Added ZSU-23

This commit is contained in:
Rudolf339 2021-04-14 21:28:19 +02:00
parent d3e55ed89b
commit a0acd76464
37 changed files with 169126 additions and 0 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<name>control-panel</name>
<layout>vbox</layout>
<width>250</width>
<resizable>false</resizable>
<group>
<layout>hbox</layout>
<empty><stretch>true</stretch></empty>
<text>
<label>Control Panel</label>
</text>
<empty><stretch>true</stretch></empty>
<button>
<legend/>
<keynum>27</keynum>
<pref-width>16</pref-width>
<pref-height>16</pref-height>
<border>2</border>
<binding>
<command>dialog-close</command>
</binding>
</button>
</group>
<hrule/>
<group>
<layout>vbox</layout>
<padding>6</padding>
<text>
<label>Elevators</label>
</text>
<group>
<layout>table</layout>
<!-- 3rd -->
<text>
<row>0</row>
<col>1</col>
<label>3rd</label>
</text>
<!-- 3rd -->
<button>
<row>1</row>
<col>1</col>
<visible>
<property>/carrier/elevators/elevator[2]/at-flight-deck</property>
</visible>
<legend>FLIGHT DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[2]/at-flight-deck</property>
</binding>
</button>
<button>
<row>1</row>
<col>1</col>
<visible>
<not>
<property>/carrier/elevators/elevator[2]/at-flight-deck</property>
</not>
</visible>
<legend>HANGAR DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[2]/at-flight-deck</property>
</binding>
</button>
<!-- 2nd -->
<text>
<row>2</row>
<col>1</col>
<label>2nd</label>
</text>
<!-- 2nd -->
<button>
<row>3</row>
<col>1</col>
<visible>
<property>/carrier/elevators/elevator[1]/at-flight-deck</property>
</visible>
<legend>FLIGHT DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[1]/at-flight-deck</property>
</binding>
</button>
<button>
<row>3</row>
<col>1</col>
<visible>
<not>
<property>/carrier/elevators/elevator[1]/at-flight-deck</property>
</not>
</visible>
<legend>HANGAR DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[1]/at-flight-deck</property>
</binding>
</button>
<!-- 4th -->
<text>
<row>4</row>
<col>0</col>
<label>4th</label>
</text>
<!-- 1st -->
<text>
<row>4</row>
<col>1</col>
<label>1st</label>
</text>
<!-- 4th -->
<button>
<row>5</row>
<col>0</col>
<visible>
<property>/carrier/elevators/elevator[3]/at-flight-deck</property>
</visible>
<legend>FLIGHT DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[3]/at-flight-deck</property>
</binding>
</button>
<button>
<row>5</row>
<col>0</col>
<visible>
<not>
<property>/carrier/elevators/elevator[3]/at-flight-deck</property>
</not>
</visible>
<legend>HANGAR DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[3]/at-flight-deck</property>
</binding>
</button>
<!-- 1st -->
<button>
<row>5</row>
<col>1</col>
<visible>
<property>/carrier/elevators/elevator[0]/at-flight-deck</property>
</visible>
<legend>FLIGHT DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[0]/at-flight-deck</property>
</binding>
</button>
<button>
<row>5</row>
<col>1</col>
<visible>
<not>
<property>/carrier/elevators/elevator[0]/at-flight-deck</property>
</not>
</visible>
<legend>HANGAR DECK</legend>
<pref-width>100</pref-width>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
<property>/carrier/elevators/elevator[0]/at-flight-deck</property>
</binding>
</button>
</group>
</group>
<hrule/>
<group>
<layout>vbox</layout>
<padding>6</padding>
<text>
<label>Flight Deck</label>
</text>
<group>
<layout>vbox</layout>
<checkbox>
<halign>left</halign>
<label>Runway lighting</label>
<property>/controls/lighting/deck-lights</property>
<live>true</live>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
</binding>
</checkbox>
<checkbox>
<halign>left</halign>
<label>Antennas</label>
<property>/carrier/antennas/enabled</property>
<live>true</live>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
</binding>
</checkbox>
</group>
</group>
<hrule/>
<group>
<layout>vbox</layout>
<padding>6</padding>
<text>
<label>Debug</label>
</text>
<group>
<layout>vbox</layout>
<checkbox>
<halign>left</halign>
<label>Enable ship movememnt</label>
<property>/carrier/fdm/settings/movement</property>
<live>true</live>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
</binding>
</checkbox>
<checkbox>
<halign>left</halign>
<label>Show Phalanx aim points</label>
<property>/carrier/phalanx/settings/show-debug-aim</property>
<live>true</live>
<binding>
<command>dialog-apply</command>
</binding>
<binding>
<command>property-toggle</command>
</binding>
</checkbox>
</group>
</group>
<hrule/>
<group>
<layout>hbox</layout>
<default-padding>6</default-padding>
<empty><stretch>true</stretch></empty>
<button>
<legend>Close</legend>
<default>true</default>
<binding>
<command>dialog-close</command>
</binding>
</button>
</group>
</PropertyList>

39
ZSU-23/Dialogs/menu.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<default>
<menu n="10">
<label>CVN-70</label>
<enabled type="bool">true</enabled>
<item>
<label>Control Panel</label>
<binding>
<command>dialog-show</command>
<dialog-name>control-panel</dialog-name>
</binding>
</item>
</menu>
</default>
</PropertyList>

89
ZSU-23/Hud/hud.xml Normal file
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<?xml version="1.0"?>
<PropertyList>
<name>Vinson HUD</name>
<enable3d>false</enable3d>
<label>
<name>Heading</name>
<x>-300</x>
<y>-225</y>
<width>200</width>
<height>25</height>
<prefix> Heading: </prefix>
<postfix> deg</postfix>
<halign>left</halign>
<format>%03.0f</format>
<box>true</box>
<input>
<property>/orientation/heading-deg</property>
</input>
</label>
<label>
<name>Speed</name>
<x>0</x>
<y>-225</y>
<width>125</width>
<height>25</height>
<prefix> Speed: </prefix>
<postfix> kts</postfix>
<halign>left</halign>
<format>%2.1f</format>
<box>true</box>
<input>
<property>/velocities/groundspeed-kt</property>
</input>
</label>
<label>
<name>damage</name>
<x>-150</x>
<y>-175</y>
<width>125</width>
<height>25</height>
<prefix> Integrity: </prefix>
<postfix> %%</postfix>
<halign>left</halign>
<format>%3.1f</format>
<box>true</box>
<input>
<property>/sam/damage</property>
</input>
</label>
<label>
<name>cs</name>
<x>0</x>
<y>-175</y>
<width>125</width>
<height>25</height>
<prefix> Callsign: </prefix>
<postfix></postfix>
<halign>left</halign>
<format>%s</format>
<box>true</box>
<input>
<property>/sim/multiplay/callsign</property>
</input>
</label>
<label>
<name>tower</name>
<x>150</x>
<y>-225</y>
<width>200</width>
<height>25</height>
<prefix> Placement near: </prefix>
<postfix></postfix>
<halign>left</halign>
<format>%s</format>
<box>true</box>
<input>
<property>/sim/tower/airport-id</property>
</input>
</label>
</PropertyList>

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AC3Db
MATERIAL "DefaultWhite" rgb 1.000 1.000 1.000 amb 1.000 1.000 1.000 emis 0.000 0.000 0.000 spec 0.500 0.500 0.500 shi 64 trans 0.000
OBJECT world
name "Blender_exporter_v3.3__muzzle.ac"
kids 1
OBJECT poly
name "muzzle"
data 8
Cylinder
crease 40.0
numvert 32
0 0 0.5
3 0 0.5
0 0.19134 0.46194
3 0.19134 0.46194
0 0.35355 0.35355
3 0.35355 0.35355
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3 0.46194 0.19134
-0 0.5 -0
3 0.5 -0
-0 0.46194 -0.19134
3 0.46194 -0.19134
-0 0.35355 -0.35355
3 0.35355 -0.35355
-0 0.19134 -0.46194
3 0.19134 -0.46194
-0 -0 -0.5
3 -0 -0.5
-0 -0.19134 -0.46194
3 -0.19134 -0.46194
-0 -0.35355 -0.35355
3 -0.35355 -0.35355
-0 -0.46194 -0.19134
3 -0.46194 -0.19134
0 -0.5 0
3 -0.5 -0
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3 -0.46194 0.19134
0 -0.35355 0.35355
3 -0.35355 0.35355
0 -0.19134 0.46194
3 -0.19134 0.46194
numsurf 18
SURF 0X0
mat 0
refs 4
0 0 0
1 1 0
3 1 1
2 0 1
SURF 0X0
mat 0
refs 4
2 0 0
3 1 0
5 1 1
4 0 1
SURF 0X0
mat 0
refs 4
4 0 0
5 1 0
7 1 1
6 0 1
SURF 0X0
mat 0
refs 4
6 0 0
7 1 0
9 1 1
8 0 1
SURF 0X0
mat 0
refs 4
8 0 0
9 1 0
11 1 1
10 0 1
SURF 0X0
mat 0
refs 4
10 0 0
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13 1 1
12 0 1
SURF 0X0
mat 0
refs 4
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13 1 0
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14 0 1
SURF 0X0
mat 0
refs 4
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SURF 0X0
mat 0
refs 4
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18 0 1
SURF 0X0
mat 0
refs 4
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SURF 0X0
mat 0
refs 4
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22 0 1
SURF 0X0
mat 0
refs 4
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SURF 0X0
mat 0
refs 4
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SURF 0X0
mat 0
refs 4
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28 0 1
SURF 0X0
mat 0
refs 16
3 0.5 1
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31 0.853553 0.853553
29 0.96194 0.691342
27 1 0.5
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11 0 0.5
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SURF 0X0
mat 0
refs 4
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29 1 0
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SURF 0X0
mat 0
refs 4
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1 1 1
0 0 1
SURF 0X0
mat 0
refs 16
0 0.5 1
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16 0.5 0
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20 0.146447 0.146446
22 0.03806 0.308658
24 0 0.5
26 0.03806 0.691342
28 0.146447 0.853554
30 0.308659 0.96194
kids 0

