B-99B Beaufighter II

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B-99B Beaufighter II

Post by Echo_Delta_Oscar on Thu Jun 21, 2012 7:06 am



This is the B-99B light bomber, armed with two FFO-02s (Free Fall Ordnance, with 3 Altitude Triggered 1.6 M guns each) and powered by two double engines driving pusher contra-rotating coaxial propellers.
There is nothing new in this aricraft with respect to my former models, but three flaps position instead of o simple UP/DOWN and a nearly complete in-game HUD.

Here is a picture takend from the cockpit, showing the activated CCIP and a certain number of gauges.


This picture shows the throttle gauge: the blue needle follows a Throttle/MaxThrottle*pi proportion; do not push it over the red sing for too long.


From left to right:
FLAP position indicator: green needle indicates real position, red marker selected position and yellow marker where next selection will be.
Attitude Indicator: blue reference, with markings indicating cruise pitch attitude of the loaded (L) and unloaded (U) aircraft, red artificial horizon.
Gear indicator: yellow triangle: the edge indicated wether the gear is up or down (I coul have done this model without it, since main gear is visible from the cockpit when retracted)


Engine 1 & 2 RPM gauges.
The small purple square indicates that the propeller is in feather position and invites not to increase throttle; I did it anyway, just to show the big red square on engine 2 gauge, indicating that the engine is out, mainly beacuse the propeller's blades have been torn apart.


This HUD allowed me to free some space to print the instructions, which are in game. Enjoy!

Code:


Val
{
   RollE(default=0,min=-25,max=25,step=4,disp=0)
   RollW(default=0,min=-25,max=25,step=4,disp=0)
   ViewA(default=0,min=-150,max=150,disp=0)
   ViewB(default=0,min=-15,max=15,disp=0)
   PBar(default=0,min=-30,max=30,step=4,disp=0)
   Pitch(default=0,min=-30,max=30)
   Yaw(default=0, min=-20, max=20, step=2,disp=0)
   Rudd(default=0, min=-20, max=20, step=0,disp=0)
   Trim(default=0, min=-360, max=360, step=0,disp=0)
   Throttle(default=0, min=0, max=198000, step=0,disp=0)
   Engine1(default=0, min=0, max=200000, step=0,disp=0)
   Chocke1(default=0, min=0, max=2000, step=0,disp=0)
   Engine2(default=0, min=0, max=200000, step=0,disp=0)
   Chocke2(default=0, min=0, max=2000, step=0,disp=0)
   Prop1(default=90, min=45, max=90,disp=0)
   Feat1(default=45, min=0, max=45,disp=0)
   Prop2(default=90, min=45, max=90,disp=0)
   Feat2(default=45, min=0, max=45,disp=0)
   SO1(default=0,disp=0)
   SO2(default=0,disp=0)
   Gear(default=0, min=0, max=1, step=0,disp=0)
   Gear3(default=120, min=0, max=120,disp=0)
   Flap(default=0,disp=0)
   FLP(default=180, min=155, max=180,disp=0)
   FPM(default=180, min=155, max=180,disp=0)
   FPN(default=170, min=155, max=180,disp=0)
   ALVL(default=0, min=0, max=1, step=0,disp=0)
   AALT(default=0, min=0, max=1, step=0,disp=0)
   EB1(max=100, step=100,disp=0)
   EB2(max=100, step=100,disp=0)
   Ypar(default=0,disp=0)
   BRK(default=0, min=0, max=200, step=200,disp=0)
   ABR(default=180, min=135, max=180, step=3,disp=0)
   Timer()
   Fuse1()
   Fuse2()
   Col2(default=#655030)
   Col2C(default=#857050)
   Col1(default=#606530)
   Col1C(default=#808550)
   Combat()
   SPR()
   DMP()
   TRCOL()
   TRO1(default=#ff00ff)
   TRO2(default=#ff5000)

   
}

Key
{
   7:Yaw(step=-2)
   9:Yaw(step=2)
   2:ViewA(step=5)
   3:ViewA(step=-5)
   0:ViewB(step=-1)
   1:ViewB(step=1)
   16:BRK(step=10)   
   
}

Body {
   Core(){

      N:Frame(angle=ViewB, option=1){S:RudderF(angle=ViewA, option=1){
      S:Frame(angle=165, option=1){S:Frame(name=Nose, angle=-165, option=1){

      N:Cowl(angle=30, effect=#ffff){
      N:Cowl(angle=-60, effect=#a000){E:Cowl(angle=-92, option=3, effect=#a000){}W:Cowl(angle=-92, option=4, effect=#a000){}}
      N:Cowl(angle=-120, option=1){N:Cowl(angle=120, effect=#a000){E:Cowl(angle=92, option=3, effect=#a000){}W:Cowl(angle=92, option=4, effect=#a000){}
      S:Cowl(angle=30, effect=#a000){}}
      E:Cowl(angle=-90, effect=#a000){}W:Cowl(angle=-90, effect=#a000){}}}

      E:Frame(angle=30, option=1){

      E:Frame(angle=60, option=1, name=Bomb1){N:Arm(power=Fuse1, option=1600000, color=Col2C){
      N:Cowl(angle=-170, option=1){N:Cowl(angle=170, color=Col1, option=5){}N:Cowl(angle=-20, option=5, color=Col1){}}
      N:Cowl(angle=170, option=1){N:Cowl(angle=-170, color=Col1, option=5){}N:Cowl(angle=20, option=5, color=Col1){}}}
      N:Frame(angle=-165, option=1){N:Frame(angle=150, option=1){N:Arm(angle=15, power=Fuse1, option=1600000, color=Col2C){
      E:Cowl(angle=120, option=5, color=Col1){}W:Cowl(angle=120, option=5, color=Col1){}}}}
      N:Frame(angle=165, option=1){N:Frame(angle=-150, option=1){N:Arm(angle=-15, power=Fuse1, option=1600000, color=Col2C){
      E:Cowl(angle=-120, option=5, color=Col1){}W:Cowl(angle=-120, option=5, color=Col1){}}}}
      S:Chip(color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=-60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}}

