Tips about MiG-15Bis
1, wheel chock and intake/exhaust cover model, droptank and fab bomb dropable models are bgl format, if you change aircraft during flight and find they are invisible at conditions they should on, press shift+1 to bring out kneeboard panel, and press this gauge`s aircraft title window to reload aircraft model. then save flight. in next time they are normally.
2, if you want to pilot wear chinese sytle goggles (type-2 sea goggle, same as china or russian seaman on torpedo boat during 1950s), change station_load.0 = 200.00, 0.00,0.00,0.00 // pilot and flight gear weight to 205 in aircraft.cfg
The default goggle model is USAF B-8 goggle, in 1950`s chinese or russian MiG pilot`s pictures, wear this type.
3, if you want to change some aircraft`s payload,
A, in FSX/FSXSE without VRS TacPack, edit and save lines in aircraft.cfg:
station_load.3 = 70.00, 0.00,0.00,0.00 // Left Wing PTB-400 DropTank @28 to 105Lbs or Bomb FAB-100 @220Lbs
station_load.4 = 70.00, 0.00,0.00,0.00 // Right Wing PTB-400 DropTank @28 to 105Lbs or Bomb FAB-100 @220Lbs
70 for PTB-400 droptank empty weight
220 for OFAB-100 Bomb weight
B, with VRS TacPack
Press PTB or FAB title in kneeboard gauge.
C, In P3D pro or pro plus, edit lines in aircraft.cfg
weapon_loadout=Bombs
or
weapon_loadout=DropTanks
Aircraft model changes between PTB-400 droptank and OFBA-100 bomb model,
When release, payload models on aircraft invisible, the dropable models in bgl instead of them and visible before hit ground.
VRS TacPack using it`s own F-86 droptank model and an-M64-A1 bomb model when payload release/jettison, they have no russian payload in present versions.
Without VRS TacPack,the dropable models using PTB and FAB type I created in bgl format.
4, I set gun ammo and weapon payload reload steps for simulate weapon load as DCS, if you want simple one button action, you may edit MiG15_Logic.xml in MiG.cab, which located in aircraft`s panel folder , add your own key mapping for reloading functions
e.g.
the default logic I created below:
<!-- Gun System-->
(A:ENG ANTI ICE:1, bool) 1 == (A:STRUCTURAL DEICE SWITCH, bool) 1 == or if{
(A:GUN SYSTEM IS ACTIVE, bool) 0 == if{ (>K:GUN_SYSTEM_TOGGLE) }
}
els{
(A:GUN SYSTEM IS ACTIVE, bool) 1 == if{ (>K:GUN_SYSTEM_TOGGLE) }
(A:GUN SYSTEM STATION GUN SELECTED:2, bool) 0 != if{ 2 (>K:GUN_SYSTEM_STATION_TOGGLE) }
(A:GUN SYSTEM STATION GUN SELECTED:3, bool) 0 != if{ 3 (>K:GUN_SYSTEM_STATION_TOGGLE) }
(A:GUN SYSTEM STATION GUN SELECTED:4, bool) 0 != if{ 4 (>K:GUN_SYSTEM_STATION_TOGGLE) }
(L:VRSTP_Wep, enum) 3 < if{
(A:BRAKE INDICATOR, Percent) 5 > if{ 0 (>C:VRSTP_SMS:StationIdx, number) 1 (>C:VRSTP_SMS:ReloadWeapons, bool) }
(A:BRAKE INDICATOR, Percent) 5 > if{ 1 (>C:VRSTP_SMS:StationIdx, number) 1 (>C:VRSTP_SMS:ReloadWeapons, bool) }
(L:VRSTP_Reload, Enum) 37 == if{ 0 (>C:VRSTP_SMS:StationIdx, number) 1 (>C:VRSTP_SMS:ReloadWeapons, bool) 0 (>L:VRSTP_Reload, Enum) }
(L:VRSTP_Reload, Enum) 23 == if{ 1 (>C:VRSTP_SMS:StationIdx, number) 1 (>C:VRSTP_SMS:ReloadWeapons, bool) 0 (>L:VRSTP_Reload, Enum) }
}
els{
(L:VRSTP_Reload, Enum) 0 > (A:BRAKE INDICATOR, Percent) 5 > or if{ (>K:GUN_SYSTEM_RESET) 0 (>L:VRSTP_Reload, Enum) }
}
}
<!-- Gun System-->
<!-- Gun Ammo Load -->
(A:IS USER SIM, Bool) (A:ENG HYDRAULIC QUANTITY:1, percent) * 70 > if{
(A:ENG ANTI ICE:1, bool) 1 == if{
(E:ABSOLUTE TIME, seconds) 0.075 % 0.0375 > if{ 1 (>L:N37_Rate, enum) } els{ 0 (>L:N37_Rate, enum) }
(L:N37_Load, enum) 0 == if{ (E:ABSOLUTE TIME, enum) (>L:N37_Load_Run, enum) }
(L:N37_Load_Run, enum) 0 > if{ (E:ABSOLUTE TIME, enum) (L:N37_Load_Run, enum) - (>L:N37_Load_Act, enum) }
(L:N37_Load_Act, enum) 20 > if{
(L:N37_Cy, enum) 0 == if{ (A

