You would see impact before you heard the sound. I'm going to be all over this when it comes out!! Hopefully someone will do it for WWII planes!
Yeah, but FSX has no support for this. The explosion at impact is a simple FSX effect, and unfortunately sound in FSX is not delayed due to distance. It's a minor annoyance I think we can live with for a while. Rome wasn't built in one day.
what beef does sweden have with a B-52?
Well, if they fly over our air space they'll have to expect this
Very cool, though I hope some code will exist to not make each missile launched always reach it's target. That could make for some very brief engagements, without some chance of probability being on your side, if not evade the missile outright.
Actually I've done my research on the seeker and guidance system of the sidewinder, so it should behave very close to the real thing. There is still a few tweaks, but as you can see in the film not all missiles hits the target. The third missile starts to track but when it gets fairly close can't keep up with the target from that aspect and looses track.
Is that the full-FSX version of the (name forgotten but not Alphasim) Draken? I didn't know it was done.
We're working closely with the author of that Draken and have some minor changes that is not yet released. However we only use the visual model and the aerodynamic model. The other stuff we've replaced with our own system that interacts with the hardware.
Fantastic !
What technique did you use ? Is the missile a part of the plane, or is it an AI plane that you pop in front of your plane with a flight plan headed at the other aircraft ?
I hope that you understand that I'm not really willing to discuss exactly how it is done. But I can say as much as the weapon is NOT a part of the plane, it is a free object.
Does this work by actually detecting hits or is more of a scripted thing?
If the former and you find a way to enable multiplayer, something along the lines of combat simulation where a hit causes the opponents smoke to come on, would be great fun and quite challenging.
It is not scripted at all. The missile detects hits and forces the aircraft to go down. However at the moment it only works in single player. I want to do multiplayer eventually, and have ideas how to do it. But it will have to way until a later version. I have a long list of stuff that has do be done first.
When I have a stable product with a fairly large number of different weapons I will start looking at multiplayer. One of the most important things I'm working on right now is integration with other systems like radars and weapon control systems. There will be a simple SimConnect interface for all third party aircraft developers to implement to control the weapons. This will ensure that the weapons works correctly with the planes that will use them.