{§-1} Aggiornamento da
{§-2} Evidenza
(Virtual AIR COMBAT MANEUVERING INSTALLATION)
Version 1.6.x for FSX ACC PACK/SE/P3D 1.4 - October 26th 2014
Version 2.6.x for P3D 2.x - October 15h 2014
Version 3.0.x for P3D3 - May 2nd 2016
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fotografia numero uno: immagine nella guida Virtual AIR COMBAT MANEUVERING INSTALLATION |
{§-3} Riferimenti
- https://reserchflighsimulator.blogspot.com/2022/12/9122022-contraerea-navale.html
- https://reserchflighsimulator.blogspot.com/2022/11/30112022-mig-17-vacmify-in-fsx.html
- https://reserchflighsimulator.blogspot.com/2022/12/8122022-modifiche-vacmify.html
- https://reserchflighsimulator.blogspot.com/2022/11/vacmify-in-fsx.html
- https://reserchflighsimulator.blogspot.com/2021/09/19092021-vacmi-testing-fsx-off-line.html
{§-4} Esempio di tabulato (sotto), risulta da modifica del vacmify per il lancio del Kormoran; il presente risulta funzionante in FSx con vACMI versione 3.2.7 sempre per FSx. Tests richiesti.
<?xml version="1.0" encoding="Windows-1252"?>
<SimBase.Document Type="AceXML" version="1,0" id="Gryazev and ORION rx pod control">
<Descr>AceXML Document</Descr>
<Filename>gun_rockets.spb</Filename>
<SimGauge.Gauge id="Gauge" ArtDirectory=".\1024">
<Comment />
<Macro Name="Gryazev_round"><MacroValue>800</MacroValue></Macro>
<Macro Name="rockets_num"><MacroValue>36</MacroValue></Macro>
<Macro Name="gun"><MacroValue>1</MacroValue></Macro>
<Macro Name="rockets"><MacroValue>2</MacroValue></Macro>
<!-- -->
<Macro Name="DROPPABLE_TYPE_ORION"><MacroValue>12</MacroValue></Macro>
<Macro Name="DROPPABLE_TYPE_LAU10"><MacroValue>14</MacroValue></Macro>
<Macro Name="DROPPABLE_TYPE_KORMORAN"><MacroValue>15</MacroValue></Macro>
<!-- ****************************************************************
********************************************************************* -->
<Macro Name="is_master_armed"><MacroValue>(L:vACMI_MASTER_ARM, bool)</MacroValue></Macro>
<!--==== INITIALIZE ====-->
<Macro Name="vacmified_init">
<MacroValue>
(L:vacmified_InitVar, bool) ! if{
0 (>L:M61_SHOOTING, number)
1 (>L:vACMI_GUN_SELECTED, bool)
0 (>L:vACMI_MASTER_ARM, bool)
@Gryazev_round (>L:AC_HAS_GEAR, bool)
@rockets_num (>L:bomb_loaded, bool)
@gun (>L:RNDCNT, number)
@rockets (>L:aam_loaded, enum)
<!-- -->
1 (>L:vacmified_InitVar, bool)
}
</MacroValue>
</Macro>
<!-- ********* AAM LAUNCH ******* -->
<Macro Name="AAM_launch">
<MacroValue>
(L:aam_loaded, enum) 0 > if{
<!-- increase missile launched, used by vACMI -->
(L:vACMI_aam_launched, enum) 1 + (>L:vACMI_aam_launched, enum)
@DROPPABLE_TYPE_KORMORAN (>L:vACMI_wpnlaunched_type, number)
@IS_ENGINE_VACMI if{
(>K:RELEASE_DROPPABLE_OBJECTS)
(L:aam_loaded, enum) -- (>L:aam_loaded, enum)
}
}
</MacroValue>
</Macro>
<!-- air ground safety switch -->
<Macro Name="AG_safety_switch_on">
<MacroValue>
(L:AC_HAS_GEAR, bool) if{
(A:SIM ON GROUND, bool) !
