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FSXA TACPACK

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246
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southafrica
Good day,

Anyone here with some experience in making a Gmax model TACPACK ready? I know they have a SDK, but I don't understand the half of it. I just need to get some info, the basic outline, how it integrate and work, ect.

Any help will be appreciated :)

Kind Regards
 
If you need case studies, download any of Dino Cattaneo's freeware models as they come with a TacPack configuration.
 
Thanks, thats a great idea. But more specific - is there any mods modelled in with XML scripts maybe?
 
Hi @Jakes !
I TacPacked my D.21 (basic) and it worked fine. For me, I didn't need to change anything in the model. A made a link between the model and TP yet: animated two levers that toggled a boolean (coded in the modeldef.xml), those bools were a condition for firing the guns when the trigger was pressed (this code was done in a XML-gauge).
So, if you want to keep it at guns only, you don't need to do anything fancy with the model. I made a pdf for equipping an airplane with TacPack guns, so if you're interested PM me (usage at own risk). Regarding bombs, maybe someone else knows. VRS has developer support forums by the way, you might consider to take a look there.

Goodluck!
 
Cool Stuff! I wanted to get some answers here first - some familiar names, ect :) and of course the superb support.
Thanks for the help!
 
ok all you need model wise is a way to set the various visual variables for the diffrent 'states' of your tacpack bird.. most of us tie it to the payload station:X, pounds values.. so lets take the A-10 (something i'm very familar with as I did the code for it)

on payload stations 3 - we tie certain visual states basically they work out to be that on 0 - display the weapon station associated with as being empty, 1 - display it with a pylon, 2 - display it with pylon + weapon 1, 3 display it with pylon + weapon 2 etc etc.. In the A-10's case the actual display values are tied to the exact weight of each weapon in that payload station.

What happens is in the TP.ini file you've told it what values it needs for

1. when the weapon is loaded.
2. when the weapon has fired.

so if you have an AIM-9X for example showing on payload station 3 when it's weight is set to 420 pounds when you launch that weapon tacpack will go 'ok i now need to set that weight to x value' where x = the empty pylon for example say 2 pounds.. and because your visual model states are set up to only show that .. it updates.
 
ok all you need model wise is a way to set the various visual variables for the diffrent 'states' of your tacpack bird.. most of us tie it to the payload station:X, pounds values.. so lets take the A-10 (something i'm very familar with as I did the code for it)

on payload stations 3 - we tie certain visual states basically they work out to be that on 0 - display the weapon station associated with as being empty, 1 - display it with a pylon, 2 - display it with pylon + weapon 1, 3 display it with pylon + weapon 2 etc etc.. In the A-10's case the actual display values are tied to the exact weight of each weapon in that payload station.

What happens is in the TP.ini file you've told it what values it needs for

1. when the weapon is loaded.
2. when the weapon has fired.

so if you have an AIM-9X for example showing on payload station 3 when it's weight is set to 420 pounds when you launch that weapon tacpack will go 'ok i now need to set that weight to x value' where x = the empty pylon for example say 2 pounds.. and because your visual model states are set up to only show that .. it updates.
Cool, I have done similar features with the Cheetah D. Will start working with that.

Thanks
 
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