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<?xml version="1.0"?>
<PropertyList>
<name>muzzle-flame</name>
<inherits-from>Effects/thrust-flame</inherits-from>
<parameters>
<base_flame_b type="float">0.8</base_flame_b>
<base_flame_density type="float">0.2</base_flame_density>
<base_flame_g type="float">0.9</base_flame_g>
<base_flame_r type="float">0.9</base_flame_r>
<!-- <deflection_coeff type="float">0</deflection_coeff> -->
<flame_color_high_b type="float">0.8</flame_color_high_b>
<flame_color_high_g type="float">0.85</flame_color_high_g>
<flame_color_high_r type="float">0.9</flame_color_high_r>
<flame_color_low_b type="float">0.07</flame_color_low_b>
<flame_color_low_g type="float">0.15</flame_color_low_g>
<flame_color_low_r type="float">0.35</flame_color_low_r>
<flame_radius_fraction type="float">0.09</flame_radius_fraction>
<thrust_collimation type="float">0.1</thrust_collimation>
<thrust_density type="float">0.1</thrust_density>
<use_noise type="int">0</use_noise>
<use_shocks type="int">0</use_shocks>
</parameters>
</PropertyList>

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@ -0,0 +1,16 @@
<?xml version="1.0"?>
<PropertyList>
<path>muzzle.ac</path>
<name>flame</name>
<effect>
<inherits-from>Aircraft/ZSU-23/Models/Effects/muzzle</inherits-from>
<object-name>muzzle</object-name>
</effect>
<animation>
<type>noshadow</type>
<object-name>muzzle</object-name>
</animation>
</PropertyList>

417
ZSU-23/Models/ZSU-23-4M.xml Normal file
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<?xml version="1.0"?>
<PropertyList>
<path>Aircraft/ZSU-23/Models/zsu-23.ac</path>
<!-- muzzle fire -->
<model>
<path>Aircraft/ZSU-23/Models/Effects/muzzle.xml</path>
<name>muzzle_LL</name>
<offsets>
<x-m>-2.65783</x-m>
<y-m>-0.21016</y-m>
<z-m> 1.54514</z-m>
<pitch-deg>180</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/ZSU-23/Models/Effects/muzzle.xml</path>
<name>muzzle_LR</name>
<offsets>
<x-m>-2.65783</x-m>
<y-m> 0.21016</y-m>
<z-m> 1.54514</z-m>
<pitch-deg>180</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/ZSU-23/Models/Effects/muzzle.xml</path>
<name>muzzle_UL</name>
<offsets>
<x-m>-2.38544</x-m>
<y-m>-0.11</y-m>
<z-m> 1.88539</z-m>
<pitch-deg>180</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/ZSU-23/Models/Effects/muzzle.xml</path>
<name>muzzle_UR</name>
<offsets>
<x-m>-2.38544</x-m>
<y-m> 0.11</y-m>
<z-m> 1.88539</z-m>
<pitch-deg>180</pitch-deg>
</offsets>
</model>
<animation>
<type>select</type>
<object-name>muzzle_LL</object-name>
<object-name>muzzle_LR</object-name>
<object-name>muzzle_UL</object-name>
<object-name>muzzle_UR</object-name>
<condition>
<property>/sim/rendering/shaders/skydome</property><!-- als -->
<property>sim/multiplay/generic/bool[0]</property><!-- gun firing -->
</condition>
</animation>
<animation>
<type>rotate</type>
<object-name>turret</object-name>
<object-name>muzzle_LL</object-name>
<object-name>muzzle_LR</object-name>
<object-name>muzzle_UL</object-name>
<object-name>muzzle_UR</object-name>
<axis>
<object-name>turret_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[0]</property>
</animation>
<animation>
<type>rotate</type>
<object-name>gun_lower</object-name>
<object-name>muzzle_LL</object-name>
<object-name>muzzle_LR</object-name>
<axis>
<object-name>gun_lower_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[1]</property>
<factor>-1</factor>
</animation>
<animation>
<type>rotate</type>
<object-name>gun_upper</object-name>
<object-name>muzzle_UL</object-name>
<object-name>muzzle_UR</object-name>
<axis>
<object-name>gun_upper_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[1]</property>
<factor>-1</factor>
</animation>
<animation>
<type>rotate</type>
<object-name>gun_link</object-name>
<axis>
<object-name>gun_link_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[1]</property>
</animation>
<animation>
<type>rotate</type>
<object-name>gun_hatch</object-name>
<axis>
<object-name>gun_hatch_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[1]</property>
<factor>-1</factor>
</animation>
<animation>
<type>rotate</type>
<object-name>radar_base</object-name>
<axis>
<object-name>radar_az_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[2]</property>
<offset-deg>180</offset-deg>
<factor>-1</factor>
</animation>
<animation>
<type>rotate</type>
<object-name>radar</object-name>
<axis>
<object-name>radar_elevation_axis</object-name>
</axis>
<property>sim/multiplay/generic/float[3]</property>
<factor>-1</factor>
</animation>
<animation>
<type>select</type>
<object-name>muzzle_LL</object-name>
<condition>
<greater-than>
<expression>
<sin>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</sin>
</expression>
<value>0</value>
</greater-than>
<greater-than>
<expression>
<cos>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</cos>
</expression>
<value>0</value>
</greater-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>muzzle_UL</object-name>
<condition>
<greater-than>
<expression>
<sin>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</sin>
</expression>
<value>0</value>
</greater-than>
<less-than>
<expression>
<cos>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</cos>
</expression>
<value>0</value>
</less-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>muzzle_UR</object-name>
<condition>
<less-than>
<expression>
<sin>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</sin>
</expression>
<value>0</value>
</less-than>
<less-than>
<expression>
<cos>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</cos>
</expression>
<value>0</value>
</less-than>
</condition>
</animation>
<animation>
<type>select</type>
<object-name>muzzle_LR</object-name>
<condition>
<less-than>
<expression>
<sin>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</sin>
</expression>
<value>0</value>
</less-than>
<greater-than>
<expression>
<cos>
<product>
<property>/sim/time/elapsed-sec</property>
<value>60</value>
</product>
</cos>
</expression>
<value>0</value>
</greater-than>
</condition>
</animation>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> 3.26307</x-m>
<y-m>-0.84611</y-m>
<z-m> 2.85616</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> 3.26307</x-m>
<y-m>-0.84611</y-m>
<z-m> 2.85616</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> 3.26307</x-m>
<y-m> 0.84611</y-m>
<z-m> 2.85616</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> 3.26307</x-m>
<y-m> 0.84611</y-m>
<z-m> 2.85616</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -0.80986</x-m>
<y-m> 0.00064</y-m>
<z-m> 3.24007</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -0.80986</x-m>
<y-m> 0.00064</y-m>
<z-m> 3.24007</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -3.97300</x-m>
<y-m> 0.00023</y-m>
<z-m> 1.83017</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -3.97300</x-m>
<y-m> 0.00023</y-m>
<z-m> 1.83017</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -4.26653</x-m>
<y-m> -1.82402</y-m>
<z-m> 1.44961</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -4.26653</x-m>
<y-m> -1.82402</y-m>
<z-m> 1.44961</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -4.26653</x-m>
<y-m> 1.82402</y-m>
<z-m> 1.44961</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -4.26653</x-m>
<y-m> 1.82402</y-m>
<z-m> 1.44961</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -0.63979</x-m>
<y-m> -2.14385</y-m>
<z-m> 0.05906</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -0.63979</x-m>
<y-m> -2.14385</y-m>
<z-m> 0.05906</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/smoke.xml</path>
<offsets>
<x-m> -0.63979</x-m>
<y-m> 2.14385</y-m>
<z-m> 0.05906</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
<model>
<path>Aircraft/S-300/Models/fire.xml</path>
<offsets>
<x-m> -0.63979</x-m>
<y-m> 2.14385</y-m>
<z-m> 0.05906</z-m>
<pitch-deg>0</pitch-deg>
</offsets>
</model>
</PropertyList>

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ZSU-23/Models/colors.png Normal file

