F-16 cannon
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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.
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right, thats the problem.
My callback doesnt have a yaw when outside the compensation parameters.
And the other callback does what … ?
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thought the commentry was that the old callback doesnt have the compensation and therefore always yaws…?
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I do not know if it is known (?) … anyway, thank you Caper for heads up!
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It’s a cool feature that somebody put some time into it.
Use it or don’t use it. I like it. -
Okay, this is actually a problem in 4.32.
the old callback of SimTrigger has the FLCS compensation correctly.
However, the new callback of SimTriggerSecondDetent is the one that has correct Avionics integration - so using the old SimTrigger callback, you can fire the gun in any mode, whereas the SimTriggerSecondDetent will only fire in the correct modes (AA GUNS and DGFT OVRD).