Israeli Theater for BMS 4.33 v1.0
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hehehe Personal WIP…
Screenshot from my 7" tablet…
It’s an html file mainly. The Aim is something as the KTO Interactive map, but responsive.
Responsive means works and auto resizes to fit on all resolutions from 4k monitor to your smartphone.
For the touchy ppl… nothing public yet. Just me doing some personal tricks…
So I will need permission from the guys that created and have the right on them in case they are interested on completing this.Edit: Oh and the tool for making so is Adobe Edge. Not the perfect code solution but it works and it’s easy as hell to work it. It has very simple user interface. If you know basic video editing programs and maybe photoshop logic meaning layers etc (basic stuff) anyone can do it.
In the main interface (for the stage, meaning general properties of the project-file) has two selections to make the html responsive.
One selection is Center stage the second is Responsive scaling. U set those two values and voila fits in the palm of your hand. -
Hey uri_ba, thanks for this outstanding theater. Will there be a direct download some day?
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Hey uri_ba, thanks for this outstanding theater. Will there be a direct download some day?
there will be, I cannot say exactly when at this point.
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Thanks guys!
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…Will there be a direct download some day?
+1
Don’t do torrents. Direct download would be nice. Thanks in advance.
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Note that there is no use for the data link pod coupled with the Spice since the Spice is not MITL weapon.
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May I suggest some very interesting shots, maybe for the future if you think it would be a good idea to add captive weapons, or simply enhance the overall DB roster and details…
Captive GBU-15
Captive Delilah
Captive Spice
Elta ELL -8212 & -8222 jammer pods, these can be found on many planes of various Air Forces around the globe (IAF F-15 & F-16, USAF Aggressors F-15 & F-16, F-5E, F-18, Kfir, Su-27, Turkish F-4E’s etc, I have pics no all these).
Note that there is no use for the data link pod coupled with the Spice since the Spice is not MITL weapon.
In rl perhaps it is the Rafael Sky Shield system which as per this document uses the same data link pod body.
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I get a CTD when I try switching to this campaign. The campaign shows, but selecting it is a no go for me. Running 4.33.
Edit: Works fine now. Thinking maybe it was a bad download. Thank you! Looks awesome.
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I get a CTD when I try switching to this campaign. The campaign shows, but selecting it is a no go for me. Running 4.33.
make sure you have ITO v1.0 installed not previous versions.
and restart BMS after switching theater -
make sure you have ITO v1.0 installed not previous versions.
and restart BMS after switching theaterThanks for the quick response. I have 1.0 only and cannot restart BMS because it crashes when switching. Downloading again. Will create a new thread if issue persists.
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Raptor,
Captive weapons are kinda useless in current BMS,
as IRL, the weapon actually started to steer the aircraft. with the pilot pulling out at a pre-determined altitude.
and you don’t need to have inert weapon, as you have the option no to arm the weapon fuse. (making it basically an inert weapon)as for the spice… just as useless, the captive was used in evaluation, where the bomb steered the aircraft similarly to what the MITLs are doing
we might add inert weapons (like the JDAMs we have added) - but not captive. -
yay!!
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Awesome theater guys! Just from curiosity, is there a CFT model that’s a single seater?
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Awesome theater guys! Just from curiosity, is there a CFT model that’s a single seater?
Nope
No block 52 single swaters, with or without CFT. -
Captive weapons are kinda useless in current BMS
My POV is kinda different, but lets see… I will try to prepare something…
BTW by using the word “current” I guess you mean with the current code? If yes, I have to admit that I have a full set of fully working captive-inert weapons since my 4.32 modded setup.
as IRL, the weapon actually started to steer the aircraft. with the pilot pulling out at a pre-determined altitude
That’s why you load them in pairs, replacing loadouts like it was real weapons loaded for a real mission…
you don’t need to have inert weapon, as you have the option no to arm the weapon fuse. (making it basically an inert weapon)
Again my POV is different, both in a simulator and in rl world (actually discussed with high level officers and agreed). Normally, you can’t have an aircraft empty loaded and send it out on a a2g mission by only simulating the avionics-part of the mission (attack symbology). It will help the pilot to train on the avionics-part of his mission, but since no other aircraft / performance / fuel -limits apply the mission and actually the whole training -part is not realistic. You may save some fuel (due to lower drag with no weapons loaded) and ground crew overtimes, but the pilot crews cannot familiarize themselves with real-war practices in concern of aft loadout, performance etc.
