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another company F16 Redux (Read 8138 times)
Dutch
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another company F16 Redux
Aug 4th, 2014 at 3:14am
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Okay, hello all those who are still interested in this add-on.  I recently discovered it because of a sudden rekindling of interest in military airplanes.  Naturally, you want to them be able to do their job, and this is about the only option that's reasonably affordable at the moment.

I played with the F-18 for a bit, and that was fun, but naturally I wanted more so I dusted off my old another company F16, upgraded it to 1.21, and started getting CSWeapon to work on it.

When you start down this road there's days and days of tweaking involved!!!

The forum here was very helpful in getting me started.  But the solution here involved a working CSWeapon HUD that has a nasty side effect:  wiping out the top part of both MFDs under certain conditions (related, I think, to the angle you are flying into the sun.)

So I set about solving that and figured I'd share what I found about what the numbers in the various configuration files really do in plain English without having to have a degree in math or graphics programming to understand.

The problem is getting the HUD in the VC correctly.  I had no problem with the 2D one but this is a VC-only airplane.

Firstly, you must place the CS 3D HUD over the one from the airplane, so, in panel.cfg comment the line with the original and replace with the CS.  Note that because the HUDS are different sizes you need to adjust some numbers.

//gauge00=HUD!HUD,            0,46,254,264
gauge00=CSWeapon!hud3d,      1, -20, 254, 320

(The problem with the numbers in the forum solution here are instead of the 320 above, it was 400, which extended the bottom of the HUD over the top of the MFD space.)

That's easy enough.  Now the hard part is the update of the "collimation" numbers CSWeapon.xml to place the CS HUD in 3D space.

Here is my solution:

       <CollimationData>0.0,31.5,-1.5,5.8</CollimationData>

What is all this insanity?  Here's what it means:

The first parameter (0.0) is the horizontal position, where positive numbers move it to the left and negative to the right.

The second (31.5) is the distance from the center of the airplane along the longitudinal axis.  Increasing this number moves it CLOSER to the pilot seat, decreasing moves it further away.  (It does not change the size, as some have said here, it just appears that way because the closer it gets to you to bigger it looks and vice versa.)  It is possible to get this behind the pilot location, in which case I think that's why it sometimes appears upside down.

The third (-1.5) is how far up or down the HUD is placed, where positive numbers move it up and negative move it down.  This is where most problems lie.

The fourth and last is the size of the HUD, where positive numbers mean smaller and negative mean larger.  Yes, I know this is backwards, but that's how it works.  Note that if you make the HUD larger than will fit in the space defined by the rectangle in the panel.cfg, it will clip and you'll be missing out on data around the edges.

Having done all this, my HUD was too small for my tastes, I wanted it bigger.  Increasing the fourth parameter didn't work - data got clipped.  The solution was:

       <HudFov3d>19.0</HudFov3d>

Think of this as a "magnifying glass" to zoom in on the HUD data.  The bigger you make this number, the higher the magnification.  Instead of clipping, the program will try and stuff everything on there and so if you make this number too big the HUD will be crammed with data and unreadable.

Aha!  After many hours, I have a perfectly positioned CS HUD in my another company F-16 that doesn't mess with the MFD data!!

BUT...

I still have a problem that I haven't solved yet.  When the system locks onto a target, the target box is drawn quite a bit below, and not directly on the visual target.  This is also true of the gunsight -- it too is drawn the same distance below where the vulcan actually shoots.

Calibration doesn't help this.

Nor does adjusting the "angle of incidence" of the gun or missles in CSWeapon.xml:

           <Station name="Nose" params="0,9,0,0,0.05,0,1200" />

The 0.05 here adjusts whether the gun shoots up or down, but it also moves the gunsight up or down on the VC HUD so that it always shoots higher than what the sight says.

This is not a problem in the 2D HUD, which tracks targets perfectly and the gun shoots right where the sight is located.  The only way to mess this up is the get the 2D HUD out of calibration then it shows exactly this same effect - target box drawn in the wrong place.

But no matter how well the 2D HUD is calibrated, the 3D HUD doesn't get fixed.

Anyone have seen this problem and solved it?

Many thanks, and I hope this is helpful.

Dutch
  

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Markoz
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Re: another company F16 Redux
Reply #1 - Aug 4th, 2014 at 10:28am
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Thank you for this information. I will try it on my another company F-16 (after I reinstall it). Grin
  

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Dutch
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Re: another company F16 Redux
Reply #2 - Aug 4th, 2014 at 2:45pm
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I've also created an interface gauge that links the unused weapon controls in the F16 to the CS controls, so you don't have to use the 2D CS weapons window.

For example Master Arm in the F16 cockpit will turn on the Master Arm for Weapon.

The AA button on the UFC selects Air or Ground Radar Mode - in is Air mode, out is Ground mode (the AG button is INOP alas.)

The Radar Range buttons on the left MFD will select both the radar range for the F16's search radar (like normal) and the Weapon radar range.

The top left button on the left MFD cycles between weapon types (gun, missile, rocket.)

The little rocker switch on the bottom left of the left MFD switches between HUD modes.

I changed the keys so that CTRL-6 shifts between weapons of a type.  I couldn't link that to a switch, or haven't yet figured out how to do it.