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<?xml version="1.0"?>
<PropertyList>
<particlesystem>
<name>bombhit-smoke</name>
<texture>smoke.png</texture>
<emissive>false</emissive>
<lighting>false</lighting>
<align>billboard</align>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>30</theta-min-deg>
<theta-max-deg>60</theta-max-deg>
<phi-min-deg>-180</phi-min-deg>
<phi-max-deg> 180</phi-max-deg>
<speed-mps>
<value>5</value>
<spread>5</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>0</x-min-deg-sec>
<y-min-deg-sec>0</y-min-deg-sec>
<z-min-deg-sec>-60</z-min-deg-sec>
<x-max-deg-sec>0</x-max-deg-sec>
<y-max-deg-sec>0</y-max-deg-sec>
<z-max-deg-sec>60</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>3</value>
<spread>5</spread>
</particles-per-sec>
</counter>
<particle>
<start>
<color>
<red><value>0.0</value></red>
<green><value>0.0</value></green>
<blue><value>0.0</value></blue>
<alpha><value>0.2</value></alpha>
</color>
<size>
<value>12.0</value>
</size>
</start>
<end>
<color>
<red><value>0.0</value></red>
<green><value>0.0</value></green>
<blue><value>0.0</value></blue>
<alpha><value>0.05</value></alpha>
</color>
<size>
<value>80.0</value>
</size>
</end>
<life-sec>
<value>120</value>
</life-sec>
<mass-kg>0.025</mass-kg>
<radius-m>0.40</radius-m>
</particle>
<program>
<fluid>air</fluid>
<gravity>true</gravity>
<wind>true</wind>
</program>
</particlesystem>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<path>crater.ac</path>
<animation>
<type>scale</type>
<object-name>Sphere</object-name>
<x-offset>1.8</x-offset>
<y-offset>1.8</y-offset>
<z-offset>1.4</z-offset>
</animation>
<animation>
<object-name>Sphere</object-name>
<enable-hot type="bool">true</enable-hot>
</animation>
<particlesystem>
<name>explosion-smoke-longterm</name>
<texture>smoke.png</texture>
<emissive type="bool">false</emissive>
<lighting type="bool">false</lighting>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>0</theta-min-deg>
<theta-max-deg>20</theta-max-deg>
<phi-min-deg>-180</phi-min-deg>
<phi-max-deg>180</phi-max-deg>
<speed-mps>
<value>30</value>
<spread>10</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>0</x-min-deg-sec>
<y-min-deg-sec>0</y-min-deg-sec>
<z-min-deg-sec>0</z-min-deg-sec>
<x-max-deg-sec>0</x-max-deg-sec>
<y-max-deg-sec>0</y-max-deg-sec>
<z-max-deg-sec>5</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>2</value>
<spread>0</spread>
</particles-per-sec>
</counter>
<align>billboard</align>
<particle>
<start>
<color>
<red><value> 0.3 </value></red>
<green><value> 0.3 </value></green>
<blue><value> 0.25 </value></blue>
<alpha><value> 0.3 </value></alpha>
</color>
<size>
<value>6</value>
</size>
</start>
<end>
<color>
<red><value> 0.4 </value></red>
<green><value> 0.4 </value></green>
<blue><value> 0.4 </value></blue>
<alpha><value> 0.05 </value></alpha>
</color>
<size>
<value>12</value>
</size>
</end>
<life-sec>
<value>90</value>
</life-sec>
<mass-kg> 4.0 </mass-kg>
<radius-m> 0.4 </radius-m>
</particle>
<program>
<fluid> air </fluid>
<gravity type="bool"> true </gravity>
<wind typ="bool"> true </wind>
</program>
</particlesystem>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<path>crater.ac</path>
<animation>
<object-name>Sphere</object-name>
<enable-hot type="bool">true</enable-hot>
</animation>
<particlesystem>
<name>explosion-smoke-longterm</name>
<texture>smoke.png</texture>
<emissive type="bool">false</emissive>
<lighting type="bool">false</lighting>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>0</theta-min-deg>
<theta-max-deg>20</theta-max-deg>
<phi-min-deg>-180</phi-min-deg>
<phi-max-deg>180</phi-max-deg>
<speed-mps>
<value>30</value>
<spread>10</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>0</x-min-deg-sec>
<y-min-deg-sec>0</y-min-deg-sec>
<z-min-deg-sec>0</z-min-deg-sec>
<x-max-deg-sec>0</x-max-deg-sec>
<y-max-deg-sec>0</y-max-deg-sec>
<z-max-deg-sec>5</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>2</value>
<spread>0</spread>
</particles-per-sec>
</counter>
<align>billboard</align>
<particle>
<start>
<color>
<red><value> 0.3 </value></red>
<green><value> 0.3 </value></green>
<blue><value> 0.25 </value></blue>
<alpha><value> 0.3 </value></alpha>
</color>
<size>
<value>6</value>
</size>
</start>
<end>
<color>
<red><value> 0.4 </value></red>
<green><value> 0.4 </value></green>
<blue><value> 0.4 </value></blue>
<alpha><value> 0.05 </value></alpha>
</color>
<size>
<value>10</value>
</size>
</end>
<life-sec>
<value>50</value>
</life-sec>
<mass-kg> 5.0 </mass-kg>
<radius-m> 0.4 </radius-m>
</particle>
<program>
<fluid> air </fluid>
<gravity type="bool"> true </gravity>
<wind typ="bool"> true </wind>
</program>
</particlesystem>
</PropertyList>

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<PropertyList>
<path>aim-emesary.ac</path>
<particlesystem>
<name>emesary-heavy-smoke</name>
<texture>smoke.png</texture>
<emissive type="bool">false</emissive>
<lighting type="bool">false</lighting>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>-1.5</theta-min-deg>
<theta-max-deg>1.5</theta-max-deg>
<phi-min-deg>-1.5</phi-min-deg>
<phi-max-deg>1.5</phi-max-deg>
<speed-mps>
<value>0</value>
<spread>0</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>0</x-min-deg-sec>
<y-min-deg-sec>0</y-min-deg-sec>
<z-min-deg-sec>0</z-min-deg-sec>
<x-max-deg-sec>0</x-max-deg-sec>
<y-max-deg-sec>0</y-max-deg-sec>
<z-max-deg-sec>0</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>100</value>
<spread>0</spread>
</particles-per-sec>
</counter>
<align>billboard</align>
<particle>
<start>
<color>
<red><value> 0.3 </value></red>
<green><value> 0.3 </value></green>
<blue><value> 0.2 </value></blue>
<alpha><value> 0.5 </value></alpha>
</color>
<size>
<value>9</value>
</size>
</start>
<end>
<color>
<red><value> 0.2 </value></red>
<green><value> 0.2 </value></green>
<blue><value> 0.2 </value></blue>
<alpha><value> 0.1 </value></alpha>
</color>
<size>
<value>15</value>
</size>
</end>
<life-sec>
<value>50</value>
</life-sec>
<mass-kg> 0.5 </mass-kg>
<radius-m> 0.5 </radius-m>
</particle>
<program>
<fluid> air </fluid>
<gravity type="bool"> true </gravity>
<wind typ="bool"> true </wind>
</program>
</particlesystem>
</PropertyList>

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<PropertyList>
<path>aim-emesary.ac</path>
<particlesystem>
<name>emesary-light-smoke</name>
<texture>smoke.png</texture>
<emissive type="bool">false</emissive>
<lighting type="bool">false</lighting>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>-1.5</theta-min-deg>
<theta-max-deg>1.5</theta-max-deg>
<phi-min-deg>-1.5</phi-min-deg>
<phi-max-deg>1.5</phi-max-deg>
<speed-mps>
<value>0</value>
<spread>0</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>0</x-min-deg-sec>
<y-min-deg-sec>0</y-min-deg-sec>
<z-min-deg-sec>0</z-min-deg-sec>
<x-max-deg-sec>0</x-max-deg-sec>
<y-max-deg-sec>0</y-max-deg-sec>
<z-max-deg-sec>0</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>100</value>
<spread>0</spread>
</particles-per-sec>
</counter>
<align>billboard</align>
<particle>
<start>
<color>
<red><value> 1.0 </value></red>
<green><value> 1.0 </value></green>
<blue><value> 0.9 </value></blue>
<alpha><value> 0.5 </value></alpha>
</color>
<size>
<value>1.5</value>
</size>
</start>
<end>
<color>
<red><value> 0.9 </value></red>
<green><value> 0.9 </value></green>
<blue><value> 0.9 </value></blue>
<alpha><value> 0.1 </value></alpha>
</color>
<size>
<value>3</value>
</size>
</end>
<life-sec>
<value>50</value>
</life-sec>
<mass-kg> 0.5 </mass-kg>
<radius-m> 0.5 </radius-m>
</particle>
<program>
<fluid> air </fluid>
<gravity type="bool"> true </gravity>
<wind typ="bool"> true </wind>
</program>
</particlesystem>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<path>parachutist.ac</path>
<offsets>
<x-m> 0.5</x-m>
<y-m> 0.000</y-m>
<z-m> 1.50</z-m>
</offsets>
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<path>Models/Effects/procedural_light.ac</path>
<animation>
<type>scale</type>
<object-name>procedural_light</object-name>
<x-offset>1000</x-offset>
<y-offset>1000</y-offset>
<z-offset>1000</z-offset>
</animation>
<effect>
<inherits-from>Effects/procedural-light</inherits-from>
<object-name>procedural_light</object-name>
<parameters>
<light_color_base_r type="float">0.84</light_color_base_r>
<light_color_base_g type="float">0.55</light_color_base_g>
<light_color_base_b type="float">0.42</light_color_base_b>
<light_color_center_r type="float">1.0</light_color_center_r>
<light_color_center_g type="float">0.9</light_color_center_g>
<light_color_center_b type="float">0.7</light_color_center_b>
<intensity_scale type="float">1.0</intensity_scale>
<is_directional type="bool">false</is_directional>
<is_strobe type="bool">false</is_strobe>
<outer_gain type="float">1</outer_gain>
</parameters>
</effect>
<animation>
<type>dist-scale</type>
<object-name>procedural_light</object-name>
<interpolation>
<entry><ind>0</ind> <dep>0.0075</dep></entry>
<entry><ind>3750</ind> <dep>0.750</dep></entry>
<entry><ind>10000</ind><dep>1.000</dep></entry>
</interpolation>
</animation>
<particlesystem>
<name>flare-smoke</name>
<texture>smoke.png</texture>
<emissive>false</emissive>
<lighting>false</lighting>
<offsets>
<x-m>0</x-m>
<y-m>0</y-m>
<z-m>0</z-m>
<pitch-deg>90</pitch-deg>
<roll-deg>90</roll-deg>
</offsets>
<attach>world</attach>
<placer>
<type>point</type>
</placer>
<shooter>
<theta-min-deg>-5</theta-min-deg>
<theta-max-deg>5</theta-max-deg>
<phi-min-deg>-5</phi-min-deg>
<phi-max-deg>5</phi-max-deg>
<speed-mps>
<value>0</value>
<spread>2</spread>
</speed-mps>
<rotation-speed>
<x-min-deg-sec>10</x-min-deg-sec>
<y-min-deg-sec>10</y-min-deg-sec>
<z-min-deg-sec>10</z-min-deg-sec>
<x-max-deg-sec>40</x-max-deg-sec>
<y-max-deg-sec>40</y-max-deg-sec>
<z-max-deg-sec>40</z-max-deg-sec>
</rotation-speed>
</shooter>
<counter>
<particles-per-sec>
<value>25</value>
<spread>5</spread>
</particles-per-sec>
</counter>
<align>billboard</align>
<particle>
<start>
<color>
<red>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</red>
<green>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</green>
<blue>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</blue>
<alpha>
<value>1</value>
</alpha>
</color>
<size>
<value>0.6</value>
</size>
</start>
<end>
<color>
<red>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</red>
<green>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</green>
<blue>
<expression><product><value>0.9</value><property>/rendering/scene/diffuse/red</property></product></expression>
</blue>
<alpha>
<value>0.05</value>
</alpha>
</color>
<size>
<value>6.0</value>
</size>
</end>
<life-sec>
<value>2.75</value>
</life-sec>
<mass-kg>0.00001</mass-kg>
<radius-m>0.015</radius-m>
</particle>
<program>
<fluid>air</fluid>
<gravity type="bool">false</gravity>
<wind type="bool">true</wind>
</program>
</particlesystem>
</PropertyList>