I have prepared quite some time now (from when building my modded setup) a detailed document describing what are these weapons, how they work, what they do, and how to implement them in BMS. Actually you only need a minimal amount of effort to update the code and eliminate a couple of functionality as I have created them. Again, will c sooner or later, this is not related to ITO theater but to BMS development, just a positive talk here atm.
Keep up the good work, I also hope to include the Derby one day together with Amraam.
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Raptor,
I completly agree with you.
with exception of the MITL training rounds, which are trickier to implement.
all training weapons can be implemented very neatly and quickly into the code.but that is a matter of priorities. we might get it, but only in 3-4 weeks.
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My POV is kinda different, but lets see… I will try to prepare something…
BTW by using the word “current” I guess you mean with the current code? If yes, I have to admit that I have a full set of fully working captive-inert weapons since my 4.32 modded setup.
That’s why you load them in pairs, replacing loadouts like it was real weapons loaded for a real mission…
Again my POV is different, both in a simulator and in rl world (actually discussed with high level officers and agreed). Normally, you can’t have an aircraft empty loaded and send it out on a a2g mission by only simulating the avionics-part of the mission (attack symbology). It will help the pilot to train on the avionics-part of his mission, but since no other aircraft / performance / fuel -limits apply the mission and actually the whole training -part is not realistic. You may save some fuel (due to lower drag with no weapons loaded) and ground crew overtimes, but the pilot crews cannot familiarize themselves with real-war practices in concern of aft loadout, performance etc.
I have prepared quite some time now (from when building my modded setup) a detailed document describing what are these weapons, how they work, what they do, and how to implement them in BMS. Actually you only need a minimal amount of effort to update the code and eliminate a couple of functionality as I have created them. Again, will c sooner or later, this is not related to ITO theater but to BMS development, just a positive talk here atm.
Keep up the good work, I also hope to include the Derby one day together with Amraam.
Are you planning on releasing this detailed document? I would be very interested in having captive carry and full scale inert munitions.
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My POV is kinda different, but lets see… I will try to prepare something…
BTW by using the word “current” I guess you mean with the current code? If yes, I have to admit that I have a full set of fully working captive-inert weapons since my 4.32 modded setup.
@Raptor you continuously said that you have create new and update the Falcon BMS BD with Captive weapons and working ….
So please SHARE this work with others
As far As the Captive stores … you have right …!!!
Except Pilot weapon familiarization from outside ( weapons check list outside check) the pilot must check the weapons configuration inside (weapons inside cockpit check list) and also Weapon stores limitations in order to be more specific the pilot must not reach-speeds or make maneuvers that are outside weapon envelop or stores limitations!!So all we are waiting for your work …and i am sure will be amazing with a bush “forward” for the BMS 4.33 simulator.
Regards
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Are you planning on releasing this detailed document? I would be very interested in having captive carry and full scale inert munitions.
My main focus would be to create some vids showing these, then passing these info to devs for a possible official implementation in next 3-4 weeks . I would consider passing the info here in public as a far secondary scenario if there is no official interest, because it requires extensive background knowledge and don’t want to have the average user screwing his setup and start complaining here.
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Ohh, and something I’ve forgot… Having a real (active) weapon loaded and using it with the master arm in SIM position, does not make it captive/inert weapon. Captives cannot been launched at all, inerts don’t explode, and overall realism is greatly enhanced…