(A:Gear center position, percent) ! and if{ 1 }
els{ 0 }
}
els{
(A:SIM ON GROUND, bool) ! if{ 1 }
els{ 0 }
}
<!-- uncomment if the airplane has a gear -->
<!-- -->
</MacroValue>
</Macro>
<!-- ********************** -->
<Macro Name="IS_ENGINE_VACMI">
<MacroValue>
(L:vacmi_activated, bool) 1 ==
</MacroValue>
</Macro>
<Macro Name="aam_sound_seek">
<MacroValue>
(L:VACMI_SOUND_SEEKER_SEARCH, number) @1 != if{ @1 (>L:VACMI_SOUND_SEEKER_SEARCH, number) }
</MacroValue>
</Macro>
<Macro Name="aam_sound_lock">
<MacroValue>
(L:VACMI_SOUND_SEEKER_LOCK, number) @1 != if{ @1 (>L:VACMI_SOUND_SEEKER_LOCK, enum) }
</MacroValue>
</Macro>
<Macro Name="aam_seeker_ck_growl">
<MacroValue>
(L:aam_loaded, enum) 0 > if{
(L:vacmi_tgt_inrange, bool) if{ @aam_sound_seek(0) @aam_sound_lock(2) }
els{ @aam_sound_seek(2) @aam_sound_lock(0) }
}
els{ @aam_sound_seek(0) @aam_sound_lock(0)) }
</MacroValue>
</Macro>
<!-- ********************** -->
<Macro Name="aam_seeker_lock_check">
<MacroValue>
0 (>G:Var1)
<!-- -->
(A:IS SLEW ACTIVE, bool) not
@AG_safety_switch_on
(L:aam_loaded, enum) 0 > and and if{
@aam_seeker_ck_growl
1 (>G:Var1)
}
(G:Var1) 0 == if{
@aam_sound_seek(0)
@aam_sound_lock(0)
}
</MacroValue>
</Macro>
<Macro Name="gun_shoot">
<MacroValue>
<!-- checks gun armed -->
@IS_ENGINE_VACMI
(L:vACMI_GUN_SELECTED, bool)
@is_master_armed
@AG_safety_switch_on
(A:BRAKE LEFT POSITION,percent) 20 >
(L:RNDCNT, number) 0 >
and and and and and if{
(L:M61_SHOOTING, number) ++ (>L:M61_SHOOTING, number) <!-- must be set -->
2 (>L:VACMI_SOUND_GUN, bool)
<!-- sets vacmi gun -->
1 (>L:vACMI_wpn_gun, bool)
}
els{
<!-- stop fire if any -->
0 (>L:VACMI_SOUND_GUN, bool)
0 (>L:M61_SHOOTING, number)
0 (>L:vACMI_wpn_gun, bool)
}
</MacroValue>
</Macro>
<Macro Name="weapon_drop">
<MacroValue>
@is_master_armed (L:bomb_loaded, bool) 0 > and if{
@weapon_set (>L:vACMI_wpnlaunched_type, number)
(>K:RELEASE_DROPPABLE_OBJECTS)
(L:bomb_loaded, bool) -- (>L:bomb_loaded, bool)
}
</MacroValue>
</Macro>
<Update>
<Frequency>5</Frequency>
<Script>
@vacmified_init
@is_master_armed if{
(A:SIM ON GROUND, bool) ! if{
@gun_shoot
(L:M61_SHOOTING, number) 0 > if{
(L:RNDCNT, number) 5 - (>L:RNDCNT, number)
}
}
els{ 0 (>L:VACMI_SOUND_GUN, bool) }
}
els{ 0 (>L:VACMI_SOUND_GUN, bool) }
@is_master_armed if{
@aam_seeker_lock_check
}
els{ @aam_sound_seek(0)
@aam_sound_lock(0)
}
</Script>
</Update>
<!-- TRAPPED KEY COMMANDS AND EVENTS -->
<KeyMap id="KeyMap">
<Trigger id="LANDING_LIGHT_HOME">
<KeyEvent>LANDING_LIGHT_HOME</KeyEvent>
<Script>
(A:IS SLEW ACTIVE, bool) not
(A:SIM ON GROUND, bool) not
@AG_safety_switch_on
and and if{ @AAM_launch }
</Script>
</Trigger>
<Trigger id="MASTER ARM">
<KeyboardKey>shift+A</KeyboardKey>
<Script>
(L:vACMI_MASTER_ARM, bool) ! (>L:vACMI_MASTER_ARM, bool)
(L:vACMI_MASTER_ARM, bool) if{ 1 (>L:VACMI_SOUND_MASTER_ARM, enum) }
els{ 1 (>L:VACMI_SOUND_MASTER_SAFE, enum) }
</Script>
</Trigger>
<Trigger id="WEAPON DROP">
<KeyboardKey>space</KeyboardKey>
<Script>
(A:SIM ON GROUND, bool) ! if{
@weapon_drop
}
</Script>
</Trigger>
</KeyMap>
</SimGauge.Gauge>
</SimBase.Document>
{§-5} Raffigurazione
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fotografia numero uno : SSW_KORMORAN da vACMI per FSx |