121946
ZSU-23/Models/zsu-23.ac Normal file

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#
#
# Use to transmit events that happen at a specific place; can be used to make
# models that are simulated locally (e.g. tankers) appear on other player's MP sessions.
var ArmamentNotification_Id = 19;
var ArmamentNotification =
{
# new:
# _ident - the identifier for the notification. not bridged.
# _name - name of the notification, bridged.
# _kind - created, moved, deleted, impact (see notifications.nas)
# _secondary_kind - This is the entity on which the activity is being performed. See below for predefined types.
##
new: func(_ident="none", _kind=0, _secondary_kind=0)
{
var new_class = emesary.Notification.new("ArmamentNotification", _ident, ArmamentNotification_Id);
new_class.Kind = _kind;
new_class.SecondaryKind = _secondary_kind;
new_class.RelativeAltitude = 0;
new_class.IsDistinct = 0;
new_class.Distance = 0;
new_class.Bearing = 0;
new_class.RemoteCallsign = ""; # associated remote callsign.
new_class.bridgeProperties = func
{
return
[
{
getValue:func{return emesary.TransferByte.encode(new_class.Kind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Kind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.SecondaryKind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.SecondaryKind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(new_class.RelativeAltitude,2,1/10);},
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,2,1/10,pos);new_class.RelativeAltitude=dv.value;return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(new_class.Distance,2,1/10);},
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,2,1/10,pos);new_class.Distance=dv.value;return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(geo.normdeg180(new_class.Bearing),1,1.54);},
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,1,1.54,pos);new_class.Bearing=geo.normdeg(dv.value);return dv},
},
{
getValue:func{return emesary.TransferString.encode(new_class.RemoteCallsign);},
setValue:func(v,root,pos){var dv=emesary.TransferString.decode(v,pos);new_class.RemoteCallsign=dv.value;return dv},
},
];
};
return new_class;
},
};
var ArmamentInFlightNotification_Id = 21;
var ArmamentInFlightNotification =
{
# new:
# _ident - the identifier for the notification. not bridged.
# _name - name of the notification, bridged.
# _kind - created, moved, deleted (see below). This is the activity that the notification represents, called kind to avoid confusion with notification type.
# _secondary_kind - This is the entity on which the activity is being performed. See below for predefined types.
#
# UniqueIdentity - an identity that is unique to the sending instance of FG. Can be combined with the callsign to create an MP unique ID.
##
new: func(_ident="none", _unique=0, _kind=0, _secondary_kind=0)
{
var new_class = emesary.Notification.new("ArmamentInFlightNotification", _ident, ArmamentInFlightNotification_Id);
new_class.Kind = _kind;
new_class.SecondaryKind = _secondary_kind;
new_class.Position = geo.aircraft_position();
new_class.UniqueIndex = 0;
new_class.Heading = 360;
new_class.Pitch = 90;
new_class.u_fps = 0;
new_class.IsDistinct = 0;
new_class.Callsign = nil; # populated automatically by the incoming bridge when routed
new_class.RemoteCallsign = ""; # associated remote callsign.
new_class.Flags = 0; # 8 bits for whatever.
new_class.UniqueIdentity = _unique;
new_class.GetBridgeMessageNotificationTypeKey = func {
return new_class.NotificationType~"."~new_class.Ident~"."~new_class.UniqueIndex;
};
new_class.bridgeProperties = func
{
return
[
{
getValue:func{return emesary.TransferCoord.encode(new_class.Position);},
setValue:func(v,root,pos){var dv=emesary.TransferCoord.decode(v, pos);new_class.Position=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Kind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Kind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.SecondaryKind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.SecondaryKind=dv.value;return dv},
},
{
#0..6696 fps (3967kts), mach 6.1 (SL) - factor 0.03703
getValue:func{return emesary.TransferFixedDouble.encode(new_class.u_fps-3348,1,1/0.03703);},
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,1,1/0.03703,pos);new_class.u_fps=dv.value+3348;return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(geo.normdeg180(new_class.Heading),1,1.54);},#1.0/0.65
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,1,1.54,pos);new_class.Heading=geo.normdeg(dv.value);return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(new_class.Pitch, 1, 1/1.38);},
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,1, 1/1.38, pos);new_class.Pitch=dv.value;return dv},
},
{
getValue:func{return emesary.TransferString.encode(new_class.RemoteCallsign);},
setValue:func(v,root,pos){var dv=emesary.TransferString.decode(v,pos);new_class.RemoteCallsign=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Flags);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Flags=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.UniqueIdentity);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.UniqueIdentity=dv.value;return dv},
},
];
};
return new_class;
},
};
var StaticNotification_Id = 25;
var StaticNotification =
{
# new:
# _ident - the identifier for the notification. not bridged.
# _kind - created, moved, deleted (see below). This is the activity that the notification represents, called kind to avoid confusion with notification type.
# _secondary_kind - This is the entity on which the activity is being performed. See below for predefined types.
#
# UniqueIdentity - an identity that is unique to the sending instance of FG. Can be combined with the callsign to create an MP unique ID.
##
new: func(_ident="stat", _unique=0, _kind=0, _secondary_kind=0)
{
var new_class = emesary.Notification.new("StaticNotification", _ident, StaticNotification_Id);
# _ident -> "stat"
new_class.UniqueIdentity = _unique; # random from 0 to 15000000 that identifies each static object
new_class.Kind = _kind; # 1=create, 2=move, 3=delete, 4=request_all
new_class.SecondaryKind = _secondary_kind; # 0 = small crater, 1 = big crater, 2 = smoke
new_class.IsDistinct = 0; # keep it 0
new_class.Callsign = nil; # populated automatically by the incoming bridge when routed
new_class.Position = geo.aircraft_position(); # position
new_class.Heading = 360; # heading
new_class.Flags1 = 0; # 7 bits for whatever.
new_class.Flags2 = 0; # 7 bits for whatever.
new_class.GetBridgeMessageNotificationTypeKey = func {
return new_class.NotificationType~"."~new_class.Ident~"."~new_class.UniqueIdentity;
};
new_class.bridgeProperties = func
{
return
[
{
getValue:func{return emesary.TransferCoord.encode(new_class.Position);},
setValue:func(v,root,pos){var dv=emesary.TransferCoord.decode(v, pos);new_class.Position=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Kind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Kind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.SecondaryKind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.SecondaryKind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferFixedDouble.encode(geo.normdeg180(new_class.Heading),1,1.54);},#1.0/0.65
setValue:func(v,root,pos){var dv=emesary.TransferFixedDouble.decode(v,1,1.54,pos);new_class.Heading=geo.normdeg(dv.value);return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Flags1);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Flags1=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Flags2);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Flags2=dv.value;return dv},
},
{
getValue:func{return emesary.TransferInt.encode(new_class.UniqueIdentity,3);},
setValue:func(v,root,pos){var dv=emesary.TransferInt.decode(v,3,pos);new_class.UniqueIdentity=dv.value;return dv},
},
];
};
return new_class;
},
};
var ObjectInFlightNotification_Id = 22;
var ObjectInFlightNotification =
{
# new:
# _ident - the identifier for the notification. not bridged.
# _name - name of the notification, bridged.
# _kind - created, moved, deleted (see below). This is the activity that the notification represents, called kind to avoid confusion with notification type.
# _secondary_kind - This is the entity on which the activity is being performed. See below for predefined types.
#
# UniqueIdentity - an identity that is unique to the sending instance of FG. Can be combined with the callsign to create an MP unique ID.
##
new: func(_ident="none", _unique=0, _kind=0, _secondary_kind=0)
{
var new_class = emesary.Notification.new("ObjectInFlightNotification", _ident, ObjectInFlightNotification_Id);
new_class.Kind = _kind;
new_class.SecondaryKind = _secondary_kind;
new_class.Position = geo.aircraft_position();
new_class.UniqueIndex = 0;
new_class.IsDistinct = 1;
new_class.Callsign = nil; # populated automatically by the incoming bridge when routed
new_class.UniqueIdentity = _unique;
new_class.GetBridgeMessageNotificationTypeKey = func {
return new_class.NotificationType~"."~new_class.Ident~"."~new_class.UniqueIndex;
};
new_class.bridgeProperties = func
{
return
[
{
getValue:func{return emesary.TransferCoord.encode(new_class.Position);},
setValue:func(v,root,pos){var dv=emesary.TransferCoord.decode(v, pos);new_class.Position=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.Kind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.Kind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.SecondaryKind);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.SecondaryKind=dv.value;return dv},
},
{
getValue:func{return emesary.TransferByte.encode(new_class.UniqueIdentity);},
setValue:func(v,root,pos){var dv=emesary.TransferByte.decode(v,pos);new_class.UniqueIdentity=dv.value;return dv},
},
];
};
return new_class;
},
};