You can bring up the CS Weapon 2D and watch the controls move as you press the F16 buttons to see what effect its having.

Here's how to install it.

Make a folder in your F16 panel folder named CSI.

Copy the code below and place it in Notepad.

Save it to the newly created CSI folder and name it CSI_AS_F16.xml.

Insert this line in your [VCockpit01] section of Panel.cfg:

gauge14=CSI!CSI_AS_F16,1,1,1,1      // CS Weapon Interface

(You may need to change the 14 if that's used by another gauge, it was the next one up for me.)

Enjoy the increased immersion!

Dutch

Code
Select All
<Gauge Name="another company F16 CS Weapon Interface" Version="1.0">

// Links certain F16 switches to CS Weapon functions

// XML Variables used by CS in their gauges:
// CSG_MasterSw - 0 or 1 for master weapons arm mode
// CSG_RadAirGrnd - 0 for air mode 1 for ground mode
// CSG_RdrRange - 0=5 1=10 2=25 3=50 4=100 5=200
// CSG_WpnSelect - 0=Gun 1=Rocket 2=Missle 3=Bomb

   <Element>
      <Select>
        <Value>

		(L:switch_master_arm,number) (>L:CSG_MasterSw,number)

		(L:CSG_MasterSw,number) 1 == if{

			(L:AA,number) 0 == if{
				1 (>L:CSG_RadAirGrnd,number)
			} els{
				0 (>L:CSG_RadAirGrnd,number)
			}

			(L:CSG_RadAirGrnd,number) 0 == if{
				(L:LMFD_ts_1,number) 25 == if{
					(L:LMFD_ts1_set,bool) 0 == if{
						 1(>L:LMFD_ts1_set,bool)
						 (L:CSG_WpnSelect,number) 0 == if{
							  1 (>L:CSG_WpnSelect,number)
						 } els{
							  0 (>L:CSG_WpnSelect,number)
						 }
					}
					1 (>L:LMFD_ts1_set,bool)
				}		      
			}


			(L:LMFD_ts_1,number) 0 == if{
				0 (>L:LMFD_ts1_set,bool)
			}
		}

		// HUD Mode - link to Radar Lock rocker button on LMFD

		(L:radar_lock,number) 25 == if{
			(L:LMFD_rad_set,bool) 0 == if{
				 1(>L:LMFD_rad_set,bool)
				 (L:CSG_HudMode,number) 0 == if{
					  1 (>L:CSG_HudMode,number)
				 } els{
					(L:CSG_HudMode,number) 1 == if{
						 2 (>L:CSG_HudMode,number)
						 } els{
							0 (>L:CSG_HudMode,number)
						}
					}
				 }
			}
			1 (>L:LMFD_rad_set,bool)
		}		      
		(L:radar_lock,number) 0 == if{
			0 (>L:LMFD_rad_set,bool)
		}

		// Radar Range

		(L:Radar_Range,number) 0 == if{
		    2 (>L:CSG_RdrRange,number)
		}
		(L:Radar_Range,number) 1 == if{
		    3 (>L:CSG_RdrRange,number)
		}
		(L:Radar_Range,number) 2 == if{
		    4 (>L:CSG_RdrRange,number)
		}
		(L:Radar_Range,number) 3 == if{
		    0 (>L:CSG_RdrRange,number)
		}
		(L:Radar_Range,number) 4 == if{
		    1 (>L:CSG_RdrRange,number)
		}


         </Value>
      </Select>
  </Element>
</Gauge>
 



Here is my CSWeapon.xml for the F16:

Code
Select All
<?xml version="1.0" encoding="UTF-8" ?>
<CSWeaponInfo>
    <AircraftInfo>
        <!-- aircraft section -->
        <RadarRanges>5,10,25,50,100,200</RadarRanges>
        <!-- available radar ranges in NM, coma separated. -->
        <RadarGunModeRange>10</RadarGunModeRange>
        <!-- default radar range, NM. -->
        <RadarHorizAngle>60</RadarHorizAngle>
        <!-- angle of the radar horizontal scanning. Degrees -->
        <RadarVertAngle>20</RadarVertAngle>
        <!-- angle of the radar vertical scanning. Degrees -->
        <OptimumAOA>3.0</OptimumAOA>
        <!-- aircraft cruise angle of attack. Degrees -->
        <InRangeSound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_in_range.wav" gain="0.2" />
        <!-- target is in effective range alert for selected weapon. name – path and name. gain  - volume. 1.0 = 100%. -->
        <SrmHiSound name="..\..\..\Captain_Sim\Weapon\Sound\CSWeapon_srm_hi.wav" gain="0.1" />
        <!-- IR homing missiles only: IR seeker lock tone -->
        <SrmLoSound name="..\..\..\Captain_Sim\Weapon\Sound\CSWeapon_srm_lo.wav" gain="0.1" />
        <!-- IR homing missiles only: IR seeker search tone -->
    </AircraftInfo>
    <GaugeInfo>
        <!-- gau section -->
        <AntiAlias2d>1</AntiAlias2d>
        <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
        <AntiAlias3d>1</AntiAlias3d>
        <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
        <HudFov2d>11.98</HudFov2d>
        <!-- 2d HUD field of view. Degrees -->
        <HudFov3d>19.0</HudFov3d>
        <!-- vc HUD field of view. Degrees -->
        <CollimationData>0.0,31.5,-1.5,5.8</CollimationData>
        <!-- Horizonal +=left -=right -->
        <!-- Distance: +=closer -=further -->
        <!-- Vertical: +=up -=down -->
        <!-- Size: +=smaller -=larger - yes, REVERSED -->
        <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
        <!-- hud acceleration sensetivity factor -->
        <Collimate>1</Collimate>
        <!-- VC HUD collimation. 1-yes, 0-no (1). -->
        <TestFrame>0</TestFrame>
        <!-- HUD test pattern. 1-yes, 0-no (0). -->
    </GaugeInfo>
    <SoundInfo>
        <!-- sound section -->
        <MasterGain>1.0</MasterGain>
        <!-- global weapon sound volume. 1.0 = 100% -->
        <ExtViewSounds>1</ExtViewSounds>
        <!-- sound for exterior cameras. 1-yes, 0-no. -->
        <MaxSimulSounds>16</MaxSimulSounds>
        <!-- max number of simultaneous sounds playback -->
    </SoundInfo>
    <ControlsInfo>
        <!-- contols section -->
        <Action name="fire" control="joystick:0:button:0" />
        <!-- fire button -->
        <Action name="fire" control="Space" />
        <!-- fire button -->
        <Action name="masterSw" control="Ctrl+Shift+7" />
        <!-- weapon master switch -->
        <Action name="nextWeaponType" control="Ctrl+7" />
        <!-- weapon type selector switch -->
        <Action name="nextWeapon" control="Ctrl+6" />
        <!-- weapon subtype selector switch -->
        <Action name="nextWeaponMode" control="Ctrl+8" />
        <!-- weapon type fire mode selector switch -->
        <Action name="groundSw" control="Ctrl+Shift+8" />
        <!-- radar AIR-SURFACE mode selector switch -->
        <Action name="hudModeSw" control="Ctrl+9" />
        <!-- HUD mode selector switch -->
        <Action name="rangeSw" control="Ctrl+0" />
        <!-- Radar range selector switch -->
        <Action name="unlock" control="Ctrl+U" />
        <!-- drop a target  lock -->
        <Action name="fovInc" control="Ctrl+Shift+9" />
        <!-- HUD FOV increase  (2D only, AUTO in VC) -->
        <Action name="fovDec" control="Ctrl+Shift+0" />
        <!-- HUD FOV decrease  (2D only, AUTO in VC) -->
    </ControlsInfo>
    <WeaponInfo>
        <!-- aircraft dependent weapon settings -->
        <Weapon>
            <Gun>M61 Vulcan</Gun>
            <Shell>Vulcan Bullet</Shell>
            <Unlimited>0</Unlimited>
            <Station name="Nose" params="0,9,0,0,0.05,0,1200" />
            <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
            <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
            <DefaultMode>AUTO</DefaultMode>
        </Weapon>
        <Weapon>
            <Gun>AIM-9</Gun>
            <Shell>AIM-9</Shell>
            <Unlimited>0</Unlimited>
            <Station name="LeftWingTip" params="-8,0,0,0,0.00,0,1" />
            <Station name="LeftWingOuter" params="-5,0,0,0,0.00,0,1" />
            <Station name="LeftWingInner" params="-2,0,0,0,0.00,0,1" />
            <Station name="RightWingInner" params="2,0,0,0,0.00,0,1" />
            <Station name="RightWingOuter" params="5,0,0,0,0.00,0,1" />
            <Station name="RightWingTip" params="8,0,0,0,0.00,0,1" />
            <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
            <!-- available names: BST, UNCAGED, TRACK  -->
            <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
            <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
            <DefaultMode>TRACK</DefaultMode>
        </Weapon>
        <Weapon>
            <Gun>AIM-7</Gun>
            <Shell>AIM-7</Shell>
            <Unlimited>0</Unlimited>
            <Station name="LeftWingOuter" params="-5,0,0,0,0.00,0,1" />
            <Station name="LeftWingInner" params="-2,0,0,0,0.00,0,1" />
            <Station name="RightWingInner" params="2,0,0,0,0.00,0,1" />
            <Station name="RightWingOuter" params="5,0,0,0,0.00,0,1" />
            <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
            <DefaultMode>TRACK</DefaultMode>
        </Weapon>
        <Weapon>
            <Gun>AIM-132</Gun>
            <Shell>AIM-132</Shell>
            <Unlimited>0</Unlimited>
            <Station name="LeftWingOuter" params="-5,0,0,0,0.00,0,1" />
            <Station name="LeftWingInner" params="-2,0,0,0,0.00,0,1" />
            <Station name="RightWingInner" params="2,0,0,0,0.00,0,1" />
            <Station name="RightWingOuter" params="5,0,0,0,0.00,0,1" />
            <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
            <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
            <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
            <DefaultMode>TRACK</DefaultMode>
        </Weapon>
        <Weapon>
            <Gun>AGM-88</Gun>
            <Shell>AGM-88</Shell>
            <Unlimited>0</Unlimited>
            <Station name="LeftWingOuter" params="-5,0,0,0,0.00,0,1" />
            <Station name="LeftWingInner" params="-2,0,0,0,0.00,0,1" />
            <Station name="RightWingInner" params="2,0,0,0,0.00,0,1" />
            <Station name="RightWingOuter" params="5,0,0,0,0.00,0,1" />
            <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
            <DefaultMode>TRACK</DefaultMode>
        </Weapon>
    </WeaponInfo>
    <GunInfo>
        <!-- aircraft independent weapon settings -->
        <Gun>
            <!-- weapon sub-type . unlimited number of -->
            <Type>MachineGun</Type>
