Weapon Delivery Planner released
-
Just a Q - suggestion here.
Since as I see u are a top programmer and thank u for that.
For the Campaign guys. Since they done the thing with BMS can’t u send the command to start - save and load from WDP the trick where u have to do just ASAP as u click fly.
Not sure but it could be done with setfocus and send keystrokes I believe… -
@mAXpOWER:
When i am in Map and want to clear the lines, i select “change lines” and press “clear line” at the desired line, but i get (RK)R-107 as default, the “no line” had to be selected manually in the drop list.
Cheers
I’ll look into this one maXpOWER.
Gr Falcas
-
Hello,
Is there a way to change resolution to f.e. 1280x1024.
When I resize, it keeps running in kind of windowed mode.Thanks
-
Hello,
Is there a way to change resolution to f.e. 1280x1024.
When I resize, it keeps running in kind of windowed mode.Thanks
Sorry, not at this time.
Gr Falcas
-
Just a Q - suggestion here.
Since as I see u are a top programmer and thank u for that.
For the Campaign guys. Since they done the thing with BMS can’t u send the command to start - save and load from WDP the trick where u have to do just ASAP as u click fly.
Not sure but it could be done with setfocus and send keystrokes I believe…Hi Arty,
Good solution, but just have a little patience. The problem will be fixed inside BMS itself.
Gr Falcas
-
@Falcas,
Great piece of software!
I’ve a quesion on it though, I hope you can help in this regard.
There is the possibility to setup the standard color scheme of the hud symbology.
Can you tell me in what variable (of BMS that is) this is stored?
There must be some variable, as to the point that it is stored (not in RAM).
I’d like to investigate if I can add a colorscheme for BMS (to be used with my Hud projection mod)
Regards,
FanHi,
See PM.
Gr Falcas
-
Hi,
PMC has released new versions of all theaters. The theaters now support Falcon BMS 4.32.
WDP doesn’t support for example the ODS or Aegean Theater from PMC. Is there a way to use WDP with this theaters?
Greetings
Skybrush
-
WDP does have those theaters already in
ODS is called Middle east and Aegean is called AegeanGr Falcas
-
Originally Posted by Falcas
WDP does have those theaters already in
ODS is called Middle east and Aegean is called AegeanGr Falcas
Yes, I know this but WDP doesn’t find for example the middle east theater because PMC has programmed other directories where the theater is written.
The Directory Structur looks like this:
Maybe there is a way to make it run?
Greetings
Skybrush
-
I can see that you have the Aegean in the wrong place.
Have a look at the descibtion that comes with the release of the latest Aegean theater.
http://tactical.nekromantix.com/forum/viewtopic.php?f=67&t=22540
Workes fine on my systemConcerning the ODS theater… PMC has desided to go for payware.
I have to think about it a little bit if I want to support this.
My first reaction is actually… No, I will not support payware like that.gr Falcas
-
Originally Posted by Falcas
I can see that you have the Aegean in the wrong place.
Have a look at the descibtion that comes with the release of the latest Aegean theater.
http://tactical.nekromantix.com/foru…p?f=67&t=22540
Workes fine on my systemConcerning the ODS theater… PMC has desided to go for payware.
I have to think about it a little bit if I want to support this.
My first reaction is actually… No, I will not support payware like that.gr Falcas
Thank you, i downloadet this version of Aegean and now it works fine. It is written in this other directory.
But I can’t find a free version of middle east theater. Where can i get it?
Greetings
Skybrush
-
That is the sad part… Payware.
I think you understand that I can’t support the payware from PMC.Gr Falcas
-
WDP doesn’t support for example the ODS or Aegean Theater from PMC.
GreetingsDid you purchased ODS? If yes, could you please post some screenshots of UI … and … campaings movies if they exists…
Furthermore… it is not 100% sure that PMC theaters will work with WDP? Not sure they have respected folder system…?! (for Aegean it is good … but don’t know for the others?)
-
But I can’t find a free version of middle east theater. Where can i get it?
You can’t… illegal stuff acording to PMC Eula…: https://www.benchmarksims.org/forum/showthread.php?5450-Middle-East-theater-updates
-
You can’t… illegal stuff acording to PMC Eula…: https://www.benchmarksims.org/forum/showthread.php?5450-Middle-East-theater-updates
Yes, i buyed it yesterday, so i’m not so far for movies or screenshot.
