Israeli Theater for BMS 4.33 v1.0
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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…
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I have more fps than in Korea here, same settings everywhere.
Thank you !
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Downloaded and seeding, looking forward to trying out version 1.0 tonight!
All the best & thanks for your hard work,
Uwe
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Thanks to the guys for this new update, got my ass kicked in the old one, hopefully these new weapons will help me with SEAD
BTW: frames are better for me too, in the stock korea its unplayable for my old rig :eek:
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hehehe Personal WIP…
If only there was a way to get your app to link to the 3d sim so it would update in real time.
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My modded install (ITO and Balkans) just started crashing every time I click on Setup. My vanilla install (no mods) works though… strange. It started acting up after I chose pilot model and knee boards in ITO.
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My modded install (ITO and Balkans) just started crashing every time I click on Setup. My vanilla install (no mods) works though… strange. It started acting up after I chose pilot model and knee boards in ITO.
Do you mean the setup inside BMS? And can you switch theaters and check if it happens in KTO (in the modified install)?
Did you notice if the path to the BMS EXE at top of the ITO config was pointing to the right install? -
Do you mean the setup inside BMS? And can you switch theaters and check if it happens in KTO (in the modified install)?
Did you notice if the path to the BMS EXE at top of the ITO config was pointing to the right install?Yes to all. Setup inside BMS. All theaters. The pilot model and kneedboard mods worked so I’m assuming it was pointing to the correct install. I have another unmodded install (only KTO) which still works fine.
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Post crashlog if you have it please.
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Thanks for your excelent Work!!
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Guys excelent work , but why Egypt F-16 have only 2 AIM-7 ? I thought F-16 can take 4 of them on inner pilons.
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Guys excelent work , but why Egypt F-16 have only 2 AIM-7 ? I thought F-16 can take 4 of them on inner pilons.
In fact on the F-16s that carry it the AIM-7 it can only mounted on stations 3 and 7.
http://www.f-16.net/f-16_armament_article10.html