Is jamming modeled?
Posts made by B2Blain
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RE: Mavericks Loadout
@7Banger:
Greetings BMS, so this is off topic as it is not related to the sim, unless the question and the loadout is then parallel to it. If an F-16 can carry up to 3 mavericks on 1 station why is it that they only carry 2 of them ?
I’ve seen videos on Youtube and pics on google and in them they only have 2 mavericks, granted I’ve seen a Viper carry 4 of them but do they go into combat with that many ? and if only 2 what would they fly 300+ miles for just to get 2 kills ?
Maybe drag? Or target density is low? I’ve seen schematics with two being loaded on a BRU-57/A, but have not seen this configuration in pics yet.
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RE: Mission Scheduling Stopped?
It took a while for me to get back to playing the campaign. I ended up reinstalling BMS - with no theater add ons - and I am finally well into day 1. The AI isn’t generating any more missions again. I tried to frag missions with jets from my squadron but it keeps saying they are busy - try later. I also tried jets from other squadron and it says the same thing.
Does anyone have any ideas?
Ran it for a while at x64 and it started to frag missions. Irritating….
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RE: Mission Scheduling Stopped?
It took a while for me to get back to playing the campaign. I ended up reinstalling BMS - with no theater add ons - and I am finally well into day 1. The AI isn’t generating any more missions again. I tried to frag missions with jets from my squadron but it keeps saying they are busy - try later. I also tried jets from other squadron and it says the same thing.
Does anyone have any ideas?
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RE: Wingman GBU-39 Employment
Well, technically you have the option to save in a given .ini file at least 32 Target STPTs (1-24, let’s assume 12-13 are for flight, and you have also 81-100 to use) so basically if you care to spend sometime planning in the UI map before the flight, you can setup targets for all your flight’s SDBs.
BTW, I usually take 1 wingman with me and go with 8 SDBs each to hunt 16 stationary SAM Radars only, then later I’m taking out the leeaunchers in a separate mission (JSOW usually, but you can also go with CBUs or GBU-12s).
I thought about doing that but wasn’t sure how quickly AI would be able to go through the target list. I didn’t want to wait for my wingman when I know I could drop all 8 pretty quickly and egress.
If my target steer point starts at STPT 12 then I assume I give the command “attack targets” as soon as I set 12 as my next STPT. Should I wait to Jiz to show on the HUD? Will my wingman then proceed to drop on STPT 12-20?
I assume after I give my wingman the “attack targets” command that I then switch to STPT 21/81 and then start dropping my bombs.
Thanks,
Blain -
RE: Wingman GBU-39 Employment
For multiple targets you can just give your wingman/element/flight the “Attack Targets” order which should instruct the AI to release a weapon, pick a new target and release another weapon and so on until all weapons are gone or until he gets too close to the targets area. Of course that for each wingman wtih 8 bombs you will probably see some duplicates, so maybe a better strategy would be to give them order to attack targets, let them release 2-3 weapons and then call them to rejoin, wait until all weapons hit targets (orbit in the meantime) and then repeat the procedure. This strategy won’t solve all duplicates but should reduce the numbers.
That’s what I wanted to avoid - duplicates. Not that I am complaining but the GBU-39 is too accurate of a weapon. Too many targets to hand off. Another option might be to create 16 weapon steer points at two different locations - say two SAM battalions. Hose one site then have you wingman take the second one with the attack targets command. The last mission I flew in the Korea campaign the SAM radars didn’t even come up for my wingman carrying HARMS to destroy them. I took out the radars and erector/launchers with the GBU-39s. Again, not that I am complaining. But it would be a good feature to be able to create separate weapon steer points for your flight.
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Wingman GBU-39 Employment
The GBU-39 has be the best air to ground weapon in BMS. I typically set the steer points for pre planned targets and then load them in the data cartridge.
I load my wingman and my element, if necessary, with HARMS. All jets in the flight carry the HTS pod. As I am ingressing I use the HAD to design SAM radars and then order my wingman or element to attack them. Then I proceed to drop all 8 GBU-39s on the erector/launchers. If there are one or two targets I could use the FCR or TGP to designate the target and pass them off to my wingman or element to attack - attack my targets. I’d like to have my wingman get in on the fun and start using the GBU-39s.
But how I do that with 8? I believe you only can set steer points for your jet. Can I use the weapon delivery planner? Any suggestions?
