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Posted

The VNAO has begun work on a Guns and heaters only mod. The idea is to go back to the bygone era of the early jet-age and emulate the FJ3 Fury and MiG 15. It will be just a fun mod and will be released publicly as well. The Fury will have a working tailhook, of course. Though the MiG will not. Weapons and FM will be determined later but for now I am releasing these early modeling WIPs. Keep in mind it is way too early for a release date.

 

Enjoy!

fj3furywip1.jpg

fj3rndr3.jpg

FJ3rndr4.jpg

fj3rndr6.jpg

 

Comments welcome

 

Max

  • Like 2

[sIGPIC][/sIGPIC]Proud founder of VNAO and current deck jockey with VFA-103:pilotfly::pilotfly:

Posted

Too early to tell what flight models will be utilized. Still a long way to go before the LOM is even ready to mod up. However this is an open project, so progress will be posted. The thinking now is that the Su25 might be right for the job, but who knows?

[sIGPIC][/sIGPIC]Proud founder of VNAO and current deck jockey with VFA-103:pilotfly::pilotfly:

Posted

These aircraft can have approximately correct flight and engine models. For example, I'm working my way through the EFA Harrier now which I hope to include in a new release for the VNAO mod (the other one, not this gunzo one). I've upgraded the engine to the Mk107 Pegasus used on the GR9/AV-8B+ and it has a fair bit more power (would appreciate if anyone has any engine data besides the 105 kN static thrust). Have also added keyboard and joystick bindings for weapon release etc, smoke rockets, AGM-65D (seeker now works in cockpit) and more to come.

 

Anyway, my point is that the VNAO Gunzo mod can have correct (simple) flight models for the Fury an Fagot - and *add* the aircraft as new, rather than *replace* an existing aircraft. Welcome to the new moddable world of FC2 (shows you what great strides ED are making).

 

I think doing early 50's style knife-fighting is something new and cool for LockOn. Great stuff Max.

Posted

Good luck on the project. Sounds very interesting. I hope someday talented people in the DCS/FC community such as yourselves will be able to add custom cockpits as well to match the external models.

 

Cheers

Posted
Good luck on the project. Sounds very interesting. I hope someday talented people in the DCS/FC community such as yourselves will be able to add custom cockpits as well to match the external models.

 

Cheers

Is it possible to create new cocckpits models for lock-on 2.0?

Posted
Yes. But it is not possible to include a hud or mfd. You can get working gauges though.

 

Nate

 

Those would be present gauges re-textured? Are we able to move gauges with Fc2.0 or like Hud, re-texture but location stays the same.

Posted
Those would be present gauges re-textured? Are we able to move gauges with Fc2.0 or like Hud, re-texture but location stays the same.

 

 

The F-86 at that time had no HUD view or a MFD display...

 

BTW Max nice job..how bout a Mig-17 for Korean and Vietnam senerio's...

Posted
Those would be present gauges re-textured? Are we able to move gauges with Fc2.0 or like Hud, re-texture but location stays the same.

 

 

It is possible to do a completely new 3d cockpit model along with new tectures using arguments for each of the gauges, however, as I said, No HUD or MFDs are possible in the new cockpit model as far as I'm aware.

 

eg http://forums.eagle.ru/showthread.php?t=31428&highlight=cockpit+mod

 

Nate

Posted
The F-86 at that time had no HUD view or a MFD display...

 

BTW Max nice job..how bout a Mig-17 for Korean and Vietnam senerio's...

 

Yes, i know. What I mean is that the present gauges location is it still the same or can you move a gauge plus re-texture, or just re-texture gauge and it stays where it is in the original cockpit. I.E. Temp gauges. Can they be moved or just re-textured.You can overlay but needles will stay and you can texture an f-86 gauge but no needles will move in other words just a texture.:doh:

Posted
If you build your own 3d cockpit, you can put gauges anywhere you like. And texture them how you like. And operate them according to the cockpit argument hooks in FC2.

 

However there is no documentation at present to help you do this.

 

Nate

 

Ha Ha, there is always a but. Yes would be nice to have the cockpit arguments, maybe some day. For now I guess we just have to be creative. No since wasting time doing a 3D pit when it takes a little creativity to change what we have to reflect newer A/C. Thanks Nate. :)

Posted
Um I don't have the arguments, but I think they have been figured out by others. People to talk to would be Airone and Blaze IIRC.

 

Did you not see the new 3d cockpit for the Alphajet in my link above?

