Request UMMU Compatible Helicopter?

Did you have the new cfg for the seaking? It adds the attachment point and id
 
In Orbiter:
AIRWOLF3.jpg


I might could make the guns wider by cutting out the other side of the tip.

The one thing I haven't gotten yet is the beacons to move with the tip. I am also going to check with the airwolf forum about interior.

It seems that to get to the rear section you have crawl over the seat. Not sure if a copilot chair was there and if there was only 1 set of controls.

Also the rocket pod underneath will go into the hull.


Code:
if (POD_status >= GEAR_RAISING) {
		double da = simdt * LIFT_SPEED;
		if (POD_status == GEAR_RAISING) {
			if (POD_proc > 0.0) POD_proc = max (0.0, POD_proc-da);
			else                POD_status = GEAR_UP;
		} else {
			if (POD_proc < 1.0) POD_proc = min (1.0, POD_proc+da);
			else                POD_status = GEAR_DOWN;
		}
SetAnimation (anim_POD, POD_proc);	
}

beaconpos[0].x = (beaconpos[0].x+(POD_proc/2));

 
beaconpos[1].x = (beaconpos[1].x-(POD_proc/2));
 
here is my EDCC ( Electronic Data Control Center) It is located in the rear section.
AIRWOLFEDCC1.jpg.html


I have the rocket launcher so it can go up into the hull. and in the side parts will open and a flare/chaff deployer will appear.

Looking at some airwolf show info. It looks like the rear opens up? and a winch is there. Not sure if I'll add those.
 
I redid the ADF rocket pod and You can see the flare/chaff opened. Not sure about the code of adding chaff/flares.
AIRWOLF5.jpg
 
I redid the ADF rocket pod and You can see the flare/chaff opened. Not sure about the code of adding chaff/flares.

I could extend the mayfly.dll for permitting flares... something similar is already in my dev version, for space, I did it as fun project for the Wo2001 patrol vessels.
 
The other thing I thought about adding maybe? a door/ramp like the Nh90 and a winch in the rear. One problem is the ramp would have to extend almost 70-90 degrees so a winch cable could clear from the rear.
 
I don't think such a ramp would make sense, the side door should be enough for it and a winch was never observed AFAIR.

Better give the guns in the side ammunition feeds...
 
I added gun feeds. Not sure if they need to be longer.
AIRWOLF6.jpg


Ran into a code bug so I need to redo the keyboard code.
 
got the animation code fixed.

AIRWOLF7.jpg

AIRWOLF8.jpg


Not sure if I like the wing guns. I might have to reduce the amount the tip extend and make the guns wider?
 
Last edited:
Now turbo texture. Thanks Loru
airwolf11.jpg

Turbo control lever in the rear EDCC section

airwolf12.jpg


Maybe a function that looks at the forward and side movement and counters with force on the opposite direction for an auto hover?


One thing I tried to add was it to deploy chaff or flares. I used Jon's code for his bullet and that I used in a turret. As I understand it it made a vessel named b1 of QJBULLETA. and attached to the AMMO1 and 2.

But no CTD's no creation of vessels either. So any ideas about that.

Code:
void AIRWOLF2::Shoot (int wg)
{
       

   
    VESSELSTATUS2 fvs;
    memset (&fvs, 0, sizeof (fvs));
    fvs.version = 2;
    GetStatusEx (&fvs);
    Bullet = oapiCreateVesselEx("b1","QJBulletA",&fvs);
        VESSEL *v = oapiGetVesselInterface (Bullet);
        if(wg == 1){
       AttachChild (Bullet, AMMO1, v->GetAttachmentHandle (true, 0));
        }else{
       AttachChild (Bullet, AMMO2, v->GetAttachmentHandle (true, 0));
   }
}
void AIRWOLF2::Burst ()
{
        double da = oapiGetSimStep() * FIRE_RATE;
        gun = gun + 0.1;
        if(gun>2.2) gun=0;
        if (gun>1 && gun<1.1)   Shoot(0);
        if (gun>2 && gun<2.1)   Shoot(1);

}
 
ok. ran into a bug. I have Launch MFD active and I get a CTD. It is not immediate. If I switch to the airwolf a minute or so later a ctd with no hint in the log.

I don't use it. But had it active for the crane/winch.

But is it the mfd or my dll?


I was working on the Lair but then I think I might have to add more Mesas.

It was located here:
[ame="http://en.wikipedia.org/wiki/Valley_of_the_Gods"]http://en.wikipedia.org/wiki/Valley_of_the_Gods[/ame]
 
I did mention the issue here. It was around the time you included payload manager into the dll.
 
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