uzabit 38 Posted January 13, 2021 59 minutes ago, omri2050 said: Hey Firewill! Great change to the I-TGT! One question please cause I think I'm missing something.. I want to drop JDAM-31 DSG a location, goes to LIST, select both and I have a message that the location is saved. While dropping it, it says NO GPS LOCK (or something like that..) Now I went to the EDIT and apply GPS and still same message. What am I doing wrong? You need to select the GBU-31 in the "top-down" mode, the normal release mode doesn't work with GPS guidance. Simply select the weapon again, there should be two modes. Share this post Link to post Share on other sites
firewill 3880 Posted January 14, 2021 11 hours ago, Synchronized said: Do you have an equation of dropping bombs, for example with a jdam you need 15k feet to reach a target at 5 km. while traveling at 600 km/h or something like that probably can make some limitation of dropping bombs(altitude,range and speed etc), but I've decided don't do it because this is just game. 5 hours ago, omri2050 said: Hey Firewill! Great change to the I-TGT! One question please cause I think I'm missing something.. I want to drop JDAM-31 DSG a location, goes to LIST, select both and I have a message that the location is saved. While dropping it, it says NO GPS LOCK (or something like that..) Now I went to the EDIT and apply GPS and still same message. What am I doing wrong? uzabit explained well, need to change weapon mode with weapon switch key. or refer this point in video(2m 16s) 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted January 14, 2021 34 minutes ago, firewill said: probably can make some limitation of dropping bombs(altitude,range and speed etc), but I've decided don't do it because this is just game. I don't think he means limiting weapon releases unless a target is in range or anything like that. I think he's just looking for a way to calculate how far a bomb will travel if released at a certain height and speed, which I would also like to know. Maybe dropping ordnance from different heights/speeds and recording the distances flown into a spreadsheet wouldn't be too ambitious of a task, in lieu of doing any form of maths haha. Good video though. Explains the use of the I-TGT nicely. Share this post Link to post Share on other sites
firewill 3880 Posted January 14, 2021 50 minutes ago, beno_83au said: I don't think he means limiting weapon releases unless a target is in range or anything like that. I think he's just looking for a way to calculate how far a bomb will travel if released at a certain height and speed, which I would also like to know. Maybe dropping ordnance from different heights/speeds and recording the distances flown into a spreadsheet wouldn't be too ambitious of a task, in lieu of doing any form of maths haha. Good video though. Explains the use of the I-TGT nicely. well I slept only 2 hours so my brain been fuzzy so misunderstood I guess. Share this post Link to post Share on other sites
beno_83au 1369 Posted January 14, 2021 @Synchronized I did a bit of table for the GBU-31. If you want to run some of this through a real-world test that'd be nice. Otherwise I'll just go and compile the data for all the bombs from various speeds/altitudes over some period of time and see how it pans out. This was done on the F/A-18C ("FIR_F18C") in level flight on the VR terrain. ["Speed","Altitude","Distance"] [500,900,3504] [500,1000,3697] [500,1100,3871] [600,900,3877] [600,1000,4087] [600,1100,4265] [700,900,4240] [700,1000,4450] [700,1100,4650] [800,900,4570] [800,1000,4807] [800,1100,5004] [900,900,4913] [900,1000,5151] [900,1100,5371] [1000,900,5237] [1000,1000,5480] [1000,1100,5714] This was done by recording actual results, not through any equation. From what I searched, people gave up on trying to maths their way through this particular Arma problem a while ago. 2 hours ago, firewill said: well I slept only 2 hours so my brain been fuzzy so misunderstood I guess. I spend much of my working life now days sympathising. 3 Share this post Link to post Share on other sites
