hours into this and have a headache, so many questions that are not answered in the manuals. The demo flight seems to confirm what I stated in my post above.

See SDK!!!!

Q1: Having never used SDK what is it? I tried to install it off my DVD and it does not appear to do anything other that load some files somewhere from the cmd routine?

Q2: How do I change the armament configuration for individual aircraft, eg Bombs for the CS B52?

And many more, shutting down now!

Title: Re: question to start with
Post by Markoz on Feb 5th, 2011 at 9:07am
Q1: Having never used SDK what is it? I tried to install it off my DVD and it does not appear to do anything other that load some files somewhere from the cmd routine?
The Weapons SDK is just a PDF file the explains how to add it into third party products (looks like they mean scenery, but not sure). Interesting info in there, but even I need to re-read it to understand it better.
If you read the Copywrite Policy it might give you some idea of what you can do.

Q2: How do I change the armament configuration for individual aircraft, eg Bombs for the CS B52?
Just open the loader bu clicking on START > ALL PROGRAMS > CAPTAIN SIM > WEAPONS FOR FSX > LOADER. Once that is open, select the CS B-52 and click on the INSTALL button. It's that easy. There are no bombs for the Weapons for FSX at the moment. Depending on how well it sells, will determine how much further Captain Sim will develop it. ATM it is like the B-52 Exterior was released, with promises for taking it further (the VC).

Mark

Title: Re: question to start with
Post by Captain Sim on Feb 5th, 2011 at 3:42pm

Sludge wrote on Feb 5th, 2011 at 5:33am:

CAPT SIM SUPPORT TEAM...

I really like this add-on.  Shooting down AI is really fun.  However, I do have a couple suggestions/critiques.
1.  Please model/simulate AIM-120s instead of AIM-7s.  AIM-7s arent even used anymore, except as SIM-7 Sea Sparrows on ships.
2.  Are you taking ideas for the Interface?  It would be great to have a moddable interface.
3.  How much "flexibility" are you going to give us users to integrate this into other aircraft?
I ask this because actual 2D/3D HUD (symbology) is written as a .dll which is an all-or-nothing, as without the source code, we cannot decompile the HUD and correct it, say specifically for F-18 style HUD or F-16 style HUD.  What you have right now is a "hybrid" that sorta combines the F-18, with the F-16, and has some civilian HUD elements thrown in. Im a HORNET NUTCASE and would like a Hornet HUD.
4.  IF there is enough interest, will you make specific HUDs (F-18/F-16/F-15), that are NATOPS-based?  IE. when you go into a landing configuration (gear down, flaps down), the HUD shows the waterline (wings level) along with the velocity vector.. as this is CRITICAL for correct carrier landings.


Thanks!
1 - anyone can easily add and set unlimited numer of weapons. (Please see SDK). We've included 14, beliving it's enough to start with.

3 - unlimited within SDK. If you really need more just ask.

4 - that will eliminate the key idea of the Weapon for FSX: to work with any aircraft/rotorcraft. But we do not see any problems if there we'll be a huge demand on some specific HUD type.

Title: Re: question to start with
Post by Reccedude on Feb 5th, 2011 at 7:16pm
Where do i find the SDK pdf?. I want to change the assignment for the fire-action, but unable to find it.

Title: Re: question to start with
Post by Captain Sim on Feb 5th, 2011 at 8:26pm
SDK: http://www.captainsim.com/products/w001/manuals.html

Title: Re: question to start with
Post by Lost in Isaan on Feb 6th, 2011 at 12:30am

Markoz wrote on Feb 5th, 2011 at 9:07am:

Q2: How do I change the armament configuration for individual aircraft, eg Bombs for the CS B52?
Just open the loader bu clicking on START > ALL PROGRAMS > CAPTAIN SIM > WEAPONS FOR FSX > LOADER. Once that is open, select the CS B-52 and click on the INSTALL button. It's that easy. There are no bombs for the Weapons for FSX at the moment. Depending on how well it sells, will determine how much further Captain Sim will develop it. ATM it is like the B-52 Exterior was released, with promises for taking it further (the VC).

Mark

Give me a break, getting the weapons into the aircraft was no hassle other than the fact that I had to modify each of the 2 (FA-18 and B52) panel.csweapons files to suit my own enhancements. I only installed the addon into two models.

Wasn't till this morning I saw the fine print re NO BOMBS. BUMMER!

Sorry, not impressed!

Title: Re: question to start with
Post by fael097 on Feb 6th, 2011 at 12:40am
i asked if it had any kind of integration with the fsx:a hornet's radar, and so i was told to RTFM. after reading the F manual, i must ask, what kind of integration if any, does it have with the hornet's radar, besides finding AI aircraft (wich is the way that the radar always worked)?

also, i answered "collimated hud" for the guess product x thing, and didnt win it. so i tried to cheat :P but obviously you can see the post edits.
but cmon, collimated hud isnt a wrong answer

Title: Re: question to start with
Post by Captain Sim on Feb 6th, 2011 at 3:02pm
The key feature of the Weapon for FSX is TO WORK WITH ANY FSX AIRCRAFT/ROTORCRAFT. The Weapon does not care if it's a hornet or a cessna. This is why the Weapon has it's own radar and all required systems built-in as well.