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# Emesary bridged transmitter for armament notifications.
#
# Richard Harrison 2017
#
# NOTES:
# 1.The incoming bridges that is defined here will apply to all models that
# are loaded over MP; it is better to create the bridges here rather than in the model.xml
# So given that we don't want a bridge on all MP models only those that are on OPRF
# aircraft that want to receive notifications we will create the incoming bridge here
# and thus only an OPRF model will receive notifications from another OPRF model.
#
# 2. The Emesary MP bridge requires two sides; the outgoing and incoming.
# - The outgoing aircraft will forwards all received notifications via MP;
# and these will be received by a similarly equipped craft.
# - The receiving aircraft will receive all notifications from other MP craft via
# the globalTransmitter - which is bridged via property #18 /sim/multiplay/emesary/bridge[18]
#------------------------------------------------------------------------------------------
# Setup the bridge
# armament notification 24 bytes
# geoEventNotification - 34 bytes + the length of the RemoteCallsign and Name fields.
#NOTE: due to bug in Emesary MP Bridge (fixed in 2019.2 after 24/3/2020) we can only
# reliably send one message type per bridge - so for the maximum compatibility
# we will use two bridges.
# If at some point in the future we target 2019.2 as a min ver we can use a single
# bridge and setup the notification list to contain all of the armament hit/flying notifications
#i.e. change to [notifications.ArmamentInFlightNotification.new(nil), notifications.ArmamentNotification.new(nil)];
var geoRoutedNotifications = [notifications.ArmamentInFlightNotification.new()];
var geoBridgedTransmitter = emesary.Transmitter.new("geoOutgoingBridge");
var geooutgoingBridge = emesary_mp_bridge.OutgoingMPBridge.new("mp.geo",geoRoutedNotifications, 18, "", geoBridgedTransmitter);
# bridge should be tuned to be around 90% of the packet size full.
geooutgoingBridge.TransmitFrequencySeconds = 0.75;
geooutgoingBridge.MPStringMaxLen = 150;
emesary_mp_bridge.IncomingMPBridge.startMPBridge(geoRoutedNotifications, 18, emesary.GlobalTransmitter);
#----- bridge hit (armament) notifications
var hitRoutedNotifications = [notifications.ArmamentNotification.new(),notifications.StaticNotification.new()];
var hitBridgedTransmitter = emesary.Transmitter.new("armamentNotificationBridge");
var hitoutgoingBridge = emesary_mp_bridge.OutgoingMPBridge.new("mp.hit",hitRoutedNotifications, 19, "", hitBridgedTransmitter);
hitoutgoingBridge.TransmitFrequencySeconds = 1.5;
hitoutgoingBridge.MPStringMaxLen = 120;
emesary_mp_bridge.IncomingMPBridge.startMPBridge(hitRoutedNotifications, 19, emesary.GlobalTransmitter);
#----- bridge object notifications
var objectRoutedNotifications = [notifications.ObjectInFlightNotification.new()];
var objectBridgedTransmitter = emesary.Transmitter.new("objectNotificationBridge");
var objectoutgoingBridge = emesary_mp_bridge.OutgoingMPBridge.new("mp.object",objectRoutedNotifications, 17, "", objectBridgedTransmitter);
objectoutgoingBridge.TransmitFrequencySeconds = 0.2;
objectoutgoingBridge.MessageLifeTime = 1;
objectoutgoingBridge.MPStringMaxLen = 150;
emesary_mp_bridge.IncomingMPBridge.startMPBridge(objectRoutedNotifications, 17, emesary.GlobalTransmitter);

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# Copyright (C) 2015 onox
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
var control_panel = gui.Dialog.new("sim/gui/dialogs/control-panel/dialog", "Aircraft/CVN-70/Dialogs/control-panel.xml");

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# Copyright (C) 2015 onox
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#io.include("Aircraft/ExpansionPack/Nasal/init.nas");
#with("updateloop");
print("loading fdm");
# Number of iterations per second
var frequency = 60.0;
# Change in heading per second at full rudder deflection
var heading_ps = 0.5;
time_last = 0;
sim_speed = 1;
setprop("/carrier/pitch-deg",0);
setprop("/carrier/pitch-offset",0);
setprop("/carrier/roll-deg",0);
setprop("/carrier/roll-offset",0);
setprop("/carrier/sunk",0);
var arrived = 0;
var PositionUpdater = func () {
settimer( PositionUpdater, 1/frequency );
var position = geo.aircraft_position();
if ( arrived == 0 and getprop("/carrier/sunk") == 0 and getprop("/autopilot/route-manager/wp-last/dist") != nil and getprop("/autopilot/route-manager/wp-last/dist") < 1 ) {
setprop("/sim/multiplay/chat",getprop("sim/multiplay/callsign") ~ " has arrived safely!");
print("arrived");
arrived = 1;
#return;
}
var time_now = getprop("/sim/time/elapsed-sec");
var dt = (time_now - time_last) * sim_speed;
if (dt == 0) return;
time_last = time_now;
#var heading = getprop("/orientation/heading-deg");
#var speed = getprop("/velocities/groundspeed-kt");
var rudder = getprop("/surface-positions/rudder-pos-norm");
if ( getprop("/carrier/sunk") == 0 and getprop("/autopilot/route-manager/active") == 1 ) {
#for event
var speed = 25;
var cur_waypoint = getprop("/autopilot/route-manager/current-wp");
var cur_wp_lon = getprop("/autopilot/route-manager/route/wp[" ~ cur_waypoint ~ "]/longitude-deg");
var cur_wp_lat = getprop("/autopilot/route-manager/route/wp[" ~ cur_waypoint ~ "]/latitude-deg");
var rm_destination = geo.Coord.new().set_latlon(cur_wp_lat,cur_wp_lon);
var heading = position.course_to(rm_destination);
var distance = speed * globals.KT2MPS * dt;
position.apply_course_distance(heading, distance);
# Set new position
setprop("/position/latitude-deg", position.lat());
setprop("/position/longitude-deg", position.lon());
var g_alt = getprop("/position/ground-elev-ft")+1;
setprop("/position/altitude-ft",g_alt);
# Update heading
var course = heading + rudder * heading_ps * dt;
setprop("/orientation/heading-deg", course);
setprop("velocities/groundspeed-kt",speed);
} else {
setprop("velocities/groundspeed-kt",0);
}
#set pitch
setprop("/orientation/pitch-deg",getprop("/carrier/pitch-deg") + getprop("/carrier/pitch-offset"));
#set roll
setprop("/orientation/roll-deg",getprop("/carrier/roll-deg") + getprop("/carrier/roll-offset"));
};
PositionUpdater();

