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Pally

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Everything posted by Pally

  1. Same. It will be an awesome if this and DSPlayer's F-14 weapon mods can be somehow combined together before the experience of Super Tomcat 21 can be finally had.
  2. Why the heck not! We can even mod the AGM-88C into the AARGM (just add slightly more specific thrust, lower fuel consumption per to match total fuel count, and total thrust duration)!
  3. DSPLAYER: Love your HARM mod! I added the AGM-84 Harpoons to it (per AirForce Monthly magazine which did a special report on the strike capability of the F-14). Any chance we can combine your mods with another mod which features he hypothetical AIM-152 AAAM? It is the https://www.digitalcombatsimulator.com/en/files/3326837/ by Spino7?
  4. Dear Heatblur: Love hearing your faithful work at each and every communication. When I chewed through the manual two years ago, I was stuck with the details possible. Thank you for implementing the jamming stones representations and its sub-modes for both DDD and TID.
  5. That's a perfect excuse for me to pick up the Syria map this winter. Reforger Part II it is then!
  6. Oh. Shhhhhhhh!t HOT!! You peeps modelled the JAMMING SIGNAL STRENGTH! I thought what appeared on the manual regarding the above was just for show! This. Is. Awesome!
  7. Spurts, cool bro, you got to see all that during your childhood? Miramar? Tomcat landing? Dang. The original Fightertown USA. That's history we savor. I am forever jealous. Sex appeal and brute, hell yeah, Grumman Ironworks. Sad for me to have not visited the Grumman facility, the F-14's birthplace, at Bethpage, Long Island, New York. I lived in NY for the longest, and one day I will go there specially to pay my respect to both the big Cat and also to Grumman proper. Meanwhile, it is flying off Nellis AFB RNWY 03L with the Heatblur's Grumman F-14B and so some drone practice. Cheers!
  8. IronMike and Timo: Per IronMike, it was true regarding trying DCS. I share the sentiment regarding learning process, and also the resulting enjoyment knowing how to employ (or at least make sense of) the knowledge and data so research and presented. It was March of 2019. I was walking out of Target. I googled F-14 from Youtube just for fun then found the "ANYTIME, BABY!!" release trailer/video. I was blown away not only that I haven't seen an F-14 sim anywhere since the days of Microprose's F-14 Fleet Defender, but the graphics, the music, and then the cinematics all were too captivating for me to ignore. I began looking around to learn more. If my memory serves me right, I eventually came across the post "Scan, Lock, Fire" from Heatblur. Turned out they also modelled the radar and weapon system. Oh My GAWD!! That green colored CRT "fishbowl" looking TID, the AWG-9, and the mighty AIM-54s. I knew I had to get back into flight simming just for the TOMCAT. I liked the Falcon, the Hornet, but the Tomcat... Next thing I know, I googled the required specs to experience it. Then I realized it is part of the DCS module collection; within two months, I built a DCS gaming rig (I haven't had a gaming anything since 2003. Lots to learn but worth all of it) for what but oh yes that ol 'Grumman Cat. Now, here we are. I am able to enjoy the Grumman F-14 Tomcat faithfully recreated by Heatblur, learn its AWG-9 kirks and strengths, and even dab into intercept geometry (thanks to extensive writeup and analysis from Xarov of Fly-and-Wire, meanwhile also thanks to Chuck's Guide). I love it. Last but not least, the group of enthusiasts that contribute to this F-14 experience is immense, at times, quite intense (). To end, a modest system with medium in-game settings, a simple flight stick, a copy of Heatblur's F-14, afterward, your desire and time available are the only limits, friend. Flying and admiring is fun, and the awe that comes from learning how to employ them are even better! Thanks, IronMike and Heatblur. You guys have brought me an immense opportunity to rekindle with my youth... and with that, pure joy. Oh hell, it is more then joy now--it's a freaking journey!! p.s: If Timo Niemelä is reading this, have a peek at FlyandWire.com, grab and skim the Chuck's Guide for the F-14 Tomcat. I don't mind getting blame for getting you closer the Grumman Tomcat. Lastly, I left you a picture here. It as made by someone at Hoggit subreddit, Ellyrion, more then three years ago. Cheers!
  9. My explanation is the the Tomcat nose pitch down when lift is increased (noticeable more on slower speed such as in our case), and nose pitch up when we loose a little lift. The burble gives a lift upward from the deck, which may give that phenomenon of "lift increase, nose pitches down; drop lift, nose pitches up", which seen as FPM bump up (legitimate lift increase showing) while nose pitches down just a little (feels like a downward movement). That's my best guess. Anyone can add their interpretation? p.s: That lift phenomena is most noticeable when flaps get fully deployed. It gives more lift, but the Tomcat reacts with a net nose pitch down moment despite the VVI shows a net increase.
