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PostPosted: Sat Oct 03, 2009 14:31 pm 
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i cant find the tutorial on this...is it on farc??? thanks.

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PostPosted: Sun Oct 04, 2009 19:12 pm 
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Hmmm... I think I am mistaken about this being a TOTALLY editable in the FATK.

IIRC turning on the proximity fuse is by checking the FINAL COLLISION CHECK EARLY box under ordnance parameters in the FATK, as the other box FINAL COLLISION CHECK LATE is for hit to kill impacts.

I am unsure which takes precedence if both are checked...

I think SETTING the SIZE of the promixity detection this is a text editor solution.

I will have to dig into my archives to find the JT file descriptors...

But you can also look thru these forums for information on weapons manipulation...

There should also be pages about/from early developers from the late 90s on the FARC...

OR maybe Zephyr can step in and help us out, as I have to adjust this for my SAMs and even I cant remember how! LMAO!!!!!!

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PostPosted: Tue Oct 20, 2009 23:49 pm 
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Here is what I was looking for on Proximity fuses...

Quote:
Proximity Fusing --
I don't have all the answers, but here's some ideas:
I am not *sure*, but I believe the final collision check EARLY or LATE determines, as you might suppose, when the game check to see if a weapon has hit it's target. A LATE setting would theoretically simulate a 'penetrating' weapon that would pass into/through an object before exploding, while an EARLY setting would allow air burst before reaching target.

In a related matter, I discovered an interesting setting in the .JT files from studying some of Vark's files: proximity fuse radius! I am not sure how this setting works with the above settings:

look for the setting he the bottom of the section called:
---------------- START OF PROJ_TYPE -------------

byte 0
byte 9
word 4
word 500 ;fuze radius <---I assume, this line: kjs!
byte 0
byte 18
byte 18
ptr fireSound
word 6000
word 0
word 1200
word 100

--------------END OF PROJ_TYPE-------------------

(Wrench note: P.Mok doesn’t say what type of weapons he's looking at, but read on: perhaps an LAU type rocket?)

As you can see here, the fuseRadius of this particular weapon (the M26 rocket) is set to explode when it get within 500 feet of target. Higher values will cause the weapon to explode over a target, but it also means the radius of the weapon blast may have to be adjusted to ensure proper damage from the blast. Lower values will allow the weapon to home all the way into the target.


UPDATE: From my recent testing, BOTH LATE and EARLY need to be checked for proximity Fuse to work correctly

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PostPosted: Wed Oct 21, 2009 17:49 pm 
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I flew tests with both air to air, surface to air, air to ground, and gravity bombs and I have to say the proximity fuse effects are pretty wild...

You really cant see it for incoming airborne weapons from the F5 view, as the fisheye angle makes it still look very close when it goes off, unless the fuse is set for some ungodly distance like 10,000 ft...

BUT if you are in F10 view, you can see the proximity fuse go off at the proper distance from the target, even if it is as little as 100 feet!

Overall I would say its a great effect and I have implemented it on all appropiate weapons...

UPDATE: I added teh function to large caliber AAA guns it really makes the 57MM ZSU gun look much more raleastic when 2 rounds are coming at you from both cannons and 1 explodes from proximity and the other misses, outside the fuse range...

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PostPosted: Wed Oct 21, 2009 20:55 pm 
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See Below...

I used the ATF FLAK explosion fo rthe Proximity Fuse explosion.

One round has exploded wth the proximity fuse within range of the A-10, the second tracer round contnues on by, no exploding, as it is outside the range...

Image
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PostPosted: Sat Oct 24, 2009 02:00 am 
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very nice cag again this was extremely helpful in the AAA and even SAM area. adds much more realism to the game. The screenshot looks really awsome btw.

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PostPosted: Mon Mar 08, 2010 10:07 am 
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Is there a list of aircraft and weapons in FAF Korea 2003 (and their respective .JT/.PT files)? I'm trying to edit my pilot's aircraft and weapon inventories and I can't access the libraries to see for myself. I tried using Libhack, but the texts in .JT and .PT files are unintelligible.


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PostPosted: Tue Mar 09, 2010 06:16 am 
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No, sorry there isnt, but dont put much effort into FAF 2003 as I am close to releasing FAF 2010 and it will have the list of items in it for your use...

Just finishing the final items now and testing them working together in large libraries...