Synchronized 49 Posted January 14, 2021 5 hours ago, beno_83au said: @Synchronized I did a bit of table for the GBU-31. If you want to run some of this through a real-world test that'd be nice. Otherwise I'll just go and compile the data for all the bombs from various speeds/altitudes over some period of time and see how it pans out. This was done on the F/A-18C ("FIR_F18C") in level flight on the VR terrain. ["Speed","Altitude","Distance"] [500,900,3504] [500,1000,3697] [500,1100,3871] [600,900,3877] [600,1000,4087] [600,1100,4265] [700,900,4240] [700,1000,4450] [700,1100,4650] [800,900,4570] [800,1000,4807] [800,1100,5004] [900,900,4913] [900,1000,5151] [900,1100,5371] [1000,900,5237] [1000,1000,5480] [1000,1100,5714] This was done by recording actual results, not through any equation. From what I searched, people gave up on trying to maths their way through this particular Arma problem a while ago. I spend much of my working life now days sympathising. According to those results it seems that for every 100 meters of altitutde, 200 meters of distance are added, and for every 100km/h 400 meters get added So in theory if i drop a bomb at 500km/h, 2000m of altitude, it should make the bomb travel at least 5 kilometers in distance, im sure air drag would slow it down the more it has to travel, but that doesnt seem to be a factor at low altitudes (1km) 1 Share this post Link to post Share on other sites
iliyan61 1 Posted January 20, 2021 Hi, I absolutely love your mods but I just have two questions/requests 1: Would you think about adding hellfires/brimstones to the mod i really would like to have 3/4 racks on the harrier GR9A as even though it never happened the missiles had been approved for the planes they were just pulled from service before active duty. 2: Is there a way to see SPI/where the TGP is pointing on the A10 HUD for gunrun aiming? Share this post Link to post Share on other sites
firewill 3880 Posted January 20, 2021 1 hour ago, iliyan61 said: Hi, I absolutely love your mods but I just have two questions/requests 1: Would you think about adding hellfires/brimstones to the mod i really would like to have 3/4 racks on the harrier GR9A as even though it never happened the missiles had been approved for the planes they were just pulled from service before active duty. 2: Is there a way to see SPI/where the TGP is pointing on the A10 HUD for gunrun aiming? 1. just tested in real life, but now days the British harriers no longer service, and this is game so probably can do with "What-If". 2. currently F-16 mod has it(show TGP point on HUD), A-10 or other aircraft will do in future. Share this post Link to post Share on other sites
iliyan61 1 Posted January 21, 2021 22 hours ago, firewill said: 1. just tested in real life, but now days the British harriers no longer service, and this is game so probably can do with "What-If". 2. currently F-16 mod has it(show TGP point on HUD), A-10 or other aircraft will do in future. 1. yeh they were approved with both brimstones and hellfires but got pulled from service before the missiles were deployed. 2. thank you its the one thing making the a10 somewhat annoying other then that its perfect. Share this post Link to post Share on other sites
sammael 366 Posted January 22, 2021 I Can`t use GBU 24 thermobar. In doesn`t lock on laser. And when I use I TGT there are no pylons in system. Share this post Link to post Share on other sites
iliyan61 1 Posted January 23, 2021 6 hours ago, sammael said: I Can`t use GBU 24 thermobar. In doesn`t lock on laser. And when I use I TGT there are no pylons in system. Dumb question but you're approaching the target at the right angle? are you using the AWS GBU-24 or is it a different mod? can other bombs lock on? Share this post Link to post Share on other sites
firewill 3880 Posted January 23, 2021 8 hours ago, sammael said: I Can`t use GBU 24 thermobar. In doesn`t lock on laser. And when I use I TGT there are no pylons in system. it worked with laser in my test, but I've found not make secondary explosion due to some execute script order. also only GPS supported weapons will appear in pylons list. it's also CG only weapon supported however, there is no CG only weapon in AWS currently. Share this post Link to post Share on other sites
iliyan61 1 Posted January 24, 2021 @firewill with what I asked earlier would you be open to the harrier missiles? and how long till the A10 update? Share this post Link to post Share on other sites