  10. Hi Rolemodel, and also hello to Uboat: I have tried to do the above as suggested by Uboat by means of pasting the entirety of code inside the aircraft's LUA, which resulted in as Rolemodel experienced of a no-show of modded aircraft. If I create a file with the code and named it Sensor.LUA (or as Sensors.LUA), it resulted in as if the game does not recognize there is a radar in the jet. It only launches IR guided weapons as a result. To Rolemodel and Uboat, and everyone who have a bit experience with modding, I opted to enter the "AN/APG-63" as sensor of choice within the aircraft's LUA. Doing so does resulted in DCS recognizing what I ask of it to do. Once I enter the above code per Uboat, the AI behaved as if it has no radar whatsoever. Did I enter the code wrongly? Syntax error perhaps? Or DCS 2.7 has changed in such a way that no longer permit using Saved Game folder level modding? I am attempting to increase the radar range of a user made mod, the JAS-39 Gripen. It is a nice mod. It would be nice to have the Meteor launch at much longer distance. Before DCS 2.7, I was able to mod the DB_Sensors.LUA for my own preference for curiosity and creativity sake only. It would be great to do so in DCS 2.7 again. Thank you for helping if possible. Thanks!
  11. Yup. Rudder roll in high Alpha conditions will help get used to unassisted (non FBW) jet at least.
  12. To Heatblur team: You all are freaking amazing! I saw your logo, then the video showing the wingtip dihedral of a jet... It is YOU that will bring on the F-4! Oh My Goodness. Also that guitar, I hope the soundtrack will be another kickass one, brother! Looking forward growing old with Heatblur for real!
  13. Nellis and DCS cows.
  14. Hi, all: This is geared to those who understood how the missile_data.lua works (but all are welcome to chime in, too). Hope NHawk can chime in a little. I respect his work. I used Nhawks weapons mod for. 2.56 I love modding and learning so much that I left it as is without hopping to 2.7x. In building the MBDA "Meteor", knowing it has a boost and sustain (by ductable ramjet), I was able to recreate the booster then sustain part, but truly unable (sorry!) to recreate the variable speed that reflect the ductable aspect of the ramjet propulsion. Certainly, some parts of my modding is off, but what I managed to discovered is that the animation for t_boost follow by t_sustain actually (weird, but true) went like this: Boost (flame animation, lasts per time allowed) followed by Sustain (non-flame, only smoke plume, also lasts per time allowed), and it went to Boost animation again... This works out in how it looks, which mimics the rocket booster firing, follows by ramjet takes over once certain mach speed is reached, then the booster fires again to gain terminal maneuvering energy in order to chase down a maneuvering target. So my question is did anyone happened to discover a second booster animation from their mods (like the ones from Rafale, and the Gripe)? I thought once the t_boost timer is done, then there is no more boosting (nor its associated graphics) at all. In the end, it works out for me, but I am terribly curious to learn more. Hours spent but worth it to get to understand this wonder. Thanks, all. p.s: I don't play multiplayer yet, so said mod is only for single player and curiosity sake.
  15. Okay, I added the emergency hydraulics selectors w/ switch cover button key binds. The emergency hydraulic selector switch is a three-position switch under a red safety cover located at the near posterior end of the right sidewall. I have no use for the xxx, else xxx key binds; nonetheless, they are all included here. Handy in event we took missile fragmentation blast(s) and survive with a single engine.
  16. Yup, just that will do. Make absolutely certain that the DEVICES.<VDI or HUD, or whatever> is accurate, or else the game won't recognize what the heck we are asking of it to do. If ever in doubt, do refer to the master key list, namely the clickabledata.lua (located in DCS World OpenBeta\Mods\aircraft\F14\Cockpit) to find the corresponding devices ID. Facepalmed myself the moment I realize I erroneously entered HUD instead of VDI. Cheers, and a double cheers for contributing! P.S: Once you get an idea how those codes interact, it is pretty easier. I've been tinkering with the homebrewed MBDA Meteor (that missile_data.lua) ... launch at 75nm at bomber size target at 30k. It lofts to 65k or so and reached 3000+ kts as it dives down on target nose on at 15k or so as it tries to dive and evade; it's impact speed was 2000+ kts (more if it doesn't try to dive and drag it to denser air). For fighter size (J-11, MiG-29) that maneuvers a lot, it can be launched at about 40nm and reach max loft height at only ~30k, then it dives and merrily slams a 700+ kts Christmas at 90 degrees impact angle tracing a ridiculous path of lead pursuit course wrecking Fulcrum, Thunder, or whatever being locked. Fun times.