How deep the Weapon integrates into to the bearer upon installation, described in all details in the Flight manual. What else third-party developers or users can do, described in SDK.


Title: Re: question to start with
Post by fael097 on Feb 6th, 2011 at 5:40pm
you do not understand my question.
I asked if it has any kind of integration with the acceleration hornet's radar. the simple answer is "NO, weapon has its own 'radar' and setting hornet's radar in any ways wont affect the weapon's hud target."

i dont care if it works with any aircraft, i dont care fireing imaginary missiles from a bell jet ranger. since weapon replaces hornet's hud, i wanted to know if hornet's radar would affect weapon's radar somehow, but the answer is no.

Title: Re: question to start with
Post by Captain Sim on Feb 6th, 2011 at 6:30pm
The Weapon is not a mod for some specific aircraft.
The key idea of the whole concept is to work with any FSX aircraft/rotorcraft.
You like the hornet but do not care about the Bell206. Joe likes the Bell206 but does not care about a hornet. The Weapon is for ALL. You, Joe, and many others  ;)


fael097 wrote on Feb 6th, 2011 at 5:40pm:

i dont care fireing imaginary missiles


Each weapon shot is an actual simobject. Press P to see them.

If you are talking about the static missiles models on external stores before a launch - that's the easiest thing to do. The only reason why we didn do that is because the current version of the Weapon is 100% universal product.

Title: Re: question to start with
Post by fael097 on Feb 6th, 2011 at 8:01pm
since in the weapon pack, the hornet got a hud replacement that works in the VC, rather than just a 2d panel, (as all the other aircrafts get when you install weapon on them), i thought that perhaps you could use other VC functions such as the ARM switch, SMS page on the ddi to select your weapon, and the radar on DDI to select and lock your target. i believe some simple modifications would allow you to do that, am i wrong?

also, i thought it was a difficult thing to add objects into a plane model, wich is already a compiled .mdl file. isnt it?
can you easily add missile models under any plane's wings? if so, i'd like to know how, cuz im a 3d modeler, and it would be a good thing for me to do.  ;)

Title: Re: question to start with
Post by Markoz on Feb 7th, 2011 at 1:47am

fael097 wrote on Feb 6th, 2011 at 8:01pm:
easy tiger, im just chatting.
since in the weapon pack, the hornet got a hud replacement that works in the VC, rather than just a 2d panel, (as all the other aircrafts get when you install weapon on them), i thought that perhaps you could use other VC functions such as the ARM switch, SMS page on the ddi to select your weapon, and the radar on DDI to select and lock your target. i believe some simple modifications would allow you to do that, am i wrong?

also, i thought it was a difficult thing to add objects into a plane model, wich is already a compiled .mdl file. isnt it?
can you easily add missile models under any plane's wings? if so, i'd like to know how, cuz im a 3d modeler, and it would be a good thing for me to do.  ;)

Most of what you are talking about require xml coding in the model (mdl) itself. Unfortunately, it is illegal to reverse engineer someone elses work and modify it. Although you could do that for yourself (you can't share it or sell it) and get away with it. But even doing it only for yourself, it's still illegal.

Alex is just saying that for Captain Sim to add it to there own aircraft like the XLoad F/A-18D which you already can do that with. Although Captain Sim made the Acceleration F/A-18, I doubt MS will allow them to modify it because of some agreement between the two companies. Alex could explain that better than I can.

FSX Deluxe comes with the SDK included (I believe that FSX Gold does too). Install it and update it to SP2 (SDK SP2 from the Acceleration Disc). You can also create your own aircraft if you want to.

Mark

Title: Re: question to start with
Post by fael097 on Feb 7th, 2011 at 10:22am
thanks.

about the modifications, i know some devs that have spoken to microsoft, and MS allowed them (well probably everyone) to modify whats inside FSX and accel.

im making some stuff for fsx, i already know the sdk, so i was just wondering how could i attach missiles under wings.

Title: Re: question to start with
Post by Captain Sim on Feb 7th, 2011 at 3:48pm

fael097 wrote on Feb 6th, 2011 at 8:01pm:
since in the weapon pack, the hornet got a hud replacement that works in the VC, rather than just a 2d panel, (as all the other aircrafts get when you install weapon on them), i thought that perhaps you could use other VC functions such as the ARM switch, SMS page on the ddi to select your weapon, and the radar on DDI to select and lock your target. i believe some simple modifications would allow you to do that, am i wrong?

There's a list of L:vars in the SDK. Third party develpers can integrate the weapon into their projects as deep as they wish.


Quote:

also, i thought it was a difficult thing to add objects into a plane model, wich is already a compiled .mdl file. isnt it?
can you easily add missile models under any plane's wings? if so, i'd like to know how, cuz im a 3d modeler, and it would be a good thing for me to do.  ;)

Of course the .mdl got to be recompiled according our instructions. If we'll decide to go further on the Weapon development we'll add that info to SDK.

Title: Re: question to start with
Post by fael097 on Feb 8th, 2011 at 1:22am
thanks alex. i assume, if you decide to go further on that, you'd provide an open model of the hornet then?

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