 

Nate

 

Yes, but I will go back and pay more attention.LOL Sorry about that. Yes I should give Blaze a shout if I can find him not busy. I am sure he will fill me in. thanks Nate. :thumbup:

Posted
The F-86 at that time had no HUD view or a MFD display...

 

BTW Max nice job..how bout a Mig-17 for Korean and Vietnam senerio's...

 

AFAIK the F-86 had a gun pipper in the HUD. Similar to the one in the Mustang that could be adjusted for distance and wing span. Just like the pipper in the P-51 in IL-2 ;)

 

Really good info info in this thread.

Posted

You CAN build Analog ( Steam ) Gauges and put them in From what I have seen from closed projects. ( NON Ed ) Its all a matter of time and error before somebody who is willing publicly publish how they have done it

STT Radar issue is leftover code.

Posted
You CAN build Analog ( Steam ) Gauges and put them in From what I have seen from closed projects. ( NON Ed ) Its all a matter of time and error before somebody who is willing publicly publish how they have done it

 

Now if we could do analog to digital would be really cool.:)

Posted

Yes, I totally agrtee.

 

However, I would be thrilled with a completely working ( Exception of the gun sight, don't see how that would work as of yet ) F-86 Cockpit! :)

STT Radar issue is leftover code.

Posted (edited)

You can make a completely 3D cockpit using DirectX 'overlays'. Essentially the cockpit is rendered in another program and written on top of the LockOn screen. This technique is used by Fraps to put a frame rate counter etc. on the screen of the game you are in.

 

Upside:

* You can have *whatever* cockpit you want. Including full 3D and working in-game MFDs etc.

* View will work with TrackIR using exported pointing information (eg. info obtained through LEAVU2).

* Cockpit can be made to respond to normal LockOn input commands (joystick, keyboard) using LEAVU2.

 

Downsides are:

* Cockpit not visible from in-game screenshots. May be visible using external programs (eg. Fraps may grab, have not tried though).

* Cockpit may not be mouse clickable as in DCS. Could possibly be if input hooks used and proxy input for LockOn (I've not researched this for DirectInput, but may be possible).

* Very large drop in framerate if rendered on same video card as LockOn.

* Small drop in framerate if rendered on second video card or second computer. If you have a powerful video card it is likely to be idle anyway while it waits for data from the CPU.

* Technologically quite complex.

 

The ideal situation would not be to use overlays but in fact to use LockOn as the environment rendering engine and have the player interact with the external 3D program and get LockOn to paint the outside world. There is some move to this with the ability to get the Shkval bitmap in an external program but at present the external view cannot be imported as a bitmap. If DCS was to enable access to this external bitmap then all the problems in a full user-created 3D cockpit could be solved in a straightforward way with the external program managing the cockpit and composing the rendering; and LockOn doing all the flight model, environment rendering, and network etc.

Edited by Moa
Posted
You can make a completely 3D cockpit using DirectX 'overlays'. Essentially the cockpit is rendered in another program and written on top of the LockOn screen. This technique is used by Fraps to put a frame rate counter etc. on the screen of the game you are in.

 

Upside:

* You can have *whatever* cockpit you want. Including full 3D and working in-game MFDs etc.

* View will work with TrackIR using exported pointing information (eg. info obtained through LEAVU2).

* Cockpit can be made to respond to normal LockOn input commands (joystick, keyboard) using LEAVU2.

 

Downsides are:

* Cockpit not visible from in-game screenshots. May be visible using external programs (eg. Fraps may grab, have not tried though).

* Cockpit may not be mouse clickable as in DCS. Could possibly be if input hooks used and proxy input for LockOn (I've not researched this for DirectInput, but may be possible).

* Very large drop in framerate if rendered on same video card as LockOn.

* Small drop in framerate if rendered on second video card or second computer. If you have a powerful video card it is likely to be idle anyway while it waits for data from the CPU.

* Technologically quite complex.

 

The ideal situation would not be to use overlays but in fact to use LockOn as the environment rendering engine and have the player interact with the external 3D program and get LockOn to paint the outside world. There is some move to this with the ability to get the Shkval bitmap in an external program but at present the external view cannot be imported as a bitmap. If DCS was to enable access to this external bitmap then all the problems in a full user-created 3D cockpit could be solved in a straightforward way with the external program managing the cockpit and composing the rendering; and LockOn doing all the flight model, environment rendering, and network etc.

 

In short we need ED to provide the means and we have the people that have the know how.:) right now we are stuck.

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