  17. Friend, and Tomcats friends, I did another 2 hrs worth of tinkering with the lua and managed to add HUD night filter and VDI night filter*. Add these lines to the default.lua and folder location: DCS World OpenBeta\Mods\aircraft\F14\Input\F-14B-Pilot\keyboard Stick the following codes in the Pilot Display Control Panel section (PDCP): I placed those under 'PDCP' category, but they can also be in Lights or Cockpit Mechanics, or whichever predefined category as you see please. Also, I had tried to understand so as to save a switch position for the HUD Night Filter OFF, and HUD Night Filter ON to a HUD Night Filter Toggle entry. At this time, I think unless it was predefined by Heatblur as a TOGGLE capable function, additional entries will have to be entered separately for ON and an OFF function. Sorry friends, I tried... lol. I must say that able to be in VR and not use my mouse for those two functions brought some joy. Small, but measurable increase in enjoyment of Heatblur's work. Lastly, but not least, below are the codes for the RIO's to make the DDD and TID brightness to become bindable with axis such as your dials or potentiometers. Place them in default.lua: DCS World OpenBeta\Mods\aircraft\F14\Input\F-14B-RIO\joystick Stick these codes under the "joystick axes" section: P.S: If Ironmike or Cobra saw this, I do not mean any form of disrespect. Oh no. I love the module from day one. P.S*: Re the VDI night filter, I spent more way too much time in trying to get it working (when I did, I almost face punch myself with an R-27ET). Turned out it was just a matter of not paying closer attention to the COCKPIT_DEVICE_ID code. For the VDI night filter, it is registered to DEVICE.VDI, not DEVICE.HUD. You can imagine the hair I lost during, and after realizing how silly of a mistake I made. I feel for any programmers out there who stares at their screen 8hrs a day (if not more) doing coding. It's a form of mental discipline for sure. Well, that's all folks, and have a good one! As always, grateful to ED, and Heatblur.
  18. Also I would like to add that after the successful axis binding for HUD brightness. I noticed there is an additional dark red color not available before. Normally, it is the usual green and the night time FLIR red. This time after the binding, as I crank the axis all the way to the other side to the lowest or off position (not the in-game dial; rather, the physical dial or potentiometer of my button box) drew out the new dark red color. Normally, if I use mouse to turn the in-game cockpit HUD brightness dial all the way CCW, the HUD projections just go away. This time around it showed the dark red projections instead. May be it was there all along, or just an accidental discovery. Pretty neat either or. Please see the last two pictures below as reference.
  19. Sure thing. If it helps out others to enjoy the experience better.
  20. Holy heck. After spending 2.5 hrs in learning what the codes meant, I finally got the HUD brightness, HSD brightness, and the VDI brightness as well as its contrast made bindable via axis; likewise, the ARC-159 and ARC-182 volume control were also axis bindable now. Copy and paste the following small piece of code at the near bottom (keep it neat) inside the "default.lua" within: Eagle Dynamics\DCS World\Mods\aircraft\F14\Input\F-14B-Pilot\joystick\default.lua The asterisk were there to force the customized axis binding item populate up the very top for easy finding. Lastly, please be aware this is base on OpenBeta v2.56 as I have not updated to v2.7x, yet (I am uncertain did the v2.7x already included those entries). Also, as always, make a backup copy of whichever file before modification for reversibility sake. Cheers. Thanks Heatblur and ED. Disclaimer: Please know I cannot assume any liability in event the above did not work or break anything.
  21. Karon: I appreciate the correction. That is how I can improve. *Point & Assess* is the correct term as stated in the CNATRA-825. Time, time is all I need. Thank you!
  22. Hey, hey Karon! Yup, it's me. I kept writing this wrong (even I can picture it in my head and go through the procedures a lot throughout the day to keep this simple geometry fresh). I got to use those terminologies right. My mistake. I skipped an important step in writing the above. To correct myself: It should not be the FH alone. It should be when at the very moment as the FH is pointing at the bandit; alternatively, It can also be the ATA when it is pointing at the bandit (with the additional step of deducting the ATA degrees from my FH if bandit is found LEFTWARD of my nose, or add to my FH if it is RIGHTWARD of my FH). The difference of the BR from either FH (@ bandit) or L or R ATA (@ bandit) is the TA at that very moment. In simpler words, I can either turn sensor-nose on the guy, or save a step (not sure of its repercussion), by using antenna train angle (minus if left, or add if right, to my heading) to triangulate the TA. My goodness, I really really have to use the proper terminologies from this point. Thank you for the kind reminder, again! P.S: How are you liking that TA read out? Is it accurate?
  23. Woo Hoo!! Thanks HEATBLUR for implementing the Target Aspect read out. I personally had no idea the AWG-9 display that extra line of data. I have been doing the "Fighter Heading" minus "Bandit Recip(rocal)" to get TA! THANK YOU! If yall doing an IPO, I'm in! :D
  24. #LONGLIVE_HEATBLUR ;D *Photo credit: Top. My own screenshot: Tomcat over Nevada | Heatblur F-14B | VF-31 Tomcatters. Bottom. Playseat from wife; bottom panel with personalized and trimmed vinyl stickers representing GE F110, PW TF-30, Grumman Aerospace Corporation, VF-31 Tomcatters, and the iconic F-14.
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