But you can find some pictures here: http://tactical.nekromantix.com/f4/falcon-4-bms-pmc-theater-screenshots.php -
First of all, thanks a bunch for the amazing software that is WDP.
I’ve been doing some testing with 2.7 and the included Pop-up calculator and I’ve noticed that although page 29 of the 2.0 version of the WDP manual states that “Pulling G’s, are the g’s with which you want to make all the turns and pull-ups”, all turns and pull-ups, with the exception of the final turn to the target, seem in fact to be calculated based on either a very small turn radius (certainly that resulting from pulling 5 Gs, most likely more, with either a very fast or even instantaneous onset), and, in case of the check turn during action-pops, apparently without any turn radius at all (in the latter case as made evident by the fact that it is possible to line up the PUP and reverse point along the “Pull Heading”). That is regardless of the “Pulling G’s” setting.
Could you clarify whether this is an oversight/bug or a discrepancy between the manual and the software?
-
First of all, thanks a bunch for the amazing software that is WDP.
I’ve been doing some testing with 2.7 and the included Pop-up calculator and I’ve noticed that although page 29 of the 2.0 version of the WDP manual states that “Pulling G’s, are the g’s with which you want to make all the turns and pull-ups”, all turns and pull-ups, with the exception of the final turn to the target, seem in fact to be calculated based on either a very small turn radius (certainly that resulting from pulling 5 Gs, most likely more, with either a very fast or even instantaneous onset),
All the turns radius are calculated by the amount of G you select. It is not realy practical to calculate a turn with a varying G fro start to end, so this is a perfect calculated turn.
That means that if you select a 5G turn, the turn radius is going to be very small. You should also start the turn when passing the turn point. Meaning that if you pass the turning point, then start to roll, the start to pull… you are too late.
I understand that you might want to use a 5G turn, but it is a lot better to start off with a 3G setting and go from there, this gives you some room to play with.and, in case of the check turn during action-pops, apparently without any turn radius at all (in the latter case as made evident by the fact that it is possible to line up the PUP and reverse point along the “Pull Heading”). That is regardless of the “Pulling G’s” setting.
I don’t understand what you mean here. Are you talking about a Type1 or a Type2 profile?
Don’t forget that a pop-up is always a visual maneuver and the points in the HUD are only to help you getting in the correct position.
Gr Falcas
-
Hey,
I’m sorry I have not been able to express myself clearly. I’ll try again, giving a concrete example.
When I use WDP 2.7 to calculate a Type 1, Low Drag, VRP pop-up attack with the following parameters…
500 ft
20 deg
450 CAS
4000 ft
7 sec
3 G
Right
076 deg
5 nm… I get a “Pull Heading” (which I understand is the heading I am suppose to pull to at the PUP) of 016 degrees. Now, when I load the DTC with this data and actually fly the mission, coming (for testing purposes, I know this is not how the attack is supposed to be flown) from the south-southwest, I am able to visually align the PUP and OA1/OA2 symbology (the latter obviously only in the horizontal) along heading (actually track) 016. In my understanding, this is only possible because the calculator does not figure in the 3G turn radius required to turn to a heading of 016 at the PUP.
Put another way: If I start a 3G turn exactly at the PUP, assuming perfect parameter flying, when rolling out on heading 016 (which is the “Pull Heading” calculated by the software), I should have the OA1/OA2 symbology (OA2 only if the “Place OA2 at the Aim Off Point” option is deselected) directly in front of me on heading (actually track) 016. This, however, is not the case. The OA1/OA2 symbology is actually further to the left, because the 3G turn to get to heading 016 has not been taken into account. Even under the assumption that the 3G turn is initiated simultaneously with the pull-up (which, according to the WDP manual, e.g. p. 26, and real-life procedures, is NOT how the profile should be flown), it should still not be possible to align PUP and OA1/OA2 along the “Pull Heading”, although the discrepancy would of course be mitigated.
If you look at the profile view of the attack I described, you will see that the attack track makes an in-place 30 deg check to the left exactly at the PUP, while it should actually make a curve appropriate for a (in this case) 3G turn radius, as does the turn from the reverse point to the target.
I’m claiming that a similar issue exists for the pull-up to the reverse point (OA1), even when using a Type 2 attack. Although 3G is selected in the attack profile, a precise 3G pull-up at the PUP will cause you to undershoot the reverse point (OA1). I am not sure whether in this case no turn radius is being assumed as in the case abovementioned, or a turn radius smaller than (in this case) 3G. From my tests, it appears to be a no-onset, about 6G pull-up.