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var Math = {
#
# Authors: Nikolai V. Chr, Axel Paccalin.
#
# Version 1.93
#
# When doing euler coords. to cartesian: +x = forw, +y = left, +z = up.
# FG struct. coords: +x = back, +y = right, +z = up.
#
# If euler to cartesian (with inverted heading) then:
# cartesian vector will be x: north, y: west, z: skyward
#
# When doing euler angles (from pilots point of view): yaw = yaw left, pitch = rotate up, roll = roll right.
# FG rotations: heading = yaw right, pitch = rotate up, roll = roll right.
#
clamp: func(v, min, max) { v < min ? min : v > max ? max : v },
convertCoords: func (x,y,z) {
return [-x, -y, z];
},
convertAngles: func (heading,pitch,roll) {
return [-heading, pitch, roll];
},
# returns direction in geo coordinate system
vectorToGeoVector: func (a, coord) {
me.handp = me.cartesianToEuler(a);
me.end_dist_m = 100;# not too low for floating point precision. Not too high to get into earth curvature stuff.
me.tgt_coord = geo.Coord.new(coord);
if (me.handp[0] != nil) {
me.tgt_coord.apply_course_distance(me.handp[0],me.end_dist_m);
me.upamount = me.end_dist_m * math.tan(me.handp[1]*D2R);
} elsif (me.handp[1] == 90) {
me.upamount = me.end_dist_m;
} else {
me.upamount = -me.end_dist_m;
}
me.tgt_coord.set_alt(coord.alt()+me.upamount);
return {"x":me.tgt_coord.x()-coord.x(), "y":me.tgt_coord.y()-coord.y(), "z":me.tgt_coord.z()-coord.z()};
},
# When observing another MP aircraft the groundspeed velocity info is in body frame, this method will convert it to cartesian vector.
getCartesianVelocity: func (yaw_deg, pitch_deg, roll_deg, uBody_fps, vBody_fps, wBody_fps) {
me.bodyVelocity = [uBody_fps, -vBody_fps, -wBody_fps];
return me.yawPitchRollVector(yaw_deg, pitch_deg, roll_deg, me.bodyVelocity);
},
# angle between 2 vectors. Returns 0-180 degrees.
angleBetweenVectors: func (a,b) {
a = me.normalize(a);
b = me.normalize(b);
me.value = me.clamp((me.dotProduct(a,b)/me.magnitudeVector(a))/me.magnitudeVector(b),-1,1);#just to be safe in case some floating point error makes it out of bounds
return R2D * math.acos(me.value);
},
# length of vector
magnitudeVector: func (a) {
return math.sqrt(math.pow(a[0],2)+math.pow(a[1],2)+math.pow(a[2],2));
},
# dot product of 2 vectors
dotProduct: func (a,b) {
return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];
},
# rotate a vector. Order: roll, pitch, yaw
rollPitchYawVector: func (roll, pitch, yaw, vector) {
me.rollM = me.rollMatrix(roll);
me.pitchM = me.pitchMatrix(pitch);
me.yawM = me.yawMatrix(yaw);
me.rotation = me.multiplyMatrices(me.rollM, me.multiplyMatrices(me.pitchM, me.yawM));
return me.multiplyMatrixWithVector(me.rotation, vector);
},
# rotate a vector. Order: yaw, pitch, roll (like an aircraft)
yawPitchRollVector: func (yaw, pitch, roll, vector) {
me.rollM = me.rollMatrix(roll);
me.pitchM = me.pitchMatrix(pitch);
me.yawM = me.yawMatrix(yaw);
me.rotation = me.multiplyMatrices(me.yawM, me.multiplyMatrices(me.pitchM, me.rollM));
return me.multiplyMatrixWithVector(me.rotation, vector);
},
# multiply 3x3 matrix with vector
multiplyMatrixWithVector: func (matrix, vector) {
return [matrix[0]*vector[0]+matrix[1]*vector[1]+matrix[2]*vector[2],
matrix[3]*vector[0]+matrix[4]*vector[1]+matrix[5]*vector[2],
matrix[6]*vector[0]+matrix[7]*vector[1]+matrix[8]*vector[2]];
},
# multiply 2 3x3 matrices
multiplyMatrices: func (a,b) {
return [a[0]*b[0]+a[1]*b[3]+a[2]*b[6], a[0]*b[1]+a[1]*b[4]+a[2]*b[7], a[0]*b[2]+a[1]*b[5]+a[2]*b[8],
a[3]*b[0]+a[4]*b[3]+a[5]*b[6], a[3]*b[1]+a[4]*b[4]+a[5]*b[7], a[3]*b[2]+a[4]*b[5]+a[5]*b[8],
a[6]*b[0]+a[7]*b[3]+a[8]*b[6], a[6]*b[1]+a[7]*b[4]+a[8]*b[7], a[6]*b[2]+a[7]*b[5]+a[8]*b[8]];
},
# matrix for rolling
rollMatrix: func (roll) {
roll = roll * D2R;
return [1,0,0,
0,math.cos(roll),-math.sin(roll),
0,math.sin(roll), math.cos(roll)];
},
# matrix for pitching
pitchMatrix: func (pitch) {
pitch = pitch * D2R;
return [math.cos(pitch),0,-math.sin(pitch),
0,1,0,
math.sin(pitch),0,math.cos(pitch)];
},
# matrix for yawing
yawMatrix: func (yaw) {
yaw = yaw * D2R;
return [math.cos(yaw),-math.sin(yaw),0,
math.sin(yaw),math.cos(yaw),0,
0,0,1];
},
# vector to heading/pitch
cartesianToEuler: func (vector) {
me.horz = math.sqrt(vector[0]*vector[0]+vector[1]*vector[1]);
if (me.horz != 0) {
me.pitch = math.atan2(vector[2],me.horz)*R2D;
me.hdg = math.asin(-vector[1]/me.horz)*R2D;
if (vector[0] < 0) {
# south
if (me.hdg >= 0) {
me.hdg = 180-me.hdg;
} else {
me.hdg = -180-me.hdg;
}
}
me.hdg = geo.normdeg(me.hdg);
} else {
me.pitch = vector[2]>=0?90:-90;
me.hdg = nil;
}
return [me.hdg, me.pitch];
},
# gives an vector that points up from fuselage
eulerToCartesian3Z: func (yaw_deg, pitch_deg, roll_deg) {
me.yaw = yaw_deg * D2R;
me.pitch = pitch_deg * D2R;
me.roll = roll_deg * D2R;
me.x = -math.cos(me.yaw)*math.sin(me.pitch)*math.cos(me.roll) + math.sin(me.yaw)*math.sin(me.roll);
me.y = -math.sin(me.yaw)*math.sin(me.pitch)*math.cos(me.roll) - math.cos(me.yaw)*math.sin(me.roll);
me.z = math.cos(me.pitch)*math.cos(me.roll);#roll changed from sin to cos, since the rotation matrix is wrong
return [me.x,me.y,me.z];
},
# gives an vector that points forward from fuselage
eulerToCartesian3X: func (yaw_deg, pitch_deg, roll_deg) {
me.yaw = yaw_deg * D2R;
me.pitch = pitch_deg * D2R;
me.roll = roll_deg * D2R;
me.x = math.cos(me.yaw)*math.cos(me.pitch);
me.y = math.sin(me.yaw)*math.cos(me.pitch);
me.z = math.sin(me.pitch);
return [me.x,me.y,me.z];
},
# gives an vector that points left from fuselage
eulerToCartesian3Y: func (yaw_deg, pitch_deg, roll_deg) {
me.yaw = yaw_deg * D2R;
me.pitch = pitch_deg * D2R;
me.roll = roll_deg * D2R;
me.x = -math.cos(me.yaw)*math.sin(me.pitch)*math.sin(me.roll) - math.sin(me.yaw)*math.cos(me.roll);
me.y = -math.sin(me.yaw)*math.sin(me.pitch)*math.sin(me.roll) + math.cos(me.yaw)*math.cos(me.roll);
me.z = math.cos(me.pitch)*math.sin(me.roll);
return [me.x,me.y,me.z];
},
# same as eulerToCartesian3X, except it needs no roll
eulerToCartesian2: func (yaw_deg, pitch_deg) {
me.yaw = yaw_deg * D2R;
me.pitch = pitch_deg * D2R;
me.x = math.cos(me.pitch) * math.cos(me.yaw);
me.y = math.cos(me.pitch) * math.sin(me.yaw);
me.z = math.sin(me.pitch);
return [me.x,me.y,me.z];
},
#pitch from coord1 to coord2 in degrees (takes curvature of earth into effect.)
getPitch: func (coord1, coord2) {
if (coord1.lat() == coord2.lat() and coord1.lon() == coord2.lon()) {
if (coord2.alt() > coord1.alt()) {
return 90;
} elsif (coord2.alt() < coord1.alt()) {
return -90;
} else {
return 0;
}
}
if (coord1.alt() != coord2.alt()) {
me.d12 = coord1.direct_distance_to(coord2);
me.coord3 = geo.Coord.new(coord1);
me.coord3.set_alt(coord1.alt()-me.d12*0.5);# this will increase the area of the triangle so that rounding errors dont get in the way.
me.d13 = coord1.alt()-me.coord3.alt();
if (me.d12 == 0) {
# on top of each other, maybe rounding error..
return 0;
}
me.d32 = me.coord3.direct_distance_to(coord2);
if (math.abs(me.d13)+me.d32 < me.d12) {
# rounding errors somewhere..one triangle side is longer than other 2 sides combined.
return 0;
}
# standard formula for a triangle where all 3 side lengths are known:
me.len = (math.pow(me.d12, 2)+math.pow(me.d13,2)-math.pow(me.d32, 2))/(2 * me.d12 * math.abs(me.d13));
if (me.len < -1 or me.len > 1) {
# something went wrong, maybe rounding error..
return 0;
}
me.angle = R2D * math.acos(me.len);
me.pitch = -1* (90 - me.angle);
#printf("d12 %.4f d32 %.4f d13 %.4f len %.4f pitch %.4f angle %.4f", me.d12, me.d32, me.d13, me.len, me.pitch, me.angle);
return me.pitch;
} else {
# same altitude
me.nc = geo.Coord.new();
me.nc.set_xyz(0,0,0); # center of earth
me.radiusEarth = coord1.direct_distance_to(me.nc);# current distance to earth center
me.d12 = coord1.direct_distance_to(coord2);
# standard formula for a triangle where all 3 side lengths are known:
me.len = (math.pow(me.d12, 2)+math.pow(me.radiusEarth,2)-math.pow(me.radiusEarth, 2))/(2 * me.d12 * me.radiusEarth);
if (me.len < -1 or me.len > 1) {
# something went wrong, maybe rounding error..
return 0;
}
me.angle = R2D * math.acos(me.len);
me.pitch = -1* (90 - me.angle);
return me.pitch;
}
},
# supply a normal to the plane, and a vector. The vector will be projected onto the plane, and that projection is returned as a vector.
projVectorOnPlane: func (planeNormal, vector) {
return me.minus(vector, me.product(me.dotProduct(vector,planeNormal)/math.pow(me.magnitudeVector(planeNormal),2), planeNormal));
},
# unary - vector
opposite: func (v){
# author: Paccalin
return [-v[0], -v[1], -v[2]];
},
# vector a - vector b
minus: func (a, b) {
return [a[0]-b[0], a[1]-b[1], a[2]-b[2]];
},
# vector a + vector b
plus: func (a, b) {
return [a[0]+b[0], a[1]+b[1], a[2]+b[2]];
},
# float * vector
product: func (scalar, vector) {
return [scalar*vector[0], scalar*vector[1], scalar*vector[2]]
},
# print vector to console
format: func (v) {
return sprintf("(%.1f, %.1f, %.1f)",v[0],v[1],v[2]);
},
# make vector length 1.0
normalize: func (v) {
me.mag = me.magnitudeVector(v);
return [v[0]/me.mag, v[1]/me.mag, v[2]/me.mag];
},
crossProduct: func (a,b) {
return [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]];
},
distance_from_point_to_line: func (coordP, coordL1, coordL2) {
var P = [coordP.x(), coordP.y(), coordP.z()];
var L1 = [coordL1.x(), coordL1.y(), coordL1.z()];
var L2 = [coordL2.x(), coordL2.y(), coordL2.z()];
return me.magnitudeVector(me.crossProduct(me.minus(L2,L1), me.minus(L1,P)))/me.magnitudeVector(me.minus(L2,L1));
},
# Orthogonal projection of a vector `vec` onto another `ref` !!can throw an exception if the referential vector is null!!.
orthogonalProjection: func(vec, ref){
# author: Paccalin
me.op_refMag = me.magnitudeVector(ref);
if(me.op_refMag == 0)
die("Orthogonal projection on a null vector referential");
return me.dotProduct(vec, ref) / me.op_refMag;
},
# Time at which two particles will be at shortest distance !!can throw an exception if the relative speed is null!!
particleShortestDistTime: func (orig1, speed1, orig2, speed2) {
# author: Paccalin
# Compute the origin of the second particle in a referential positionally centered on the first particle.
me.psdt_tgtOrig = me.minus(orig2, orig1);
# Compute the speed of the second particle in a referential inertially based on the first particle.
me.psdt_tgtSpeed = me.minus(speed2, speed1);
# Project the origin of the particle1 referential onto the line supported by the particle2 trajectory in 1 unit of time.
# And divide the result by the magnitude of the speed to have it normalized relative to the time.
return me.orthogonalProjection(me.opposite(me.psdt_tgtOrig), me.psdt_tgtSpeed) / me.magnitudeVector(me.psdt_tgtSpeed);
},
# rotation matrices
#
#
#| 1 0 0 |
#| 0 cos(roll) -sin(roll) |
#| 0 sin(roll) cos(roll) |
#
#| cos(pitch) 0 -sin(pitch) |
#| 0 1 0 |
#| sin(pitch) 0 cos(pitch) |
#
#| cos(yaw) -sin(yaw) 0 |
#| sin(yaw) cos(yaw) 0 |
#| 0 0 1 |
#
# combined matrix from yaw, pitch, roll:
#
#| cos(yaw)cos(pitch) -cos(yaw)sin(pitch)sin(roll)-sin(yaw)cos(roll) -cos(yaw)sin(pitch)cos(roll)+sin(yaw)sin(roll)|
#| sin(yaw)cos(pitch) -sin(yaw)sin(pitch)sin(roll)+cos(yaw)cos(roll) -sin(yaw)sin(pitch)cos(roll)-cos(yaw)sin(roll)|
#| sin(pitch) cos(pitch)sin(roll) cos(pitch)cos(roll)|
#
#
};

