Ff you could have one thing in the next update it would be…
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Me > Yes
Him > No -
redesign the GUI for modern controls, keymaps are a bummer for most people, a POV hat trumps 95% of first day users. Have FOV settings and a pause menu that allows you to access control setting and graphics settings while in game. just my take.
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coffee cups
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U have it. It’s called dogfight with the AI and if u want more realistic u can join a squadron whitch has acm training in the course.
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What I meant was that we hope it can make Air Combat Trainning more like pilots do in the real world if the AN/ASQ-T50 ACMI pod is simulated properly .
In other words, if i switch “master” to sim mode then pull trigger or fire simulated missiles to other aircrafts, the system(BMS’s system) can judge my Killing results simultaneously and remind both of us with voice or subtitles instead of shooting to blow-up with live ammunition in the trainning.
if it comes true, i think it will satisfy many VFWs’ trainning .
We now make Air Combat Trainning in the IKAROS theater because it has TAIM-120 and TAIM-9 trainning missiles but the “T” simplely makes its explosion to zero and sometimes it can still impact me to death.
We just want to operate F-16 as real as possible
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well sometimes is better than every time.
u can always have invulnerability to on so u don’t actually die.
But this also some times doesn’t work that well so those two must be somehow connected.What we (you) ask here is much effort (code and testing) compared to the result-gain.
we don’t fly actual planes just press the esc button and restart in the air ready…Maybe if the bug of sometimes getting exploded where u shouldn’t gets fixed instead of full real world if the AN/ASQ-T50 ACMI pod simulation is a better solution.
That way it would be very much alike as u will have an AN/ASQ-T50 ACMI pod. -
What I meant was that we hope it can make Air Combat Trainning more like pilots do in the real world if the AN/ASQ-T50 ACMI pod is simulated properly .
In other words, if i switch “master” to sim mode then pull trigger or fire simulated missiles to other aircrafts, the system(BMS’s system) can judge my Killing results simultaneously and remind both of us with voice or subtitles instead of shooting to blow-up with live ammunition in the trainning.
if it comes true, i think it will satisfy many VFWs’ trainning .
We now make Air Combat Trainning in the IKAROS theater because it has TAIM-120 and TAIM-9 trainning missiles but the “T” simplely makes its explosion to zero and sometimes it still can impact me to death.
We just want to operate F-16 as real as possible
The ACMI pods offer nothing to the simulation of this simulation.
What you ask for in bottom line, is the reason of my implementation adopted to current Ikaros theater. Bare in mind that the overall FCR functionality as with “training shots” is embedded to every Viper avionics in real, and not to ACMI pod. The pods all that do is record all events to media and transmit them realtime to headquarters (or where the acmi receiver is placed and operational), in order to populate the “big picture” from all planes in a combined map, in a dedicated software.
The captive missiles implementation (tries to as best, without .exe edits) simulate this functionality of the training (captive) weapons, mostly and more importantly of the AIM-120, which as per real is embedded to the avionics. The pilot himself does not know if his shot is successful or not in real, with that in mind we duplicated some current weapons and removed data like explosions, blasts, rockets, graphics, in order to give player some similar conditions. Actually, what is now included in Ikaros is “modified” this way to this state after internal requests by my 393sq members, as thought towards what we needed in training. My previous implementation had some important differences (better IMO), but without devs support and exe changes this is how far we can go best. Code wise, and with dev’s support, this can be perfect, I’ve already prepared and documented some dozen pages of brainstorming info.
The final idea is the pilot(s) that used the captive weapons and made shots, to view their recorded ACMI files afterwards through TacView and find out if their shots were valid, by looking if the missile model actually hit or passed closed from the target, exactly as per rl.
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The ACMI pods offer nothing to the simulation of this simulation.
What you ask for in bottom line, is the reason of my implementation adopted to current Ikaros theater. Bare in mind that the overall FCR functionality as with “training shots” is embedded to every Viper avionics in real, and not to ACMI pod. The pods all that do is record all events to media and transmit them realtime to headquarters (or where the acmi receiver is placed and operational), in order to populate the “big picture” from all planes in a combined map, in a dedicated software.