I would like to make clear that I have no issues adjusting my flying to a no-turn-radius-situation if this is intended by design, however the fact that the manual (and you in your first reply) have stated that ALL the turns and pull-ups are supposedly calculated with the amount of G respectively selected makes me think that there is an oversight in the code.
Or, all this is just my imagination or has been caused by a fundamental misunderstanding on my part, in which case I humbly submit myself to your ridicule.
-
Hey,
I’m sorry I have not been able to express myself clearly. I’ll try again, giving a concrete example.
When I use WDP 2.7 to calculate a Type 1, Low Drag, VRP pop-up attack with the following parameters…
500 ft
20 deg
450 CAS
4000 ft
7 sec
3 G
Right
076 deg
5 nm… I get a “Pull Heading” (which I understand is the heading I am suppose to pull to at the PUP) of 016 degrees. Now, when I load the DTC with this data and actually fly the mission, coming (for testing purposes, I know this is not how the attack is supposed to be flown) from the south-southwest, I am able to visually align the PUP and OA1/OA2 symbology (the latter obviously only in the horizontal) along heading (actually track) 016. In my understanding, this is only possible because the calculator does not figure in the 3G turn radius required to turn to a heading of 016 at the PUP.
Put another way: If I start a 3G turn exactly at the PUP, assuming perfect parameter flying, when rolling out on heading 016 (which is the “Pull Heading” calculated by the software), I should have the OA1/OA2 symbology (OA2 only if the “Place OA2 at the Aim Off Point” option is deselected) directly in front of me on heading (actually track) 016. This, however, is not the case. The OA1/OA2 symbology is actually further to the left, because the 3G turn to get to heading 016 has not been taken into account. Even under the assumption that the 3G turn is initiated simultaneously with the pull-up (which, according to the WDP manual, e.g. p. 26, and real-life procedures, is NOT how the profile should be flown), it should still not be possible to align PUP and OA1/OA2 along the “Pull Heading”, although the discrepancy would of course be mitigated.
If you look at the profile view of the attack I described, you will see that the attack track makes an in-place 30 deg check to the left exactly at the PUP, while it should actually make a curve appropriate for a (in this case) 3G turn radius, as does the turn from the reverse point to the target.
I’m claiming that a similar issue exists for the pull-up to the reverse point (OA1), even when using a Type 2 attack. Although 3G is selected in the attack profile, a precise 3G pull-up at the PUP will cause you to undershoot the reverse point (OA1). I am not sure whether in this case no turn radius is being assumed as in the case abovementioned, or a turn radius smaller than (in this case) 3G. From my tests, it appears to be a no-onset, about 6G pull-up.
I would like to make clear that I have no issues adjusting my flying to a no-turn-radius-situation if this is intended by design, however the fact that the manual (and you in your first reply) have stated that ALL the turns and pull-ups are supposedly calculated with the amount of G respectively selected makes me think that there is an oversight in the code.
Or, all this is just my imagination or has been caused by a fundamental misunderstanding on my part, in which case I humbly submit myself to your ridicule.
Hi Bestandskraft,
Nope, no ridicule needed
You are understanding the matter perfectly and you are correct on all accounts.
As I can remember the turn is taken into account, but the pop-up code is the oldest part and been written several years ago.
I’ll have a look at the code and see.For now I think the reason is comming from several things. First the turn angle is only 30deg, so that makes the displacement from the turnradius very small.
Second you have the turn itself, flying at high speeds it does matter if you are a little late or early with your turn. Also flying a perfect 3G starting at the PUP and stopping at your pull heading is impossible.This will give you the randome under or overshoot.
But in the end it is not that important if you get the OA1/OA2 on heading 012 or 018. As long if you can turn the nose on the OA triangles in the HUD you are in the green.ps, I perfer Type2 Pop-ups myself
Gr Falcas
-
Had a quick look in the code and the turn is calculated. In your example the PUP is shifted about 1700’ away from the target to compensate for the turn.
This is only a small amount and that is why you are experiance what you have seen.
The offset angle (your example 30deg) is depending on the dive angle you choose. Taking a larger dive angle gives you a larger offset angle.
The shift for the turn is larger if the offset angle is larger.Gr Falcas