            <!--sub-type class. USE ONLY: MachineGun, RocketLauncher, MissileLauncher, BombLauncher -->
            <Name>M60C</Name>
            <!--weapon sub-type name. must match name in WeaponInfo section -->
            <Desc>7.62mm Machine Gun</Desc>
            <!-- weapon sub-type description  -->
            <HudString>GUN</HudString>
            <!-- weapon type dispayed on HUD in weapon info string -->
            <Pix />
            <ConeAngle>0.0005</ConeAngle>
            <!-- grouping of shots cone (radians) -->
            <TargetRange>800</TargetRange>
            <!-- Effective range (metters) -->
            <Delay>0.0</Delay>
            <!-- Fire Delay - seconds. -->
            <FxFire />
            <!-- Fire visual effect name. no path -->
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_mg_shot1.wav" loopEnd="0.1" finishLoop="1" gain="0.7" />
            <!-- Fire Sound name, path, parameter -->
            <Shell>
                <!-- shell section (bullet, shell, rocket, missile, bomb). one per weapon sub-type -->
                <Name>M60C Bullet</Name>
                <!-- shell name. must match name in WeaponInfo section -->
                <Desc>7.62mm M60C Bullet</Desc>
                <!-- description. any -->
                <HudString>M60</HudString>
                <!-- weapon sub-type dispayed on HUD in weapon info string -->
                <Pix />
                <Container>CS_Weapon_M60C</Container>
                <!-- weapon simobject name. must match ../Simobjects/Misc/ name AND simobject sim.cfg title= name -->
                <FxWake />
                <!-- rocket/missile trail visual effect name. no path -->
                <Weight>0.0097</Weight>
                <!-- shell weight -->
                <TargetWeight>5000</TargetWeight>
                <!-- target wight correction factor -->
                <Lifetime>3.0</Lifetime>
                <!-- shell physical liftime -->
                <CtrLifetime>2.0</CtrLifetime>
                <!-- shell simobject liftime -->
                <Efficiency>0.01</Efficiency>
                <!-- shell damage efficiency		 -->
                <RadiusRatio>1.0</RadiusRatio>
                <!-- See SDK -->
                <DragCoeff>0.295</DragCoeff>
                <!-- shell drag coefficient -->
                <OpArea>0.0000456</OpArea>
                <!-- shell net area -->
                <GravCoeff>1.0</GravCoeff>
                <!-- shell gravitation coefficient  -->
                <InitSpeed>853</InitSpeed>
                <!-- shell initial velocity (meters per second) -->
                <EngThrust>0</EngThrust>
                <!-- Rocket engine thrust  (newtons) -->
                <ThrustDuration>0</ThrustDuration>
                <!-- Rocket engine lifetime (seconds) -->
            </Shell>
        </Gun>
        <Gun>
            <Type>MachineGun</Type>
            <Name>SPPU-30</Name>
            <Desc>2xGS-30-1</Desc>
            <HudString>GUN</HudString>
            <Pix />
            <ConeAngle>0.001</ConeAngle>
            <TargetRange>1200</TargetRange>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_mg_fire1.wav" loopBeg="0.046" loopEnd="0.553" finishLoop="0" gain="1.0" />
            <Shell>
                <Name>GS-30-1 Bullet</Name>
                <Desc>30mm GS-30-1 Bullet</Desc>
                <HudString>GS30</HudString>
                <Pix />
                <Container>CS_Weapon_GSH-30</Container>
                <FxWake />
                <Weight>0.390</Weight>
                <TargetWeight>5000</TargetWeight>
                <Lifetime>3.0</Lifetime>
                <CtrLifetime>2.0</CtrLifetime>
                <ContainerLifetime>3.0</ContainerLifetime>
                <Efficiency>0.04</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.295</DragCoeff>
                <OpArea>0.0007068</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>887.5</InitSpeed>
                <EngThrust>0</EngThrust>
                <ThrustDuration>0</ThrustDuration>
            </Shell>
        </Gun>
        <Gun>
            <Type>MachineGun</Type>
            <Name>M61 Vulcan</Name>
            <Desc>M61 Vulcan six-barreled cannon</Desc>
            <HudString>GUN</HudString>
            <Pix />
            <ConeAngle>0.0015</ConeAngle>
            <TargetRange>1500</TargetRange>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\VulcanCannon.wav" loopBeg="0.5139" loopEnd="1.3059" finishLoop="0" gain="1.0" />
            <Shell>
                <Name>Vulcan Bullet</Name>
                <Desc>20mm Vulcan Bullet</Desc>
                <HudString>M61</HudString>
                <Pix />
                <Container>CS_Weapon_M61Vulcan</Container>
                <FxWake />
                <Weight>0.1024</Weight>
                <TargetWeight>5000</TargetWeight>
                <Lifetime>3.0</Lifetime>
                <CtrLifetime>2.0</CtrLifetime>
                <Efficiency>0.026</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.295</DragCoeff>
                <OpArea>0.0003141</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>1050</InitSpeed>
                <EngThrust>0</EngThrust>
                <ThrustDuration>0</ThrustDuration>
            </Shell>
        </Gun>
        <Gun>
            <Type>RocketLauncher</Type>
            <Name>Hydra 70</Name>
            <Desc>Description of rocket launcher</Desc>
            <HudString>ROCKE</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>2500</TargetRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket1.wav" gain="0.3" />
            <Shell>
                <Name>Hydra 70</Name>
                <Desc>Hydra 70 rocket</Desc>
                <HudString>H70</HudString>
                <Pix />
                <Container>CS_Weapon_Hydra70</Container>
                <FxWake>csweapon_rocket_wake1</FxWake>
                <Weight>12.2</Weight>
                <TargetWeight>10000</TargetWeight>
                <Lifetime>4.0</Lifetime>
                <CtrLifetime>4.0</CtrLifetime>
                <Efficiency>0.3</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.04</DragCoeff>
                <OpArea>0.004</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>5926</EngThrust>
                <ThrustDuration>1.075</ThrustDuration>
            </Shell>
        </Gun>
        <Gun>
            <Type>RocketLauncher</Type>
            <Name>Zuni127</Name>
            <Desc>Description of rocket launcher</Desc>
            <HudString>ROCKE</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>2500</TargetRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket1.wav" gain="1.0" />
            <Shell>
                <Name>Zuni127</Name>
                <Desc>Zuni127 rocket</Desc>
                <HudString>Z127</HudString>
                <Pix />
                <Container>CS_Weapon_Zuni127</Container>
                <FxWake>csweapon_rocket_wake1</FxWake>
                <Weight>12.2</Weight>
                <TargetWeight>10000</TargetWeight>
                <Lifetime>4.0</Lifetime>
                <CtrLifetime>4.0</CtrLifetime>