280
ZSU-23/Sim/#views.xml# Normal file
View File

@ -0,0 +1,280 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (C) 2008 Alex (D-HUND)
Copyright (C) 2009 Vivian Meazza
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<current-view>
<view-number type="int">1</view-number>
</current-view>
<chase-distance-m type="double">-200.0</chase-distance-m>
<view n="0">
<name>Cockpit View</name>
<enabled type="bool">false</enabled>
</view>
<view n="1">
<name>Helicopter View</name>
<config>
<pitch-offset-deg>-5</pitch-offset-deg>
<target-y-offset-m type="double">21.925</target-y-offset-m>
</config>
</view>
<view n="2">
<name>Chase View</name>
<enabled type="bool">false</enabled>
</view>
<view n="5">
<name>Chase View Without Yaw</name>
<enabled type="bool">false</enabled>
</view>
<view n="100">
<name>Hangar View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>2</x-offset-m><!-- right -->
<y-offset-m>15</y-offset-m><!-- up -->
<z-offset-m>113</z-offset-m><!-- back -->
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="101">
<name>Phalanx Forward Left</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>-21.1147</x-offset-m><!-- right -->
<y-offset-m>16.8345</y-offset-m><!-- up -->
<z-offset-m>-121.2666</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="102">
<name>Phalanx Forward Right</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.1336</x-offset-m><!-- right -->
<y-offset-m>16.6478</y-offset-m><!-- up -->
<z-offset-m>-112.684</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="103">
<name>Phalanx Aft</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.3165</x-offset-m><!-- right -->
<y-offset-m>18.1198</y-offset-m><!-- up -->
<z-offset-m>134.344</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="104">
<name>Landing Signal Officer View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<heading-offset-deg>180</heading-offset-deg>
<x-offset-m>-19.7208</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>100.307</z-offset-m><!-- back -->
<pitch-offset-deg>2.5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="105">
<name>Approach View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<!-- All these eye-*-deg-path elements are needed because
eye-heading-deg-path is overridden.
-->
<eye-lat-deg-path>/position/latitude-deg</eye-lat-deg-path>
<eye-lon-deg-path>/position/longitude-deg</eye-lon-deg-path>
<eye-alt-ft-path>/position/altitude-ft</eye-alt-ft-path>
<eye-heading-deg-path>/orientation/heading-runway-deg</eye-heading-deg-path>
<eye-pitch-deg-path>/orientation/pitch-deg</eye-pitch-deg-path>
<eye-roll-deg-path>/orientation/roll-deg</eye-roll-deg-path>
<x-offset-m>-15.4979</x-offset-m><!-- right -->
<y-offset-m>21.9</y-offset-m><!-- up -->
<z-offset-m>-8.315</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>3</pitch-offset-deg>
<default-field-of-view-deg>25</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="106">
<name>Flight Deck Aft View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>10</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>42</z-offset-m><!-- back -->
<heading-offset-deg>163</heading-offset-deg>
<pitch-offset-deg>5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="107">
<name>Flight Deck Forward View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>0</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>-35</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>10</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="108">
<name>Bubble View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>4.1</x-offset-m><!-- right -->
<y-offset-m>20.325</y-offset-m><!-- up -->
<z-offset-m>-93</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>0</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="109">
<name>Goofers' View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>27.074</x-offset-m><!-- right -->
<y-offset-m>35.3325</y-offset-m><!-- up -->
<z-offset-m>42.67</z-offset-m><!-- back -->
<heading-offset-deg>136</heading-offset-deg>
<pitch-offset-deg>-11</pitch-offset-deg>
<default-field-of-view-deg>40</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="110">
<name>Primary Flight Control View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.2669</x-offset-m><!-- right -->
<y-offset-m>35.082</y-offset-m><!-- up -->
<z-offset-m>20.1064</z-offset-m><!-- back -->
<pitch-offset-deg>-5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="111">
<name>Bridge View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>29.2083</x-offset-m><!-- right -->
<y-offset-m>33.235233</y-offset-m><!-- up -->
<z-offset-m>19.45</z-offset-m><!-- back -->
<pitch-offset-deg>-2</pitch-offset-deg>
<default-field-of-view-deg>45</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
</PropertyList>

74
ZSU-23/Sim/mice.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<mouse n="0">
<mode n="0">
<button n="3">
<binding n="0">
<script></script>
</binding>
<binding n="1">
<condition>
<property>/sim/current-view/can-change-z-offset</property>
</condition>
<command>nasal</command>
<script>
var distance = getprop("/sim/current-view/z-offset-m");
var multiple = getprop("/sim/current-view/z-offset-inc-step");
var min_dist = getprop("/sim/current-view/z-offset-min-m");
# Round distance to a multiple of the step
distance = math.round(std.min(-min_dist, distance + multiple) / multiple) * multiple;
setprop("/sim/current-view/z-offset-m", distance);
gui.popupTip(sprintf("%d meter", abs(getprop("/sim/current-view/z-offset-m"))));
</script>
</binding>
</button>
<button n="4">
<binding n="0">
<script></script>
</binding>
<binding n="1">
<condition>
<property>/sim/current-view/can-change-z-offset</property>
</condition>
<command>nasal</command>
<script>
var distance = getprop("/sim/current-view/z-offset-m");
var multiple = getprop("/sim/current-view/z-offset-dec-step");
var max_dist = getprop("/sim/current-view/z-offset-max-m");
# Round distance to a multiple of the step
distance = math.round(std.max(-max_dist, distance + multiple) / multiple) * multiple;
setprop("/sim/current-view/z-offset-m", distance);
gui.popupTip(sprintf("%d meter", abs(getprop("/sim/current-view/z-offset-m"))));
</script>
</binding>
</button>
</mode>
</mouse>
</PropertyList>

280
ZSU-23/Sim/views.xml Normal file
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@ -0,0 +1,280 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (C) 2008 Alex (D-HUND)
Copyright (C) 2009 Vivian Meazza
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<current-view>
<view-number type="int">1</view-number>
</current-view>
<chase-distance-m type="double">-200.0</chase-distance-m>
<view n="0">
<name>Cockpit View</name>
<enabled type="bool">false</enabled>
</view>
<view n="1">
<name>Helicopter View</name>
<config>
<pitch-offset-deg>-5</pitch-offset-deg>
<target-y-offset-m type="double">21.925</target-y-offset-m>
</config>
</view>
<view n="2">
<name>Chase View</name>
<enabled type="bool">false</enabled>
</view>
<view n="5">
<name>Chase View Without Yaw</name>
<enabled type="bool">false</enabled>
</view>
<view n="100">
<name>Hangar View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>2</x-offset-m><!-- right -->
<y-offset-m>15</y-offset-m><!-- up -->
<z-offset-m>113</z-offset-m><!-- back -->
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="101">
<name>Phalanx Forward Left</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>-21.1147</x-offset-m><!-- right -->
<y-offset-m>16.8345</y-offset-m><!-- up -->
<z-offset-m>-121.2666</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="102">
<name>Phalanx Forward Right</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.1336</x-offset-m><!-- right -->
<y-offset-m>16.6478</y-offset-m><!-- up -->
<z-offset-m>-112.684</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="103">
<name>Phalanx Aft</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.3165</x-offset-m><!-- right -->
<y-offset-m>18.1198</y-offset-m><!-- up -->
<z-offset-m>134.344</z-offset-m><!-- back -->
<heading-offset-deg>90</heading-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="104">
<name>Landing Signal Officer View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<heading-offset-deg>180</heading-offset-deg>
<x-offset-m>-19.7208</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>100.307</z-offset-m><!-- back -->
<pitch-offset-deg>2.5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="105">
<name>Approach View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<!-- All these eye-*-deg-path elements are needed because
eye-heading-deg-path is overridden.
-->
<eye-lat-deg-path>/position/latitude-deg</eye-lat-deg-path>
<eye-lon-deg-path>/position/longitude-deg</eye-lon-deg-path>
<eye-alt-ft-path>/position/altitude-ft</eye-alt-ft-path>
<eye-heading-deg-path>/orientation/heading-runway-deg</eye-heading-deg-path>
<eye-pitch-deg-path>/orientation/pitch-deg</eye-pitch-deg-path>
<eye-roll-deg-path>/orientation/roll-deg</eye-roll-deg-path>
<x-offset-m>-15.4979</x-offset-m><!-- right -->
<y-offset-m>21.9</y-offset-m><!-- up -->
<z-offset-m>-8.315</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>3</pitch-offset-deg>
<default-field-of-view-deg>25</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="106">
<name>Flight Deck Aft View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>10</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>42</z-offset-m><!-- back -->
<heading-offset-deg>163</heading-offset-deg>
<pitch-offset-deg>5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="107">
<name>Flight Deck Forward View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>0</x-offset-m><!-- right -->
<y-offset-m>21.925</y-offset-m><!-- up -->
<z-offset-m>-35</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>10</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="108">
<name>Bubble View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>4.1</x-offset-m><!-- right -->
<y-offset-m>20.325</y-offset-m><!-- up -->
<z-offset-m>-93</z-offset-m><!-- back -->
<heading-offset-deg>180</heading-offset-deg>
<pitch-offset-deg>0</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="109">
<name>Goofers' View</name>
<type>lookfrom</type>
<internal type="bool">false</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>27.074</x-offset-m><!-- right -->
<y-offset-m>35.3325</y-offset-m><!-- up -->
<z-offset-m>42.67</z-offset-m><!-- back -->
<heading-offset-deg>136</heading-offset-deg>
<pitch-offset-deg>-11</pitch-offset-deg>
<default-field-of-view-deg>40</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="110">
<name>Primary Flight Control View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>23.2669</x-offset-m><!-- right -->
<y-offset-m>35.082</y-offset-m><!-- up -->
<z-offset-m>20.1064</z-offset-m><!-- back -->
<pitch-offset-deg>-5</pitch-offset-deg>
<default-field-of-view-deg>60</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
<view n="111">
<name>Bridge View</name>
<type>lookfrom</type>
<internal type="bool">true</internal>
<config>
<from-model type="bool">true</from-model>
<from-model-idx type="int">0</from-model-idx>
<x-offset-m>29.2083</x-offset-m><!-- right -->
<y-offset-m>33.235233</y-offset-m><!-- up -->
<z-offset-m>19.45</z-offset-m><!-- back -->
<pitch-offset-deg>-2</pitch-offset-deg>
<default-field-of-view-deg>45</default-field-of-view-deg>
<ground-level-nearplane-m type="double">0.1f</ground-level-nearplane-m>
</config>
</view>
</PropertyList>

