Author Topic: BGLibya for FSX@War ("Top Gun" version)  (Read 4230 times)

Thiseus

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BGLibya for FSX@War ("Top Gun" version)
« on: June 30, 2016, 08:44:04 AM »
A "BattleGround Libya" type of mission for use with FSX@War :

Page : http://flyingspirit.freehostia.com/Vietnam_War_Sim/FsxWarLibya.htm
Early Release DL : https://app.box.com/s/wo9zahvf10ah0f6g2buigv985o56tyjb

Mission stracture & mechanics quite similar to BGV but it won't
use CCP, since targets are there from FSX@War.
Voice overs will be used from "Top Gun" movie... I've already
customized 23 voice overs for use but most of them will be
random variations of the same theme - for variety - and most of them
are focused in Air to Air combat of course...

Apart of the known features that exist in BGV, new features (not implemented yet) will be :

- AI Wingman taking off & landing on carrier (static carrier, 40 miles from
Libyas coast)
- AI Wingman bombing and damaging FSX@War stractures
- Random existance & type of moving hostile ground convoy
- Random existance of AA vehicle at target stractures
- Random existance of Mig23 pair, engaging with guns and/or radar missiles

Video demonstrates preliminary work, featuring Wingman's carrier take off
(klick on photo for the video):

« Last Edit: September 25, 2016, 06:11:58 PM by Thiseus »

Thiseus

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #1 on: July 02, 2016, 09:04:23 AM »
Some progress. Features that have been implemented
so far :

VIDEO

- Wingman's Take Off, Commanding & Tactical Menus
(no landing yet)
- Wingman's bombing ability (have not tested with FSX@War yet)
- Wingman voice over when in formation left & lower to user
- User take off & landing voice overs / procedures
- AIM-9/AIM-7 shoot voice overs
- G load breath (over 5 Gs turn)

This is the basics and many more features have to be fitted...
Since it'll probably take long, I'll release it at current state
for Tacpack & CS Weaps for having a spin with it (probably tomorrow)...

For now, MiGs may be added with CCP for aerial shooting.

FSX@War provides the foundations for a small single player campaign
with this FSX Mission (when ready) :
User may challenge himself with how may Tomcats he'll have to
lose in campaign before destroying all target FSX@War stractures
and may predefine a limit number of available Tomcats that if
exceeded, campaigned is considered lost...

Have a look at the "Offline Virtual Squadron" concept also, here :
http://simworksstudios.com/forum/index.php?topic=432.msg2239#new

Thiseus

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #2 on: July 03, 2016, 06:30:23 AM »
VIDEO : AI Wingman bombs an Enemy Base in FSX@War - Libya theater
Result was quite devastating for the base and thus for FPS also...
I concluded to 4 x "FSXatWarPack1_1000lb_TestAI" bombs for the AI Wingman to drop
- FSX@War must be installed for these bombs to be installed also - but I believe they are 2000lbs each...

Anyway, I release this mission in early stage, under the SimWorks Studios category of FSX Missions,
for people that have BGV installed (mission goes into the same folder) : https://app.box.com/s/wo9zahvf10ah0f6g2buigv985o56tyjb

Panny

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #3 on: July 04, 2016, 08:29:23 AM »
I don't know whether it's too advanced for the Libyan mission, but is there a way the wingman could carry LGBs? If you set the laser code to the same as that of the Aerosoft F-14, you could have soemthing pretty cool going on.
That said I don't know whether that's too complicated.

Thiseus

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #4 on: July 04, 2016, 11:44:52 AM »
LGB's : We're talking about guided weapons. If the "guidance" problem had been solved,
we would also have AIs shooting guided AA missiles against player/s or other AIs also...

Currently there is no way -at least known to me - for the mission .xml code to "communicate" with Tacpack, so that
Tacpack will guide the bomb after it's release from an AI (or an AA/AG missile).

So we're left with weapon guided by the mission itself (dropped by an AI plane). I have tried to accomplish the "guided weapon" function
in the past via the mission code with partial results, not satisfactory for Air to Air combat AI vs User :

Video : AI Shoots AIM7 against user

Speed of missile can be much higher - nowadays - but manouverability in vertical (mainly) suffers dramatically.
If player is aware of the missile, can avoid it very easily (that's why I prefer the "simulated under Probability Kill conditions" for AI vs user
Air Combat in my missions).

On the other hand, this mechanism can be quite sufficient for LGB's or A/G missiles dropped from AIs.
But not Buddy lasing as you describe it (via Tacpack).
User will have to guide the AI (as the case is with AI Wingman) to the target area and AI will autonomously
drop the weapon if right conditions for this exist (triggering conditions are met).

Panny

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #5 on: July 04, 2016, 01:52:59 PM »
So it's not possible if you lase a target, tell the wingman to drop his bomb, and it releases a Tacpack GBU-12 with the right laser code?

Thiseus

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Re: BGLibya for FSX@War ("Top Gun" version)
« Reply #6 on: July 04, 2016, 04:34:14 PM »
No, it's not.
AI Wingman doesn't drop the bomb via Tacpack for this to be possible.