                <Efficiency>0.5</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.04</DragCoeff>
                <OpArea>0.004</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>5926</EngThrust>
                <ThrustDuration>1.075</ThrustDuration>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>AIM-9</Name>
            <Desc>AIM-9 Sidewinder</Desc>
            <HudString>AA</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>18000</TargetRange>
            <MinRange>1000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.5" />
            <Shell>
                <Name>AIM-9</Name>
                <Desc>AIM-9 Sidewinder</Desc>
                <HudString>AIM9</HudString>
                <Pix />
                <Container>CS_Weapon_AIM9</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>86.2</Weight>
                <TargetWeight>20000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>0.3</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>6000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.4</TurnRate>
                <!-- missiles only: maximum turn rate. Radians -->
                <SteerDelay>1.0</SteerDelay>
                <!-- missiles only: initial acceleration time before self-homing begins. Seconds -->
                <SeekerAngle>3.1416</SeekerAngle>
                <!-- IR missiles only: IR seeker maximum vield of view angle. Radians -->
                <SelfDestrTime>10.0</SelfDestrTime>
                <!-- missiles only: self-destruction delay if a lock missed after launch. Seconds -->
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>AIM-7</Name>
            <Desc>AIM-7 Sparrow</Desc>
            <HudString>AA</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>45000</TargetRange>
            <MinRange>2000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.7" />
            <Shell>
                <Name>AIM-7</Name>
                <Desc>AIM-7 Sparrow</Desc>
                <HudString>AIM7</HudString>
                <Pix />
                <Container>CS_Weapon_AIM7</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>230.0</Weight>
                <TargetWeight>20000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>0.5</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>17000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.2</TurnRate>
                <SteerDelay>2.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>R-73</Name>
            <Desc>R-73M2</Desc>
            <HudString>AA</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>40000</TargetRange>
            <MinRange>1000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.6" />
            <Shell>
                <Name>R-73</Name>
                <Desc>R-73M2</Desc>
                <HudString>R73</HudString>
                <Pix />
                <Container>CS_Weapon_R-73</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>105.0</Weight>
                <TargetWeight>20000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>0.5</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>7000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.4</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>R-60</Name>
            <Desc>R-60</Desc>
            <HudString>AA</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>8000</TargetRange>
            <MinRange>500</MinRange>
            <MaxGForce>4</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.3" />
            <Shell>
                <Name>R-60</Name>
                <Desc>R-60</Desc>
                <HudString>R60</HudString>
                <Pix />
                <Container>CS_Weapon_R-60</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>86.2</Weight>
                <TargetWeight>20000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>0.3</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>6000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.6</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>AIM-132</Name>
            <Desc>AIM-132 ASRAAM</Desc>
            <HudString>AA</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>18000</TargetRange>
            <MinRange>300</MinRange>
            <MaxGForce>4</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.5" />
            <Shell>
                <Name>AIM-132</Name>
                <Desc>AIM-132 ASRAAM</Desc>
                <HudString>AIM132</HudString>
                <Pix />
                <Container>CS_Weapon_AIM132</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>88.0</Weight>
                <TargetWeight>20000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>0.5</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>6000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.6</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>AGM-88</Name>
            <Desc>AGM-88 HARM</Desc>
            <HudString>AS</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>106000</TargetRange>
            <MinRange>2000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket2.wav" gain="0.3" />
            <Shell>
                <Name>AGM-88</Name>
                <Desc>AGM-88 HARM</Desc>
                <HudString>AGM88</HudString>
                <Pix />
                <Container>CS_Weapon_AGM-88</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>355.0</Weight>
                <TargetWeight>50000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>1.0</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>20000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.2</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>X-29</Name>
            <Desc>X-29</Desc>
            <HudString>AS</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>12000</TargetRange>
            <MinRange>1000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="1.0" />
            <Shell>
                <Name>X-29</Name>
                <Desc>X-29</Desc>
                <HudString>X29</HudString>
                <Pix />
                <Container>CS_Weapon_Kh-29</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>685.0</Weight>
                <TargetWeight>50000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>1.0</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>20000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.2</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>ALARM</Name>
            <Desc>Air Launched Anti-Radiation Missile</Desc>
            <HudString>AS</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>93000</TargetRange>
            <MinRange>2000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket2.wav" gain="0.3" />
            <Shell>
                <Name>ALARM</Name>
                <Desc>Air Launched Anti-Radiation Missile</Desc>
                <HudString>ALRM</HudString>
                <Pix />
                <Container>CS_Weapon_ALARM</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>268.0</Weight>
