F-16 cannon
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Do you mean that 10 bullets goes out of the cannon in one shot?
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Another question in relation to the gun: if I’m not mistaken, the DB contains different types of aircraft guns. Do these have different properties which are noticeable ingame?
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@fad:
Do you mean that 10 bullets goes out of the cannon in one shot?
The quantity of ammunition expended depends on the length of the burst. I do believe the M61 is reasonably well modelled that if you are quick you could get less than 10 rds in a burst (that’s 1/100th of a second ignoring spin-up time).
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The quantity of ammunition expended depends on the length of the burst. I do believe the M61 is reasonably well modelled that if you are quick you could get less than 10 rds in a burst (that’s 1/100th of a second ignoring spin-up time).
and seeing as according to the thread linked above, BMS does ignore spin up time, its just a 1/100th of a second - except that at 6000 rounds a minute it would be 100 a second, so getting 10 rounds in a burst would just be a 10th of a second.
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@fad:
Do you mean that 10 bullets goes out of the cannon in one shot?
For my part, no that is not what I meant. The initial response was simply how the counter show rounds remaining. Since it’s rounded to the nearest ten, it obviously cannot be exact.
Like the RPM gauge in your car. When the needle points at 5.5, you don’t really think your engine is turning 5 and 1/2 times per minute, do you? No, it’s 5.5 (x1000) …. 5500 revs per minute. Gun rounds shown in the SMS page, same idea. No need to make simple stuff complicated.
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But surly it will be a great fun to be a smart@ss bms fan trolling the DCS forums with that feature.
lol
Im sold. We need this feature now XD
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hehe guys, lets make a Pre Ramp Start Menu where you can select what you ate and drunk in the last few days and how many times you were on the toilet and what consistency… naah… I won’t continue^^
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@fad:
Do you mean that 10 bullets goes out of the cannon in one shot?
You have to remember the M61 has a firing rate of 6000 rounds per minute, or 100 rounds per second. It would be extremely difficult for anyone (except maybe Chuck) to fire them off one at a time. You also have to take into account spooling losses - several rounds are lost unfired every time you pull the trigger.
BTW, Chuck doesn’t use the cannon, he just spits the rounds at the enemy fighters out from his mouth.
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loss of weight from bullets is not modeled in the FM as it has neglictible influence.
HOWEVER the reacting force of canon firing IS modeled with AFM.
The gun compensating is coded in FLCS as well to counteract this effect.
You can see the modeling if you fire gun out of ideal compensating speed….for instance fly mach 0.3 and fire…you should see AC yawing during firing…
You can also see gun effect in case of FLCS failure which randomly can make the gun compensating fail…
in external view , while firing you can see the tail compensating…
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You can also see gun effect in case of FLCS failure which randomly can make the gun compensating fail…
in external view , while firing you can see the tail compensating…
… Which is perfectly showed on the Articles AFM video presentation : http://www.f16man.com/videos/BMS_AFM.wmv
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loss of weight from bullets is not modeled in the FM as it has neglictible influence.
HOWEVER the reacting force of canon firing IS modeled with AFM.
The gun compensating is coded in FLCS as well to counteract this effect.
You can see the modeling if you fire gun out of ideal compensating speed….for instance fly mach 0.3 and fire…you should see AC yawing during firing…
You can also see gun effect in case of FLCS failure which randomly can make the gun compensating fail…
in external view , while firing you can see the tail compensating…
Hmm. I cant see the tail compensating, and I cant see any recoil when flying at Mach 0.3
SimTriggerSecondDetent is the callback being used.
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Hmm. I cant see the tail compensating, and I cant see any recoil when flying at Mach 0.3
SimTriggerSecondDetent is the callback being used.
IRRC there is a but in 4.32 where one of the two callback or DX input deos not trigger gun effect nor compensation…cant remember which one is not working…
I am pretty sure that the DX input works as it should
be aware that the tail compensation is very subtile movement , not huge deflection…
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I was looking pretty close and couldnt see the rudder moving, and at 0.3 mach, I definitely had ZERO yaw while firing. HUD view, tracking a ground target, no yawing from firing at 0.3 mach.
I guess Ill try using the other callback and see if that fixes it.
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I was looking pretty close and couldnt see the rudder moving, and at 0.3 mach, I definitely had ZERO yaw while firing. HUD view, tracking a ground target, no yawing from firing at 0.3 mach.
I guess Ill try using the other callback and see if that fixes it.
use DX associated trigger
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DX trigger…?
I dont know what I should be using :S
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Hmm. I cant see the tail compensating, and I cant see any recoil when flying at Mach 0.3
SimTriggerSecondDetent is the callback being used.
IRRC there is a but in 4.32 where one of the two callback or DX input deos not trigger gun effect nor compensation…cant remember which one is not working…
I am pretty sure that the DX input works as it should
be aware that the tail compensation is very subtile movement , not huge deflection…
There are 2 ‘trigger’ commands for DX. One has the FLCS compensation, one does not. There’s a thread where it’s spelled out which one does which. It may the thread linked mid-thread above.
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See, in the old thread it is asserted that the wpnfiregun callback is the old one, and the triggerseconddetent one is the new one with FLCS compensation.
But with the one I have, its just zero yaw.
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See, in the old thread it is asserted that the wpnfiregun callback is the old one, and the triggerseconddetent one is the new one with FLCS compensation.
But with the one I have, its just zero yaw.
Depending which thread you read (there are a few) the callbacks get confused; which does what get’s swapped.
To be 100% sure, decide what you want …. FLCS compensation or not … then test your current call back (within the compensation speed/parameter). If it’s not what you want, change to the other then test to confirm you now have whichever ‘version’ you want.
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Depending which thread you read (there are a few) the callbacks get confused; which does what get’s swapped.
To be 100% sure, decide what you want …. FLCS compensation or not … then test your current call back (within the compensation speed/parameter). If it’s not what you want, change to the other then test to confirm you now have whichever ‘version’ you want.
right, thats the problem.
My callback doesnt have a yaw when outside the compensation parameters.