22
ZSU-23/Sounds/sound.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
</PropertyList>

46
ZSU-23/Systems/fbw.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<filter>
<name>FBW Throttle</name>
<type>gain</type>
<gain>80.0</gain>
<input>
<property>/controls/engines/engine[0]/throttle</property>
</input>
<output>
<property>/carrier/fbw/target/groundspeed-kt</property>
</output>
</filter>
<filter>
<name>FBW Rudder</name>
<type>gain</type>
<gain>8.0</gain>
<input>
<property>/controls/flight/rudder</property>
</input>
<output>
<property>/surface-positions/rudder-pos-norm</property>
</output>
</filter>
</PropertyList>

69
ZSU-23/Systems/fdm.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
Copyright (c) 2015 onox
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<!-- Simulate the groundspeed -->
<filter>
<name>FDM Groundspeed</name>
<type>noise-spike</type>
<input>
<property>/carrier/fbw/target/groundspeed-kt</property>
</input>
<output>
<property>/velocities/groundspeed-kt</property>
</output>
<!-- Reaching maximum speed takes 20 minutes -->
<max-rate-of-change>7</max-rate-of-change>
</filter>
<!-- Flags use true-heading-deg because only that property is available
in multiplayer.
-->
<filter>
<name>FDM True Heading For Flags</name>
<type>gain</type>
<input>
<property>/orientation/heading-deg</property>
</input>
<output>
<property>/orientation/true-heading-deg</property>
</output>
</filter>
<!-- ================================================================== -->
<!-- Roll -->
<!-- ================================================================== -->
<!--
<filter>
<name>FDM Rudder</name>
<type>noise-spike</type>
<input>
<property>/controls/flight/rudder</property>
</input>
<output>
<property>/surface-positions/rudder-pos-norm</property>
</output>
<max-rate-of-change>5</max-rate-of-change>
</filter>-->
</PropertyList>

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<?xml version="1.0"?>
<PropertyList>
<filter>
<name>radar spin</name>
<type>gain</type>
<input>
<expression>
<mod>
<product>
<property>/sim/time/elapsed-sec</property>
<value>36</value>
</product>
<value>360</value>
</mod>
</expression>
</input>
<gain>1</gain>
<output>sim/multiplay/generic/float[2]</output>
</filter>
<filter>
<name>radar nod</name>
<type>gain</type>
<input>
<property>sim/multiplay/generic/float[1]</property>
</input>
<gain>1</gain>
<output>sim/multiplay/generic/float[4]</output>
</filter>
</PropertyList>

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278
ZSU-23/zsu-23-set.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!--
systems adapted from truck by onox
model by Jüttner Domokos aka Rudolf
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
-->
<PropertyList>
<environment>
<in-to-wind type="bool">false</in-to-wind>
</environment>
<carrier>
<fdm>
<settings>
<!-- The maximum bank angle during full rudder deflection -->
<bank-limit type="double">15.0</bank-limit>
<!-- Frequency and overshoot of the oscillator used to
simulate heeling (roll).
-->
<heel-frequency type="double">0.5</heel-frequency>
<heel-overshoot type="double">4.0</heel-overshoot>
<!-- Frequency and overshoot of the oscillator used to
simulate trimming (pitch).
-->
<trim-frequency type="double">0.32</trim-frequency>
<trim-overshoot type="double">0.45</trim-overshoot>
<!-- The speed of the waves plus speed of the ship in knots
which generates the maximum overshoot of the trim
oscillation.
-->
<max-trim-oscillation-wave-kt type="double">30.0</max-trim-oscillation-wave-kt>
<!-- The speed of the waves in knots which generates the
maximum overshoot of the heel oscillation.
-->
<max-heel-oscillation-wave-kt type="double">20.0</max-heel-oscillation-wave-kt>
<movement type="bool">true</movement>
</settings>
</fdm>
</carrier>
<sim> <!-- include="Sim/views.xml"> -->
<author>pinto, onox, Rudolf</author>
<description>ZSU-23-4M "Shilka" AAA defence system</description>
<status>alpha</status>
<aircraft-version>0.1</aircraft-version>
<flight-model>null</flight-model>
<aero>KPN-D</aero>
<aircraft-operator>KPN</aircraft-operator>
<model>
<path>Aircraft/ZSU-23/Models/ZSU-23-4M.xml</path>
<!-- Uncloak weather balloons visiting Earth -->
<always-show-in-MP type="bool">true</always-show-in-MP>
</model>
<sound>
<path>Sounds/sound.xml</path>
</sound>
<presets>
<onground>true</onground>
</presets>
<current-view>
<deck-park type="bool">true</deck-park>
<z-offset-dec-step type="double">0.0</z-offset-dec-step>
<z-offset-inc-step type="double">0.0</z-offset-inc-step>
<can-change-z-offset type="bool">false</can-change-z-offset>
<z-offset-min-m type="float">100.0</z-offset-min-m>
<z-offset-max-m type="float">2000.0</z-offset-max-m>
</current-view>
<hud>
<path n="1">Aircraft/ZSU-23/Hud/hud.xml</path>
<visibility n="1">true</visibility>
<font>
<size type="float">11.0</size>
</font>
</hud>
<menubar include="Dialogs/menu.xml"/>
<multiplay>
<generic>
<int n="0" type="int">0</int>
<float n="0" type="double">0</float> <!-- Turret azimuth -->
<float n="1" type="double">0</float> <!-- gun elevation -->
<float n="2" type="double">0</float> <!-- radar azimuth -->
<float n="3" type="double">0</float> <!-- radar elevation -->
<bool n="0" type="bool" alias="/controls/armament/trigger"/>
</generic>
</multiplay>
<systems>
<autopilot>
<path>Systems/fbw.xml</path>
</autopilot>
<autopilot>
<path>Systems/fdm.xml</path>
</autopilot>
<property-rule>
<path>Systems/radar-pos.xml</path>\
</property-rule>
</systems>
<menubar>
<default>
<menu n="100">
<label>Truck</label>
<enabled type="bool">true</enabled>
<item>
<label>Event Log</label>
<binding>
<command>dialog-show</command>
<dialog-name>flightlog</dialog-name>
</binding>
</item>
</menu>
</default>
</menubar>
<previews>
<preview>
<type>exterior</type>
<splash type="bool">true</splash>
<path>thumbnail.png</path>
</preview>
</previews>
</sim>
<input>
<keyboard>
<key n="97">
<name>a</name>
<desc>Rotate Gun Left</desc>
<repeatable>true</repeatable>
<interval-sec>0.001</interval-sec>
<binding>
<command>property-adjust</command>
<property>sim/multiplay/generic/float[0]</property>
<step>1</step>
<min>-180</min>
<max>180</max>
<wrap>true</wrap>
</binding>
</key>
<key n="100">
<name>d</name>
<desc>Rotate Gun Right</desc>
<repeatable>true</repeatable>
<interval-sec>0.001</interval-sec>
<binding>
<command>property-adjust</command>
<property>sim/multiplay/generic/float[0]</property>
<step>-1</step>
<min>-180</min>
<max>180</max>
<wrap>true</wrap>
</binding>
</key>
<key n="101">
<name>e</name>
<desc>Gun Trigger</desc>
<binding>
<command>property-assign</command>
<property>controls/armament/trigger</property>
<value>true</value>
</binding>
<mod-up>
<binding>
<command>property-assign</command>
<property>controls/armament/trigger</property>
<value>false</value>
</binding>
</mod-up>
</key>
<key n="115">
<name>s</name>
<desc>Rotate Gun Down</desc>
<repeatable>true</repeatable>
<interval-sec>0.001</interval-sec>
<binding>
<command>property-adjust</command>
<property>sim/multiplay/generic/float[1]</property>
<step>-1</step>
<min>-10</min>
<max>85</max>
</binding>
</key>
<key n="119">
<name>w</name>
<desc>Rotate Gun Up</desc>
<repeatable>true</repeatable>
<interval-sec>0.001</interval-sec>
<binding>
<command>property-adjust</command>
<property>sim/multiplay/generic/float[1]</property>
<step>1</step>
<min>-10</min>
<max>85</max>
</binding>
</key>
</keyboard>
</input>
<controls>
<armament>
<trigger type="bool">0</trigger>
</armament>
</controls>
<payload>
<armament>
<models type="string">Aircraft/ZSU-23/Models/emesary/</models>
<msg type="bool">true</msg>
<enable-craters type="bool">true</enable-craters>
<MLW-bearing type="double">0</MLW-bearing>
<MLW-count type="int">0</MLW-count>
<MLW-launcher type="string"></MLW-launcher>
<MAW-bearing type="double">0</MAW-bearing>
<MAW-active type="bool">false</MAW-active>
<spike type="bool">false</spike>
</armament>
</payload>
<nasal>
<notifications>
<file>Aircraft/ZSU-23/Nasal/ArmamentNotification.nas</file>
<file>Aircraft/ZSU-23/Nasal/GeoBridgedTransmitter.nas</file>
</notifications>
<carrier>
<file>Aircraft/ZSU-23/Nasal/fdm.nas</file>
</carrier>
<damage>
<file>Aircraft/ZSU-23/Nasal/damage.nas</file>
</damage>
</nasal>
<input>
<mice include="Sim/mice.xml"/>
</input>
</PropertyList>