AYLOAD STATION WEIGHT:2, Pounds) 3 / near (>L:N37_Cy, enum) }
(L:VRSTP_Wep, enum) 3 < if{ 0 (>C:VRSTP_SMS:StationIdx, number) }
0 d (>L:N37_Load_Run, enum) (>L:N37_Load_Act, enum)
0 (>L:N37_Load, enum)
}
(L:VRSTP_Wep, enum) 3 < if{
(L:VRSTP_Wep, enum) 0 == if{
(L:N37_Cy, enum) 0 > if{ (L:N37_Cy, enum) (L:N37_Fired, enum) - (>L:N37_Qty, enum) }
}
els{
(C:VRSTP_SMS:StationIdx, number) 0 == if{ (C:VRSTP_SMS:StationSimilarStoreAmmoTotal, number) (>L:N37_Qty, enum) }
}
} els{ (A:GUN SYSTEM STATION AMMO COUNT:2, number) (>L:N37_Qty, enum) }
}
els{
0 (>L:N37_Load, Enum)
0 d (>L:N37_Cy, Enum) (>L:N37_Qty, enum)
0 d (>L:N37_Rate, enum) (>L:N37_Fired, enum)
}
(A:STRUCTURAL DEICE SWITCH, bool) 1 == if{
(E:ABSOLUTE TIME, seconds) 0.0375 % 0.01875 > if{ 1 (>L:N23_Rate, enum) } els{ 0 (>L:N23_Rate, enum) }
(L:N23_1_Load, enum) 0 == if{ (E:ABSOLUTE TIME, enum) (>L:N23_1_Load_Run, enum) }
(L:N23_1_Load_Run, enum) 0 > if{ (E:ABSOLUTE TIME, enum) (L:N23_1_Load_Run, enum) - (>L:N23_1_Load_Act, enum) }
(L:N23_1_Load_Act, enum) 10 > if{
(L:N23_1_Cy, enum) 0 == if{ (A

AYLOAD STATION WEIGHT:3, Pounds) 0.7 / near 2 / (>L:N23_1_Cy, enum) }
(C:VRSTP_SMS:StationSimilarStoreAmmoTotal, number) 2 / (>L:N23_Qty, enum)
(L:VRSTP_Wep, enum) 3 < if{ 1 (>C:VRSTP_SMS:StationIdx, number) }
0 d (>L:N23_1_Load_Run, enum) (>L:N23_1_Load_Act, enum)
0 (>L:N23_1_Load, enum)
}
(L:N23_2_Load, enum) 0 == if{ (E:ABSOLUTE TIME, enum) (>L:N23_2_Load_Run, enum) }
(L:N23_2_Load_Run, enum) 0 > if{ (E:ABSOLUTE TIME, enum) (L:N23_2_Load_Run, enum) - (>L:N23_2_Load_Act, enum) }
(L:N23_2_Load_Act, enum) 15 > if{
(L:N23_2_Cy, enum) 0 == if{ (A

AYLOAD STATION WEIGHT:3, Pounds) 0.7 / near 2 / (>L:N23_2_Cy, enum) }
(C:VRSTP_SMS:StationSimilarStoreAmmoTotal, number) (>L:N23_Qty, enum)
0 d (>L:N23_2_Load_Run, enum) (>L:N23_2_Load_Act, enum)
0 (>L:N23_2_Load, enum)
}
(L:VRSTP_Wep, enum) 3 < if{
(L:VRSTP_Wep, enum) 0 == if{
(L:N23_1_Cy, enum) (L:N23_2_Cy, enum) * 0 > if{
(L:N23_1_Cy, enum) (L:N23_2_Cy, enum) + s0 l0 (L:N23_Fired, enum) - (>L:N23_Qty, enum)
}
}
els{
(C:VRSTP_SMS:StationIdx, number) 1 == if{ (C:VRSTP_SMS:StationSimilarStoreAmmoTotal, number) (>L:N23_Qty, enum) }
}
} els{ (A:GUN SYSTEM STATION AMMO COUNT:3, number) (A:GUN SYSTEM STATION AMMO COUNT:4, number) + (>L:N23_Qty, enum) }
}
els{
0 d (>L:N23_1_Load, Enum) (>L:N23_2_Load, Enum)
0 d (>L:N23_1_Cy, Enum) (>L:N23_2_Cy, Enum)
0 d (>L:N23_Rate, enum) (>L:N23_Fired, enum)
0 (>L:N23_Qty, enum)
}
}
els{
-1 d (>L:N37_Qty, enum) (>L:N23_Qty, enum)
-1 d (>L:N37_Rate, enum) (>L:N23_Rate, enum)
}
<!-- Gun Ammo Load -->
It set steps for reloading after gun ammo empty or guns not charged
switch off 2 gun power switchs,
press gun trigger 2 times to get reolading system active,
then, switch on 2 gun power switchs,
Press 3 Gun Loader buttons in VC and wait gun ammo charge to guns.
you may set some key mapping for these steps:
<On Key="xxx">
"add your own code here to active steps above for one button action"
</On>
The flares and dropable payloads as same way to set one button reoload action.