The captive missiles implementation (tries to as best, without .exe edits) simulate this functionality of the training (captive) weapons, mostly and more importantly of the AIM-120, which as per real is embedded to the avionics. The pilot himself does not know if his shot is successful or not in real, with that in mind we duplicated some current weapons and removed data like explosions, blasts, rockets, graphics, in order to give player some similar conditions. Actually, what is now included in Ikaros is “modified” this way to this state after internal requests by my 393sq members, as thought towards what we needed in training. My previous implementation had some important differences (better IMO), but without devs support and exe changes this is how far we can go best. Code wise, and with dev’s support, this can be perfect, I’ve already prepared and documented some dozen pages of brainstorming info.
The final idea is the pilot(s) that used the captive weapons and made shots, to view their recorded ACMI files afterwards through TacView and find out if their shots were valid, by looking if the missile model actually hit or passed closed from the target, exactly as per rl.
Yes i understood "the overall FCR functionality as with “training shots” is embedded to every Viper avionics in real, and not to ACMI pod. The pods all that do is record "
But pilot himself does not know if his shot is successful or not in real. So i think ACMI pod transfers data to the ground crew and they( ground crew) judge the result in real-time or near real-time according to the data then notify pilots “death” or “live”
So i hope BMS’s system can notify us “death or live” in real-time if we switch to the “sim” mode operation with ACMI pod loaded . I want a real-time monitoring trainning system to tell me “death or live” .
Thank you for TAIM-120 we enjoy it!
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This would have an effect to a Red Flag -type TE’s, where the human “headquarters” through TacView live (real time) telemetry of the ACMI’s can inform through radios (IVC or TS) the individual players that have been shot, so to go away from the center of action / scenario of the flights, like in real.
In smaller tactical training TE’s there in no realtime feedback to the crews, they execute their prebriefed plan and then on the debriefing they validate their shots through their recorded ACMI’s.
Would be a wonderful option -feature though.
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This idea has been submitted to dev long ago and repeated.
So far it didn’t strike as being high on the priority list, or was deemed too difficult to implement or its importance related to training scenario for serious VFW felt misunderstood from the coding guys.
Hopefully that will change in the future. it’s often a case of submitting the right idea at the right time with providing the right amount of documentation -
Hello BMS team.
•Wingman light switch (radio command using).
F4BMS is fun!
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•Wingman light switch (radio command using).
with ‘‘fence in/out’’ they’ll switch their light on/off
but formation light would be cool
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I hope AI’s sound volume such as ATC and AWACS will able to be adjusted alone.
Sometimes it’s noisy when i talk to other guys through IVC . -
Hmmm com1 and com2 volume dials ain’t enough???
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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I hope AI’s sound volume such as ATC and AWAC will able to be ajusted alone.
Sometimes it’s noisy .Look for IVCvAI bias volume knob on UHF-BU panel.
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Look for IVCvAI bias volume knob on UHF-BU panel.
Where is IVCvAI bias volume knob? i can’t find it. Did you mean the com1/com2 volume knob in the cockpit?
Thanks !
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Hmmm com1 and com2 volume dials ain’t enough???
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No, Adjusting com1/com2 knob in the cockpit do Lower the volume of AI, but it also Lower the volume of my human teammates
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Where is IVCvAI bias volume knob? i can’t find it. Did you mean the com1/com2 volume knob in the pit?
Thanks !
Search for “IVC BALANCE” in manuals, I am almost sure it is described.
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Thank you, everyone! i got it ! the “UHF-BUP” is “UHF Back-up”.
I was confused about “UHF-BUP” before!:p
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Throttle CUTOFF/IDLE movement animation (or at least position changes like switches do).
When g_bUseAnalogIdleCutoff = 0, Startup an engine without advancing throttle half than click idle detent position.Reasons:
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Using Cougar throttle CUTOFF detent may accidentally cutoff engine while in the air.
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Using Cougar throttle CUTOFF detent also limits IDLE to MIL range to 1/3 length of the whole throttle movement.
It is just as same length as MIL to MAX AB or CUTOFF to IDLE.
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Non-Cougar throttle user studies wrong about F-16 startup procedure.
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Warthog user can start up/shut down the engine by simply moving their throttle from/to CUTOFF position to/from IDLE without using troublesome TARGET software.
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The pilot body/ legs only mod as an option for all Viper-versions. Please