firewill 3880 Posted January 25, 2021 4 hours ago, iliyan61 said: @firewill with what I asked earlier would you be open to the harrier missiles? and how long till the A10 update? both of work would be take some time. Share this post Link to post Share on other sites
Synchronized 49 Posted January 25, 2021 Hello firewill, any chance to get another russian aircraft? (i get the feeling you get asked this a lot) Share this post Link to post Share on other sites
firewill 3880 Posted January 25, 2021 3 hours ago, Synchronized said: Hello firewill, any chance to get another russian aircraft? (i get the feeling you get asked this a lot) I don't have much to say, but you already got the hint. (new year greetings photo) Share this post Link to post Share on other sites
beno_83au 1369 Posted January 25, 2021 Hi everyone. So I went and dropped a couple of unguided bombs and took down the results. See this topic for details - There's a link there for a spreadsheet in Excel and PDF formats for all the bombs I could drop from Firewill's F/A-18 if anyone wants to have a look and see how they work out. I did some quick testing and the ranges I got seemed to be ok. @Synchronized I guess this might be of use to you? 1 1 Share this post Link to post Share on other sites
john85oc 28 Posted January 26, 2021 Hi Firewill, Here its my Feedback to that TGT update. I think its have what. if you have unterstand how its work now can you work well with yet. But i think here should some make "Better" in the next version of it. and thats its 1. Makers by TGT. if the Player set makers fly and shooting down, killed or resspwan he cant not removed this makers. 2. That Weapons in that drop down mod. (i not know why used that) becuse somebody will it Overlooked whether this is online or not what that can that end that the Targets not hit 3. Pylons, I have run the test with 6 GBU38, 3 on Pylon 4 and 3 on pylon 7. if you 2 attackes in 2flys on the same target have and you that target on pylon 4 set will arma drop the bomb on pylon 7 in the 2 bomb Drop. so you have 1 bomb hit that target, and the other bomb on pylson7 miss that target. Or a other test with the F16 was i want with pylon 3 attake frist and the bombe was drop by pylon 8. so that a bit... buggy i thnk or here used errors. I not know. I have try with Edit and set Priotät. but that not always work right 😄 Complettly see on that work... NICE JOB !!!! Share this post Link to post Share on other sites
firewill 3880 Posted January 27, 2021 6 hours ago, john85oc said: Hi Firewill, Here its my Feedback to that TGT update. I think its have what. if you have unterstand how its work now can you work well with yet. But i think here should some make "Better" in the next version of it. and thats its 1. Makers by TGT. if the Player set makers fly and shooting down, killed or resspwan he cant not removed this makers. 2. That Weapons in that drop down mod. (i not know why used that) becuse somebody will it Overlooked whether this is online or not what that can that end that the Targets not hit 3. Pylons, I have run the test with 6 GBU38, 3 on Pylon 4 and 3 on pylon 7. if you 2 attackes in 2flys on the same target have and you that target on pylon 4 set will arma drop the bomb on pylon 7 in the 2 bomb Drop. so you have 1 bomb hit that target, and the other bomb on pylson7 miss that target. Or a other test with the F16 was i want with pylon 3 attake frist and the bombe was drop by pylon 8. so that a bit... buggy i thnk or here used errors. I not know. I have try with Edit and set Priotät. but that not always work right 😄 Complettly see on that work... NICE JOB !!!! okay..let's see here even I have a dizzy brain due to painkiller affected. 1: it's a old tradition of I-TGT since 2015. can be fix, but always under bottom of list. 2: for against different situation at the same time. for example, you have 3 EGBU-12, and want to use 2 bombs for typical laser guide, and 1 bomb for GPS guide. If old I-TGT, there's no way drop the bomb with laser and GPS guide separately at the same time. But now, you can with current I-TGT system. that's why made additional weapon mode for I-TGT guidance. 3: it's really hard to understand what's exactly want to say actually. Or. you can change pylon priority in I-TGT. Share this post Link to post Share on other sites