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Microphone Recommendations
I have been trying Voice Command with a Logitech headphone/mic. But I have TrackIR too and just have the hat clip reflector. Since I have pretty good speakers and do not want anything covering my ears I just would like a microphone. Is there something available where I can continue using the hat clip reflector. I’ve seen microphones you can clip on, but do not know if voice commands would be recognized vs the type that is attached to head gear.
Thanks!
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RE: Jc1 Profile
"Teach a man to fish …… "
It took me about a month to get this is far. Thanks for answering my questions. This forum has been a great resource.
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RE: Jc1 Profile
Thanks everyone for getting back so soon. Now if I’m getting this right one goes in the TCM file and the other in the key file is that correct? I know I don’t know much about this and get’s me confused but I do want to change it.
Thanks Rhino
.key file goes in the Falcon BMS folder - users - config. Make sure if you use note pad you save as .key. TMC file can go anywhere.
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RE: Jc1 Profile
Hey Jc1, I like your profile, but I would like to have the shift button on S3. I don’t know much about changing things in the profiles so I was wondering if you could give me a hand in changing that. Right now I’m using Morphine’s profile but your’s looks a little more of what I need. Anyway you could give me a hand with this?
Thanks Rhino (titanium55)
SimHotasPinkyShift 2 -1 -2 0 0x0 0
SimHotasPinkyShift 258 -1 -2 0 0x0 0Here is what you need to change the shift button:
1. You need the correct callback: SimHotasPinkyShift
2. Change the DX code for both shifted and unshifted states: Unshifted - DX2, Shifted - DX258 (DX2 + 256)I hope I have this correct as I just learned it recently.
Good Luck!
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RE: Interdiction
I have discontinued using CBU97s. Even though I pickle nicely above a cluster of vehicles, I kill two targets with one container at most, the rest of the bomblets carpeting the sand around the intended targets, regardless of HOF.
I have since turned to Mk20D. More on the wing and more effectiveness.Aren’t CBU-87/103s better than the Mk. 20s for attacking armored columns?
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RE: DX Codes - Shifted Layer Issue
Happy to help. I have not actually produced a BMS key file manual, although its possible Im hosting a copy of one produced by Kolbe or another of the excellent folks who work to make our simming lives easier.
If you are using TARGET, then there is a limit to how much I can help with that. I dont have TARGET, and I dont have a warthog. Using Foxy, the equivalent of TARGET for the Cougar, it is possible to assign DX button numbers to specific controls on the Cougar, programmatically. I assume the same is possible with TARGET.
Without TARGET, or Foxy, and for pretty much all joysticks, DirectInput recognises them and has some assumptions about their input. A specific button will always be a specific DX number. The trigger of a joystick is generally the first button, for instance. All joysticks of a specific model will have the same button order (unless its a cougar with a Foxy script that changes them around, for example).
The keyfile for BMS is capable of assigning a specific callback to a specific DX button press or release, or to a specific keyboard control press or release. It has no way whatsoever, of matching a specific callback to a specific button on your joystick. Of course, for most joysticks, it is a safe assumption that the DX button order never changes, so you can learn the button order, and use it in your keyfile. Or if you dont need to use shifted buttons, you can just use the UI. Click a callback, press the button you want to assign to that callback.
The warthog never knows about the connection between a specific callback and a specific DX button. Using TARGET, you can configure which DX button goes to which physical button, and using the BMS keyfile, you can configure which callback gets sent when which DX button is depressed. For most joysticks, you cannot configure the DX buttons, but seeing as they dont change, you dont need to - you just set the keyfile to match the DX buttons for the physical controls you want.
Hope that clears things up a little?
The last stick I had was the TM F-22 stick. Maybe I am remembering incorrectly but it seems to have been much easier to configure. The background you gave helped a lot - giving me some parameters for what I was doing. I find it interesting that the a particular DX number is not hard coded to a particular button. Scripting seems more like an art than pure technology.
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RE: DX Codes - Shifted Layer Issue
I can’t speak to the Warthog throttle specifically, but this is true for the Warthog stick and every other HOTAS device I’ve used (T-Flight, X52, X52 Pro):
When you connect the device, Windows, and BMS, recognize, without 3rd party software intervention, up to 32 buttons/switches on that device. Those 32 buttons/switches can be accessed directly by BMS with a BMS callback assigned to their native button/switch number.
Then the DX shift state functionality can be applied and it is directly recognized by BMS.
