@zsoltfiremanThe value that you need from .xml is the following in bold (0.0525) :
Quote: <Weapon>
<Gun>Hydra 70</Gun>
<Shell>Hydra 70</Shell>
<Unlimited>1</Unlimited>
<Station name="LeftWingOuter" params="-5,0,0,0,0.0525,0,7" />
<Station name="LeftWingInner" params="-2,0,0,0,0.0525,0,7" />
<Station name="RightWingInner" params="2,0,0,0,0.0525,0,7" />
<Station name="RightWingOuter" params="5,0,0,0,0.0525,0,7" />
<Mode name="AUTO" setshots="0" shotrate="7" sequence="1,2,3,4" reset="0" />
<Mode name="X4" setshots="4" shotrate="7" sequence="1,2,3,4" reset="0" />
<DefaultMode>X4</DefaultMode>
</Weapon>
Generally speaking, this value defines how much upwards any "gun" aims. For rockets & vulcan in F-4E, this configuration convergence is about 800m away. Use the same value for missiles (they will lock when target centered at croshair.). Above configuration represents 4 rocket pods on board with 7 rockets each (realistic). Selected mode (X4) fires 4 rockets each time you push trigger. Another realistic configuration derives by changing #7 to #19 (with 4 or 2 rocket pods).
Also be sure (test) if your CS weapon is calibrated ok (with ctrl+shift+9 in 2D cockpit - F10 to enter. For F-4 configuration is enough for the 2 circles to have the same size, ie even if they don't fit to each other. Entering afterwards VC cockpit & testing with ctrl+shift+9 , they fit allright.)
For
RAZBAM's T-2D/E the same value is : -0.0079 for guns/rockets, -0.000 for missiles.
@TextbooktamLog in to Captain Sim site & go to link "Check in". Provide required info & then select "CS Weapon". Then select "Liveries". Last page of liveries for A-7 HUD.
PROCEDURE for Centering Weapons to a Default plane Aimpoint :1. Spawn with the plane at an airstrip with center line. Go in Slew mode ("Y"). Take some height
(F3 or F4) and decline forward the plane with Aimpoint aiming at the desired spot. That means, how far on the runway & at which point on it, you want the gun or rockets to converge (DECLINE plane with mouse wheel).
2. Shoot the gun or rockets & notice if the impact point is closer or more away from the desired.
Here are the tests starting : Change the value mentioned above with different values for each one of the 4 rockets (FSX IS closed when changing .xml ! Restart FSX & test). The rocket that strikes closer to desired aimpoint leads to the direction of the desired value, increase or decrease accordingly & retest... Rockets & gun usually use the same value (but you may want a different convergence for each one...)
3. To fit missile seaker at planes aimpoint, with screen centered, hit shift+F3 & open 2d HUD. By changing the same value as above, you may move the 2D HUD missile "aim lock" at the position of plane's default croshair. Do some tests as above & you'll get it precisely...
other .xml customization
DECREASING AIM9s ACCURACY :By changing these 2 values below, you'll have to get more properly at six of target plane (better angle) :
[quote] <TurnRate>
0.4</TurnRate>
<!-- missiles only: maximum turn rate. Radians -->
<SteerDelay>
1.0</SteerDelay>
<!-- missiles only: initial acceleration time before self-homing begins. Seconds --> [quote]
If you notice in .xml. AIM7 has a value of 0.2 turn rate (& misses targets that turn rapidly or bad shooting angle). Also you may increae a bit Steer delay value, say 1.5, so that for 1.5 sec missile will fly straight before starting to turn for target, thus inreasing initial angle between missile & target at the firing moment...
Hope these help...