                <TargetWeight>50000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>1.0</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>15000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.2</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>MissileLauncher</Type>
            <Name>AS-34</Name>
            <Desc>AS-34 Kormoran</Desc>
            <HudString>AS</HudString>
            <Pix />
            <ConeAngle>0.005</ConeAngle>
            <TargetRange>23000</TargetRange>
            <MinRange>2000</MinRange>
            <MaxGForce>3</MaxGForce>
            <Delay>0.0</Delay>
            <FxFire />
            <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket2.wav" gain="0.4" />
            <Shell>
                <Name>AS-34</Name>
                <Desc>AS-34 Kormoran</Desc>
                <HudString>AS34</HudString>
                <Pix />
                <Container>CS_Weapon_AS-34</Container>
                <FxWake>csweapon_rocket_wake2</FxWake>
                <Weight>600.0</Weight>
                <TargetWeight>50000</TargetWeight>
                <Lifetime>25.0</Lifetime>
                <CtrLifetime>25.0</CtrLifetime>
                <Efficiency>1.0</Efficiency>
                <RadiusRatio>1.0</RadiusRatio>
                <DragCoeff>0.18</DragCoeff>
                <OpArea>0.015</OpArea>
                <GravCoeff>1.0</GravCoeff>
                <InitSpeed>0</InitSpeed>
                <EngThrust>15000</EngThrust>
                <ThrustDuration>10.0</ThrustDuration>
                <TurnRate>0.2</TurnRate>
                <SteerDelay>1.0</SteerDelay>
                <SeekerAngle>3.1416</SeekerAngle>
                <SelfDestrTime>10.0</SelfDestrTime>
            </Shell>
        </Gun>
        <Gun>
            <Type>BombLauncher</Type>
            <Name>MK82</Name>
            <HudString>MK82</HudString>
        </Gun>
    </GunInfo>
    <TrafficInfo>
        <!-- Target section -->
        <Traffic>
            <Type>DefaultAir</Type>
            <!-- traffic type (DefaultAir, DefaultGround, DefaultBoat)
			DefaultAir – all aircraft.
			DefaultGround – all ground vehicles (except highway traffic).
			DefaultBoat – all sea traffic.
			User can define any specific Simobject title (i.e. de Havilland Dash 8-100) to set any specific setting. -->
            <FxImpactland name="csweapon_ai_impactland" lifeTime="30.0" />
            <!-- simobject ground hit effect. name – effect name.  lifeTime – lifetime, seconds -->
            <FxImpactwater name="csweapon_ai_impactwater" />
            <!-- simobject (except ground vehicles) water hit effect. name – effect name. lifeTime – lifetime, seconds -->
            <LifeDamaged>360</LifeDamaged>
            <!-- unexploded stroked simobject lifetime, seconds. Used for FSX system load optimization.  -->
            <SpdDamagedMin>0.05</SpdDamagedMin>
            <!-- speed of unexploded stroked simobject to trigger LifeDamaged. Meters per sec  -->
            <Damage pct="10.0" release="1">
                <!-- Unlimited number of Damage sections to determine stroked simobject behavior.
			pct – damage % to trigger the section.
			release – FSX AI control (1-no,  0-yes).
			remove – remove simobject form the scene (1-yes, 0-no).
			removeDelay - simobject remove form the scene delay. Seconds -->
                <AIPilot bank="-0.2" />
                <Var name="BRAKE PARKING POSITION" units="Position" value="32000" />
            </Damage>
            <Damage pct="15.0">
                <Fx name="csweapon_ai_smoke_light" state="1" />
                <!-- visual effect name. no path, must be placed in .../Effects/ -->
            </Damage>
            <Damage pct="20.0">
                <AIPilot bank="0.2" />
                <!-- flight parameters for this % of damage.
				  bank – bank angle. Radians.
				  pitch - pitch angle. Radians.
				  IAS – KIAS (-1). -->
            </Damage>
            <Damage pct="30.0">
                <Fx name="csweapon_ai_smoke_mid" state="1" />
                <Fx name="csweapon_ai_smoke_light" state="0" />
                <AIPilot bank="-0.2" />
                <Var name="GENERAL ENG THROTTLE LEVER POSITION:1" units="Percent" value="0" />
                <Var name="GENERAL ENG THROTTLE LEVER POSITION:2" units="Percent" value="0" />
                <Var name="GENERAL ENG THROTTLE LEVER POSITION:3" units="Percent" value="0" />
                <Var name="GENERAL ENG THROTTLE LEVER POSITION:4" units="Percent" value="0" />
            </Damage>
            <Damage pct="40.0">
                <AIPilot bank="0.26" />
            </Damage>
            <Damage pct="45.0">
                <Fx name="csweapon_ai_smoke_dark" state="1" />
                <Fx name="csweapon_ai_smoke_mid" state="0" />
            </Damage>
            <Damage pct="50.0">
                <AIPilot bank="-0.52" />
                <Var name="ELECTRICAL MASTER BATTERY" units="Bool" value="0" />
            </Damage>
            <Damage pct="60.0">
                <Fx name="csweapon_ai_smoke_black" state="1" />
                <Fx name="csweapon_ai_smoke_dark" state="0" />
                <AIPilot bank="10.0" />
                <Var name="GENERAL ENG COMBUSTION:1" units="Bool" value="0" />
                <!-- FSX var for this % of damage.
				name – var name (see FSX SDK.Core Utilities Kit > Variables > Simulation Variables).  
				units - (see FSX SDK.Core Utilities Kit > Variables > Simulation Variables).
				FSX events  supported as well:
				name – event ID (see FSX SDK.Core Utilities Kit > Variables > Event ID's).
				data – additional event data (see FSX SDK.Core Utilities Kit > Variables > Event ID's)-->
                <Var name="GENERAL ENG COMBUSTION:2" units="Bool" value="0" />
                <Var name="GENERAL ENG COMBUSTION:3" units="Bool" value="0" />
                <Var name="GENERAL ENG COMBUSTION:4" units="Bool" value="0" />
                <Var name="AILERON POSITION" units="Position" value="-16000" />
            </Damage>
            <Damage pct="80.0">
                <Var name="AILERON POSITION" units="Position" value="16000" />
            </Damage>
            <Damage pct="99.9" remove="1" removeDelay="2.0">
                <Fx name="csweapon_ai_expl_air" state="1" />
            </Damage>
        </Traffic>
        <Traffic>
            <Type>DefaultGround</Type>
            <LifeDamaged>30</LifeDamaged>
            <Damage pct="50.0" release="1">
                <Fx name="csweapon_ai_grnd_mid_dmg" state="1" />
                <Var name="GENERAL ENG COMBUSTION:1" units="Bool" value="0" />
                <Var name="GENERAL ENG COMBUSTION:2" units="Bool" value="0" />
                <Var name="GENERAL ENG COMBUSTION:3" units="Bool" value="0" />
                <Var name="GENERAL ENG COMBUSTION:4" units="Bool" value="0" />
                <Var name="ELECTRICAL MASTER BATTERY" units="Bool" value="0" />
            </Damage>
            <Damage pct="99.9">
                <Fx name="csweapon_ai_grnd_mid_dmg" state="0" />
                <Fx name="csweapon_ai_grnd_hi_dmg" state="1" />
            </Damage>
        </Traffic>
    </TrafficInfo>
</CSWeaponInfo>
 

