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Multi-Page Displays - WEP Gun Submode


Flexman

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screenshot56s.pngAll actions relating to the AH64D go though a message receiver. Player mount, dismount, ground crew arming, lights, AI commanding and (getting to the point) virtual cockpit interactions.

 

The MPD button naming convention of "MPD_1_17" refering to MPD 1 (pilot left) and key 17 (counting from top left) that gets sent to the input handler for that MPD.

 

Key messages can originate from the client or network. I had to add a source ID to account for situations where one person in the same vehicle has authority over some function.

 

The keys and knobs are all working well, interacting with the avionics. I've removed some of the more obscure items and checking authenticity of some elements. Had to simplify a few things just because it's not intuitive. CTRL-G (default mapping) will switch to guns. ALT-G cycles gun round burst mode between 10, 20, 50, 100 and full. Burst is the number of chain gun rounds fired with each trigger pull.

 

MODE is the method of gun tracking. It cycles between

 

  • HMD (helmet mounted display, this is TrackIR or mouselook, where you are looking)
  • FXD is fixed forward
  • TADS is the current TADS position.

This is a fairly important mode distinction, particually in co-op play as the pilot controls gun/rockets and the the co-pilot/gunner operates TADS and other weapons such as the AGMs (air to ground missiles).

 

This I think neatly simplifies operation and easy to understand. For most situations you will want to leave it in TADS mode so you can quickly deploy cannon or AGMs against ground targets.

 

MAN RNG adjusts the ballistics trajectory. Cycles between fixed ranges given in meters. It's there for completeness without adding complexity. It's a candidate for removal.

 

AGM sub mode coming next unless something really cool happens ;)4946580266235927217-1852937020733982432?l=combathelo.blogspot.com

 

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