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SOH A-26 Invader, the story continues ...

OK. Tacpack needs those coordinates for the ini file....so that when the model object disappears the Tacpack object can appear in it's place correctly.

Limiting the loads makes sense. I suggest the BLU-27, MK-82 and LAU-3/A.

I'm not sure about TacPak, but I have a list of co-ordinates for the pylons I'll use to mount the weapons Mark's made for the final package. All will visualise via the payload menu so if all you need is a specific TacPak model loaded, that can be relatively easily done. However you need to be aware that MCX can corrupt a model quite easily, particularly when adding visibility conditions. Also there are limits to the number of loadout variations I would want to add, which is why I want to keep to two or three commonly used and historically verified ones.

DaveQ
 
Correct....but not a show stopper.
I need to work it out with Doc, but I think we can make it work, since although the pod is not in TP, the rockets are.
If we can't get my idea to work, we can still substitute the LAU-68 for it until we do get the LAU-3/A added to the TP suite.

If we end up having to temporarily substitute, it means that although you will see a LAU-3/A on the store station, it will only fire 7 rockets instead of 19...which is better than nothing IMHO.


The lau-3a is to my knowledge not in TP.
 
@JensOle,
You are correct, it isn't currently, once I get it and the other weapons done and submitted to VRS, then hopefully it will be. It's all up to VRS. The good news is you can have almost all of the weapons/effects you need. If I'm not mistaken a visibility condition can hide the B-26 weapon once the tacpack weapon is released/fired via manipulating the station weight.

@awstub
With the correct LAU-3 model on the invader and then in the aircraft.cfg and in the tacpack.ini, specify two LAU-68s and one LAU-10 per station, that would give you 18 rounds per station?

Also, the rocket pod is captive and is usually either not jettisonable or jettisonable only in an emergency. In other words, it stays on the aircraft. The exception is the canards. And as long as the weapon model of the pod is on the aircraft, then you could possibly make up for the lack tacpack LAU series launchers in the aircraft.cfg and tacpack.ini...
 
I didn't think about doing it that way. it would only give 18 rockets instead of 19.

One issue is that the LAU-3/A often had a frangible nose cone that stayed in place until the first rocket was fired.

I was thinking of trying to do it like a MER but having 19 stores, with each one using the RocketPodPseudoSingle... but I'm not sure how that would be able to effect the station token weight for the pod over all.

If the model has a condition for a pod with nose cone (lets say with a TW of 105) and a pod without (TW of 100) , can the RocketPodPseudoSingle (with a TW of 5 for each one of the 19 rockets) affect the appropriate TW change to the pylon after you fire one rocket? I suspect that it can, with some xml wizardry....

This is getting into the weeds a bit, and I doubt everyone want's to follow it, so I'll hit you up on e-mail to talk about it further.

Stu

@JensOle,
You are correct, it isn't currently, once I get it and the other weapons done and submitted to VRS, then hopefully it will be. It's all up to VRS. The good news is you can have almost all of the weapons/effects you need. If I'm not mistaken a visibility condition can hide the B-26 weapon once the tacpack weapon is released/fired via manipulating the station weight.

@awstub
With the correct LAU-3 model on the invader and then in the aircraft.cfg and in the tacpack.ini, specify two LAU-68s and one LAU-10 per station, that would give you 18 rounds per station?

Also, the rocket pod is captive and is usually either not jettisonable or jettisonable only in an emergency. In other words, it stays on the aircraft. The exception is the canards. And as long as the weapon model of the pod is on the aircraft, then you could possibly make up for the lack tacpack LAU series launchers in the aircraft.cfg and tacpack.ini...
 
Your right, if we go the RocketPodPseudoSingle route, we can adjust the station and station weights accordingly, then it's just a matter of lining up the tubes and the tacpack RocketPodPseudoSingle round in the tacpack.ini so that when the rocket when fired, causes the station weight to change and triggers the visibility condition which removes the canard and makes the tube empty...if that is possible. I got a meeting coming up with my modeler/mentor who is also had experience with payware aircraft tacpack features. I'll run it by him and then test it to see if can be done on another aircraft.
 
Not sure about the aircraft status. I'm discussing and working with some folks on here and at VRS to add some needed ordnance for several projects to the Tacpack. Right now I've got a list of weapons that are common to the A-37A/B, B-26K/A-26A, and the B-57B/G that are in various stages of completion. A fellow simmer here shared some weapons, which will make the job of getting them into the Tacpack sooner rather than later a lot easier.
 
I understand the weapons for this project are not complete, but I would love to get my hands on the updated A-26, without the weapons.
 
I too am very interested in this aircraft, but not in the weapons at all, so I think it would be a shame if the Tacpack unduly delayed the release.
 
I too am very interested in this aircraft, but not in the weapons at all, so I think it would be a shame if the Tacpack unduly delayed the release.

The reason for the delay is that the full working VC that gman5250 developed for P3D has proved troublesome to compile for FSX. I have a working exterior for FSX with a limited range of ordnance, together with a VC with high quality graphics but not as complete as we would wish. I will ask if the team is willing to release what I have for FSX.

DaveQ
 
Really sorry to hear this gman5250. Let us know if there's anything we can do to help.

DaveQ
 
Really sorry to hear this Gordon. If it is not possible to recover anything, take your time if you manage to find motivation to try again (hopefully).
 
I want to reassure everyone that the work done to date, by the team, is intact. This includes all of the liveries from the team, plus the few that I created, along with the FSX, Prepar3D and Prepar3Dv4 models including the new VC. I lost quite a bit of development time to Flumonia, which took me down for two or three weeks.


Bringing things up to date...

The holdup in production is entirely upon me, as the team has waited patiently for me to finalize my modifications.

Today, I lost the master Photoshop files in the Win10 update. The interesting bit is that the original PS files date back to the my very first attempts at creating textures...dating back quite a few years now. Those files were modified and updated to include new techniques, bump mapping and specular layers for the re-release of the beautiful K variant. The poignant part is that those files survived all these years, until MS decided to grace us with predictive programing, smart AI, bots and the rest of the crap they load into their current OS so that my current overburden of Click Bait accurately reflects my social media profile, future behaviors and shopping habits.

Nuff said....but I think my plans for a comprehensive PK just went down the crapper. Give me a couple of weeks to think about it though.


On the brighter side of things...

As of two days ago, I was able to integrate TFDi Design TrueGlass into the Prepar3Dv4 model. Quite lovely and immersive as REX Sky Force for P3Dv4 or Active Sky P3Dv4 provide appropriate precipitation when weather changes along the flight route. KUDOS to TFDi and staff for their excellent product & tech support.


4K resolution Video showing the B-26K Counter Invader as she currently sits is under way and will be previewed here very shortly.
'Till then...raindrops...


40736148641_8f4b730745_o.jpg
 
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