  

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Xpel
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Re: another company F16 Redux
Reply #3 - Aug 4th, 2014 at 7:36pm
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Shocked Shocked

Thumbs up sir !... This Rocks !

I do care & use this add on, since I fly only with militaries in FSX, as also the another company F-16. The problem with radar screen covered by the 2d panel, was frustrating & really a problem for me, since I use radar to track airborn targets... I couldn't agree more with what you say. Thank's for the info and this add on in add on... I will check them both out as soon as I'll be available for this...
As for now, due to your first post info, I've placed missiles lock at the position of the default crosshair of the plane I currently fly with (so I don't use CS 2D panel)... I also intend to adjust proper convergence for vulcan & rockets at the same aiming point also...

Things will spice up for Military flying in FSX with CS Weapon add on, since FSX@War team decided to let all users benefit of their project. That is : UserS declaring CS Weapons to the FSX@War interface, so they can be recognized by the programm, will result in simobject destruction of the FSX@War targets, in FREE FLIGHT !... Expected at end of August - middle of September !...

Good Job & Thank you !
  
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Dutch
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Re: another company F16 Redux
Reply #4 - Aug 4th, 2014 at 8:36pm
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Thanks Xpel  Grin

IF you figure out how to get the target box on the F16 square on to the actual visual target please let me know how you did it.

Still baffled by that one.

Dutch

Also - very interested in FSX@WAR.  Can't figure too much out because their site is in French. I got the impression that it would require the other, more expensive combat system; but glad to hear otherwise.
  