BMS ‘knows’ by button number. Those number are assigned as shown here in the header here: https://www.benchmarksims.org/forum/showthread.php?23661-Flounder-s-X52-Pro-Keyfile-DX-Profile-for-BMS-4-33&p=345909&viewfull=1#post345909
As long as the device order remains the same, the callbacks will be on the button/switch you’ve assigned them to. There is a file in BMS 4.33.1 to facilitate constant device order.
Agave_Blue,
Thank you again for your information. I have spent countless hours trying to configure my Warthog HOTAS - more than I have spent in the sim. A month or so ago the whole scripting thing was like a foreign language. Accessing the resources on this site as well as getting feedback from more experienced users like you has helped me understand enough to make some headway. I have been using the key file as much as possible to assign DX numbers to the buttons. I am running the throttle and stick as TM combined. The stick seems pretty stable - there is a match between the DX number and the button - both shifted and unshifted. Once I get to the throttle I am unable to determine which DX number goes with which button. If I press boat switch forward I get button 4, for example.But as long as I can use the key file to configure the buttons on the stick then that should be all I need.
Thanks again!
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RE: DX Codes - Shifted Layer Issue
They are bound using the keyfile. You use a text editor.
I read through your BMS key file manual and have been editing key files with note pad. I was just curious if there is anything else that needs to be done because it seems (I maybe wrong about this or maybe there is an issue in my key file) that if I do not define the DX keys in TARGET that it does not work.
In JCs script, for example, TG1, TG2, S1, S2, S3, TMS, DMS, CMS, LTB, Coolie, the speed brake, and mic switch are mostly or entirely controlled by the key file. How does Warthog, or more accurately Windows, know that a particular DX code and callback (SimRadarAGModeStep 262 -1 -2 0 0x0 0) in the key file is assigned to the shifted H2U button if it is not mentioned in the TARGET script or bound in BMS? Is there some kind of default DX number a the programming level that is tied to a particular button? I thought lines preceded by a “#” was only a description, “#DMS” for example, that had not impact on the programming of the script?
Thanks for your help!
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RE: DX Codes - Shifted Layer Issue
It doesnt know about the DX shifted layer.
I was wondering about that. That’s why I asked the question. So do you define the shifted layer in BMS. By binding the shifted DX keys.
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RE: DX Codes - Shifted Layer Issue
Your BMS callbacks and description look fine. I have the Warthog stick, but it’s used without a Target profile. I’m sure Target must serve some good purpose, but I have no idea what.
How do you configure your profile? In BMS?
How does TARGET know about the shifted layer? Is there something I could define in the defines.tmh file? Doesn’t that come into play only via the key file in the sim? All the profiles that use the shifted layer do not define the shifted DX (+256) values in the profile. Only the key.
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DX Codes - Shifted Layer Issue
I am trying to assign DX codes to the shifted layer, but am having issues. Here is what I have done.
I set up the set the S3 pinky button as the shift button in the profile: SetShiftButton(&Joystick, S3);
I am running a Warthog stick as throttle and TM combined in BMS.
I then set up the callback, SimHotasPinkyShift, in both shifted and unshifted layer in the .key file - DX + 256 for the shifted
layer:SimHotasPinkyShift 2 -1 -2 0 0x0 0
SimHotasPinkyShift 258 -1 -2 0 0x0 0Do I need to define the shifted layer in the profile?: MapKey(&Joystick, S3, DX258, DX2); I didn’t think so because the other profiles that used the shifted state do not. It seemed to work without it.
I then created DX callbacks for the shifted and unshifted layers in the .key file.
Example:
SimTMSUp 6 8 -2 0 0x0 -1
SimRadarAGModeStep 262 -1 -2 0 0x0 0I defined the DX linked callbacks in the profile to insure that is bound to the button.
Example:
MapKeyIO(&Joystick, H2U, DX263, DX7);I run the script and keep on getting an error message. Is there something I missed? I took at look at the defines.tmh file and did not see DX256+ listed - only DX1-32. My guess is that TARGET is not recognizing the shifted DX code. If I replace DX263 with a keystroke then it works.
Anyone have any ideas?
Thanks!
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RE: Debugging TARGET Script
Line numbers are down the left side of the main pane of the script editor. You may have to drag the file pane to adjust the size to see it.
Thanks. I found it. It appears in the lower right corner for me. I’m not used to working with a large monitor.
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Debugging TARGET Script
Is there an easy way to debug errors in TARGET. The compiler will say error on line 193. Other than counting, or skimming for errors, how do I know where line 193 is? This is not covered in the manual.
Thanks!