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PostPosted: Tue Mar 09, 2010 19:43 pm 
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Good to hear that the release is coming soon! :)

I managed through trial and error to find out most of the .JT files and their relations to the weapons in order to create such a list myself. Here's what I've come up with so far, The red font is where the weapon's name differs from the JT file's name.

A/A Weapons

(Unnamed AI Flares): AAA30BAD.JT
AIM-120C-5-Cold: SMLARMS.JT

AIM-120C-5-HOJ: AIM123.JT
AIM-120C-5-Hot: AIM120.JT
AIM-120C-5-TER: AIM122.JT
AIM-120C-9-Hot: AEMP1.JT

AIM-132 ASRAAM: AIM132.JT
AIM-56C+ Phoenix: AIM56C.JT
AIM-7M Sparrow: AIM7E.JT

AIM-9M-9: AIM9M.JT
AIM-9P-4: LAU10.JT

AIM-9X Sidewinder: AIM9X.JT
FIM-92C Stinger: FIM92.JT
Meteor BVRAAM: M113.JT

MICA EM: MICA2:JT
PL-5: ROLAND.JT
PL-8: B13.JT
PL-9C: PL7.JT
R-24 APEX: AA6.JT
R-27EA Alamo NR: AIM7.JT

R-27EM Alamo NI: R27EM.JT
R-27ER Alamo C: MICA.JT
R-27ET Alamo D: R550.JT

R-27R Alamo A: AA10.JT
R-27T Alamo B: PL11.JT

R-33 Amos: AA9.JT
R-3M Atoll: AA2.JT
R-60 Aphid: AA8.JT
R-60 Aphid TER: AA8X2.JT
R-73EL Archer: AA11.JT
R-77PD: Adder: AA12.JT
R-559 Magic Mk2: R551.JT
SUU-16-Gun Pod:SUU16.JT

A/G Weapons

AGM-114K Hellfire II: PL10.JT

AGM-114L Hellfire LB: AGM114L.JT
AGM-119 Penguin: T23_1.JT
AGM-112: AIM9B.JT
AGM-123 Skipper II: AGM45.JT

AGM-130 LW: A130.JT
AGM-154A JSOW: GBU10A.JT
AGM-154C JSOW: GBU10B.JT

AGM-158 JASSM: AGM158.JT
AGM-65D Maverick: AG65A.JT
AGM-65D MER: R440.JT
AGM-65E Maverick: ADEN.JT
AGM-65F Maverick: GSH6_30.JT

AGM-65G Maverick: AGM65G.JT
AGM-84D: AGM84A.JT
AGM-84E SLAM: AGM84E.JT
AGM-84H SLAM-ER: AGM84ER.JT
AGM-86C CALCM: ASROC.JT

AGM-88C HARM: AGM88.JT
ALARM: ALARM.JT
ASM-1/A: SAN9.JT
AT-12 Swinger MER: ATR.JT
AT-16 Vikhr Mx4: 2S6.JT

AT-3 Sagger: AT3.JT
B-8M1 Rocket Pod: B8.JT
BAB-500ShP: SA9.JT

BLU-107 Durandal: DUR.JT
BLU-107 MER: R530.JT
Brimstone MER: BMP2.JT

BSU-49 (mk82): MK82AIR.JT
BSU-50 (mk84): MK84AIR.JT
C.601 Silkworm: ??
C.801 Eagle Strike: SSN9.JT

CBU-87/B CEM: CBU87.JT
CBU-87/B TER: CBU872.JT
CBU-97/B CEM: CBU89.JT
FAB-1000 M62: FAB1000.JT
FAB-250 M62: FAB250.JT
FAB-250 M62 MER: ??
FAB-500 M62: FAB500.JT
GBU-10E Paveway II: PAVEWAY.JT
GBU-12E Paveway II: T72.JT
GBU-15 Paveway II: GBU10.JT
GBU-16 LGB TER: AT2.JT
GBU-16 Paveway II: M1.JT
GBU-24 Paveway III: AA11B.JT

GBU-27 Paveway III: PAVEWA3.JT
GBU-28/B: GBU28.JT
GBU-31 JDAM: BTR80.JT

GBU-31 JDAM TER: GBU30.JT
GBU-32 JDAM: GBU29.JT
GBU-34/P JDAM: ??
GBU-35/P JDAM: ??
GBU-38 JDAM: GBU38.JT
Homing Torpedo: Torpedo.JT
KAB-1500L LGB: GAU13.JT