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Dutch
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Re: another company F16 Redux
Reply #5 - Aug 5th, 2014 at 6:55pm
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Okay, so, I thought I understood this.  At least my numbers produced something that looked like it works on the another company F-16.

But then I installed the CS HUD on the Virtavia F-111 according to the numbers posted here -- and found out how it's really supposed to work.

On my F-16, when I move the eyepoint, the CS HUD moves with it.  If I move to the right or left, the HUD quickly slides off the glass in front of me.

This doesn't seem right.  And for sure:  On the F-111, when I slide to the left or right, the HUD image stays right where it is, and when I look at it from an angle, I see it's stuck to the glass and I'm seeing it from an angle.  With the F-16, looking from an angle, I see nothing!

The F-111 is acting like it should.  My F-16 numbers don't.   They look good from the front, but they aren't behaving like a 3D HUD in 3D space.  (Yes, I verified that it's CSWeapon!hud3d that I'm using.)

What the hell is going on?

Why does the F-111 work and the F-16 doesn't?  Carefully comparing the configuration I can see that on the F-111 the 1st and 3rd parameters of the collimation numbers are copied straight from the aircraft.cfg eyepoint -- like the manual says to do it.  The 2nd parameter - longitudinal axis - is 7 whereas the eyepoint says 23.7! (This should place the hud3d behind the pilot, no?  Or are those numbers backwards?))  And the hudfov3d for the F-111 is a MINUS 16.  This is apparently to flip it over.  A minus number on the F16 turns it upside down.

When I move my position in 3d space around, in the F-111 I can move forward right into the hud, and as I get closer, it gets bigger until I pass right through it.

On the F-16 I don't get closer to it until I get way in front of the jet, out where the nose is.  Then, the HUD is still in front of me, but I start to get closer and eventually pass thru it.  Once I get close to it, I can view it from an angle without it disappearing.

This is a clue to the puzzle.  I have to manipulate that 2nd parameter until I get it right.

But so far, no matter where I move it, I can't get it located where the VC HUD glass is located.  It always seems to be in front of the jet outside the cockpit.  When I make my number negative it flips over (which I can correct by making the hudfov3d negative too.)

Whew.  What a pain having to switch airplanes every time I make a change to it.

Dutch

Annnnd an update.  Just for fun, I restored the original non-CS another company F-16 HUD to see what it would do.  It does the same wrong thing, sliding off the glass when I shift right or left.  Even though some posts here talk about how it is "fully collimated".  And it shows the same location -- it's way in front of the jet too!  I have to move out to the nose cone to get close to it.  Wait...is that where the model is placing the rectangle?  Way out there?  Why?

Yet, the CS HUD in the F-111 works perfectly!  Except it's a dark and not light green.  Why?

Baffled.

  

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Markoz
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Re: another company F16 Redux
Reply #6 - Aug 6th, 2014 at 2:18am
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Virtavia have placed their HUD on the glass in the VC, whereas another company have possibly placed their HUD on a polygon way out in front of the plane.
It's the only explanation I can think off for why both the default AS F-16 HUD and CS HUD are appearing way out there. Undecided
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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Dutch
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Re: another company F16 Redux
Reply #7 - Aug 6th, 2014 at 5:50am
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You must be right!  Smiley I feel okay with it since I saw that the original HUD works like the collimated CS one does.  I'm assuming it's a design decision and not a bug.  No longer trying to debug it.

Still don't know why the target box doesn't match up, but I noticed after some experimentation that the F-111 reticule doesn't get placed on the target either.  In that case it appears about 200 yards to the right of where the visual target is located.

Hmmmm.   Okay, so, looking at the default F-18 which works perfectly.  The HUD is placed almost dead center of the eyepoint.  Bingo!  Target box is okay.

On the F-16, the HUD is below the eyepoint -- and the visual target is above the reticule by about the same amount!  

On the F-111 the HUD is over to the left of the aircraft's centerline.  And sure enough, the reticule is too far to the right of the visual target!  By a considerable amount.

Pattern?  I need to set up another airplane to see.

Dutch
  

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Victory103
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Re: another company F16 Redux
Reply #8 - Aug 24th, 2014 at 5:34pm
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Any update on this? I do own and fly the "expensive weapons add-on", but with only a few developers adding it I need to look elsewhere for some of the modern fighters I still like to fly. I own both payware Vipers, but put the AS in the hangar after not being able to get the CS Weps .cfg just right to my liking.
  

ARMY PROPS
DUSTOFF
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Dutch
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Re: another company F16 Redux
Reply #9 - Aug 26th, 2014 at 7:08am
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The only update is that it actually works fine, as good as I think we can get it, with the numbers I gave.  The original HUD shows the same non-collimated behavior, so I think we'll have to live with the devs design decision here.

The problem with the target box being draw under the visual target is really cosmetic.  As a practical matter you can track the target easily enough and shoot at it.  I suspect this is a consequence of the fact that when properly placed in the F-16's 3D space, the result isn't actually in the center of the screen like it is with the F-18.  If it was, everything would probably line up, but if you place it in the center you can't use it.  Unless you play with the pilot's eyepoint...there's still some room to fiddle with it, but I don't have the time, and I'm happy as it is.

I fly it very successfully.  Although my airplane of choice right now is the Sabre.

Dutch
  

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