beno_83au 1369 Posted January 27, 2021 7 hours ago, john85oc said: 1. Makers by TGT. if the Player set makers fly and shooting down, killed or resspwan he cant not removed this makers. You could try to write something to account for this. Try adding this to onPlayerRespawn.sqf: { if (("MKR" in _x) && ((name player) in _x)) then { deleteMarkerLocal _x; }; } forEach allMapMarkers; Some basic testing seems to account for it, so give it a go. 1 Share this post Link to post Share on other sites
sammael 366 Posted January 27, 2021 On 5/23/2017 at 5:51 PM, sammael said: I just play around with F16 sensors and missiles sensors for only Personal usage .Make radar on 180km e t.c But Found something strange. Whatever parameters I use, I can not IR lock on аt a distance above 20 km. Same for trgets on my radar. Same effect for ActiveRadarSensor. Is it engine limition at 20km or I made mistakes in the configs? On 5/24/2017 at 10:45 AM, firewill said: i think both. limitation and config because sometime i got a radar contact on 22~24km so i think not only limit with 20km below.. and plus sidewinder is also follow armaverse standard. Has nothing changed since then? Are there still restrictions on target capture no further than 20-24 km by arma engine? Does your different TGPods affect lock on ranges? I would like to know what records you set Arma for lock on ground and air targets🛫 Share this post Link to post Share on other sites
firewill 3880 Posted January 28, 2021 12 hours ago, sammael said: Has nothing changed since then? Are there still restrictions on target capture no further than 20-24 km by arma engine? Does your different TGPods affect lock on ranges? I would like to know what records you set Arma for lock on ground and air targets🛫 nothing changed, doesn't matter with targeting pod you've got some example with F-14D(370km active radar range) / 12km view distance(maximum value in video option) no radar contact in 26km radar contact in 20.9km 35km view distance test no radar contact in 26.8km radar contact in 20.5km So, it's nothing changed since 2017. 1 Share this post Link to post Share on other sites
firewill 3880 Posted January 31, 2021 little updates for AWS, and aircraft. FIR AWS v3.56 Air Weapon System - Mk82 AIR(Air Inflatable Retarder) added - TER-9A model for F-16 - new TER model - new fullAuto modes(250ms/50ms interval) for unguided bombs(mk82,83,84). A-10 1.85 Common - Pilotcamera(TGP) point added on HUD AV-8B 0.62 - Pilotcamera(TGP) point added on HUD EA-18G 0.43 - Pilotcamera(TGP) point added on HUD F-2 1.995 - Pilotcamera(TGP) point added on HUD F-14 1.992 - Pilotcamera(TGP) point added on HUD F-15 1.63 F-15 - Pilotcamera(TGP) point added on HUD F-16 1.988 F-16D - Pilotcamera(TGP) point added on HUD F-22 0.67 - Pilotcamera(TGP) point added on HUD F-23A 0.27 - Pilotcamera(TGP) point added on HUD F/A-18 0.22 Common - Pilotcamera(TGP) point added on HUD F/A-18E/F 0.11 Common - Pilotcamera(TGP) point added on HUD 7 1 Share this post Link to post Share on other sites
iliyan61 1 Posted February 1, 2021 On 1/31/2021 at 9:20 AM, firewill said: little updates for AWS, and aircraft. FIR AWS v3.56 Air Weapon System - Mk82 AIR(Air Inflatable Retarder) added - TER-9A model for F-16 - new TER model - new fullAuto modes(250ms/50ms interval) for unguided bombs(mk82,83,84). A-10 1.85 Common - Pilotcamera(TGP) point added on HUD AV-8B 0.62 - Pilotcamera(TGP) point added on HUD EA-18G 0.43 - Pilotcamera(TGP) point added on HUD F-2 1.995 - Pilotcamera(TGP) point added on HUD F-14 1.992 - Pilotcamera(TGP) point added on HUD F-15 1.63 F-15 - Pilotcamera(TGP) point added on HUD F-16 1.988 F-16D - Pilotcamera(TGP) point added on HUD F-22 0.67 - Pilotcamera(TGP) point added on HUD F-23A 0.27 - Pilotcamera(TGP) point added on HUD F/A-18 0.22 Common - Pilotcamera(TGP) point added on HUD F/A-18E/F 0.11 Common - Pilotcamera(TGP) point added on HUD Holy shit yay thank you so much 🙂 do you have like a Paypal or patreon or like some way I can kinda idk say thanks for your work 🙂 Share this post Link to post Share on other sites
firewill 3880 Posted February 1, 2021 27 minutes ago, iliyan61 said: Holy shit yay thank you so much 🙂 do you have like a Paypal or patreon or like some way I can kinda idk say thanks for your work 🙂 i guess hard to say about it directly, but i think you can find it when take a look my insignia section. Share this post Link to post Share on other sites