KAB-500KR/L: KAB500.JT
Kh-15 "Kickback": AS16.JT
Kh-22N "Kitchen": ??
Kh-23 "Kerry": AS7.JT
Kh-25ML "Karen": AS10L.JT
Kh-25MP "Keggler": AS12.JT
Kh-25MR "Karen": AS10R.JT
Kh-26 "Kingfish": ??
Kh-29 "Kedge": AS14.JT
Kh-31A "Krypton": AS15.JT
Kh-31P "Krypton": AS17.JT
Kh-41 "Moskit": KH41.JT
Kh-58 "Kilter": AS11.JT
Kh-59 "Kingbolt": AS13.JT
Kh-58M "Kazoo": AS18.JT
Mk 20 Rockeye II: MK20.JT
Mk 20 TER: MK202.JT
Mk-77 Fire Bomb: M163.JT

Mk-82 Slick: MK82.JT
Mk-82HD MER: MK82HD.JT
MK-84 Slick: MK84.JT
RKB-250 Cluster: RBK250.JT
RKB-250 MER: AM39.JT

RKB-500 Cluster: RBK500.JT
RKB-500 Cluster TER: T30_1.JT
Stormshadow: A_M1939.JT

Zuni Rocket Pod: LAU61.JT

Misc. Stores

150 gallon tank: F150.GAS
330 gallon tank: F250.GAS
370 gallon tank: F350.GAS
600 gallon tank: F500.GAS
AAQ-13N LANTIRN: AAQ13.SEE
AAQ-14L LANTIRN: PAVEKNF.SEE

AAS-38 FLIR: AAS38.SEE
AN/ALQ-131 DECM: ALQ167.ECM
AN/ALQ-184 DECM: ALQ72.ECM
AN/ALQ-99F(v) TJS: ALE40.ECM
AN/ASQ-213 HTS: PAVESPK.SEE
BOZ Chaff/Fl: ALQ73.ECM

MSP-410 Omul: ??
Recon Pod: SAN8.JT

Sky Shadow: ??
Sorbitsya-S Jammer: ??

TBC...


Last edited by Hairysteed on Thu Mar 18, 2010 14:17 pm, edited 2 times in total.

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PostPosted: Sun Mar 14, 2010 12:52 pm 
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Will there be a distinct difference in shapes between different versions of related aircraft like F/A-18C/D Hornet to the E/F Super Hornet or the Mirage III/5 to the Mirage 2000? Just curious.


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PostPosted: Sun Mar 14, 2010 17:10 pm 
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Uhhh... Yea. That is why it is taking so long to complete it... The many number of shape alterations involved in this update are staggering...

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PostPosted: Fri Mar 19, 2010 08:14 am 
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Do you suppose we could have heaters on double-rails? (AIM-9M/X/ASRAAM)


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PostPosted: Fri Mar 19, 2010 10:51 am 
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Hairysteed wrote:
Do you suppose we could have heaters on double-rails? (AIM-9M/X/ASRAAM)


On what type of vehicles? All shape altering is limited to using the existing number of polygons on existing shapes, allowing only certain changes to be made by reshaping those polygons and adding detailed skins...

I can not add weapon shapes to aircraft, because there simply isnt enough available polygons on the shapes to build the weapon...

I could add AIM-9 sidewinders to the wingtips on F-104s, using the existing polygons of the tip tanks, but there are no F-104s in FAF Korea...

Also on some SAM vehicles though this isnt a problem, as they have exisitng missiles and enough polygons to alter them to represent the proper weapons...

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PostPosted: Sat Mar 20, 2010 11:59 am 
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No, not shapes! I meant in the stores selection.


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PostPosted: Sat Mar 20, 2010 14:42 pm 
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I have modelled aicraft such as the F-15C/E/Ks in FAF Korea 2010 that have all the hardpoints availalbe that allow you to load 2 siderwinders on each of the single wing hardpoints to simulate the double rail heater you mention. You can also choose to load either a single AMRAAM and a Sidewinder, or a pair of AMRAAMs...

Also I do have the double rail Russain AA-8s that the MiGs carry...

I have opened a new weapon slot by the elimination of one reducndant weapon, but since there is a maximum number of weapons that you can create without making fuel tanks and ECM pods dissappear from the selection page, I dont know if I will use it to make a doulbe rail Sidewinder or not...

Generally no airforce relies pon double heaters anymore, always carrying a minimal number of IR missiles to use incase the enemy penetrates to WVT combat, as they plan to do their fighting at BVR combat instead...

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