      S:Cowl(option=5, color=Col1){N:Cowl(color=Col1){N:Cowl(option=3, color=Col1){}}}

      E:Frame(angle=-30, color=Col1C){N:Chip(angle=FLP, color=Col1C){}E:Frame(Color=Col1C){N:Chip(angle=FLP, color=Col1C){}
      N:Frame(option=1){N:Weight(option=2, color=Col2C){

      N:Cowl(angle=-140, option=5, color=Col1){}E:Cowl(angle=-120, option=3, color=Col1){}W:Cowl(angle=-120, option=4, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}W:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}}}}

      W:Frame(angle=Gear3, option=1){N:RudderF(spring=SPR, damper=DMP, option=1){W:Wheel(angle=-30, brake=BRK, effect=2){}

      W:Cowl(angle=179, option=4, color=Col2){S:Cowl(option=3, color=Col2){}}}}

      S:RLW(angle=-90, name=ENG21, power=Engine2, brake=EB2, effect=2){

      N:Cowl(angle=-100, option=5, color=#303030){}
      S:Cowl(angle=-100, option=5, color=#303030){}
      E:Cowl(angle=-100, option=5, color=#303030){}
      W:Cowl(angle=-100, option=5, color=#303030){}

      N:Trim(angle=-Prop2, color=Col2){}S:Trim(angle=-Prop2, color=Col2){}}
      S:RLW(angle=-90, name=ENG22, power=-Engine2, brake=EB2, effect=2){

      N:Cowl(angle=120, option=5, color=#300000){}
      S:Cowl(angle=120, option=5, color=#300000){}
      E:Cowl(angle=120, option=5, color=#000000){}
      W:Cowl(angle=120, option=5, color=#000000){}

      N:Trim(angle=Prop2, color=Col2){}S:Trim(angle=Prop2, color=Col2){}}

      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=120, color=Col1){S:Cowl(angle=50, color=Col1){}}
      S:Cowl(angle=120, color=Col1){N:Cowl(angle=50, color=Col1){}}
      E:Cowl(angle=90, option=5, color=Col1){}W:Cowl(angle=90, option=5, color=Col1){}
      E:Cowl(angle=-90, option=5, color=Col1){}W:Cowl(angle=-90, option=5, color=Col1){}}

      E:Chip(color=Col1C){E:Chip(name=EW, color=Col1C){

      E:Cowl(color=Col1){E:Cowl(angle=-45, option=3, color=Col1){S:Cowl(option=3, color=Col1){}}}

      S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}

      W:Cowl(option=3, color=Col2){}}}}}}}

      W:Frame(angle=30, option=1){

      W:Frame(angle=60, option=1, name=Bomb2){N:Arm(power=Fuse2, option=1600000, color=Col2C){
      N:Cowl(angle=-170, option=1){N:Cowl(angle=170, color=Col1, option=5){}N:Cowl(angle=-20, option=5, color=Col1){}}
      N:Cowl(angle=170, option=1){N:Cowl(angle=-170, color=Col1, option=5){}N:Cowl(angle=20, option=5, color=Col1){}}}
      N:Frame(angle=-165, option=1){N:Frame(angle=150, option=1){N:Arm(angle=15, power=Fuse2, option=1600000, color=Col2C){
      E:Cowl(angle=120, option=5, color=Col1){}W:Cowl(angle=120, option=5, color=Col1){}}}}
      N:Frame(angle=165, option=1){N:Frame(angle=-150, option=1){N:Arm(angle=-15, power=Fuse2, option=1600000, color=Col2C){
      E:Cowl(angle=-120, option=5, color=Col1){}W:Cowl(angle=-120, option=5, color=Col1){}}}}
      S:Chip(color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=-60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}}

      S:Cowl(option=5, color=Col1){N:Cowl(color=Col1){N:Cowl(option=4, color=Col1){}}}

      W:Frame(angle=-30, color=Col1C){N:Chip(angle=FLP, color=Col1C){}W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
      N:Frame(option=1){N:Weight(option=2, color=Col2C){

      N:Cowl(angle=-140, option=5, color=Col1){}E:Cowl(angle=-120, option=3, color=Col1){}W:Cowl(angle=-120, option=4, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}W:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}}}}

      E:Frame(angle=Gear3, option=1){N:RudderF(spring=SPR, damper=DMP, option=1){E:Wheel(angle=-30, brake=BRK, effect=2){}

      E:Cowl(angle=179, option=3, color=Col2){S:Cowl(option=4, color=Col2){}}}}

      S:RLW(angle=-90, name=ENG11, power=-Engine1, brake=EB1, effect=2){

      N:Cowl(angle=-100, option=5, color=#303030){}
      S:Cowl(angle=-100, option=5, color=#303030){}
      E:Cowl(angle=-100, option=5, color=#303030){}
      W:Cowl(angle=-100, option=5, color=#303030){}

      N:Trim(angle=Prop1, color=Col2){}S:Trim(angle=Prop1, color=Col2){}}
      S:RLW(angle=-90, name=ENG12, power=Engine1, brake=EB1, effect=2){

      N:Cowl(angle=120, option=5, color=#300000){}
      S:Cowl(angle=120, option=5, color=#300000){}
      E:Cowl(angle=120, option=5, color=#000000){}
      W:Cowl(angle=120, option=5, color=#000000){}

      N:Trim(angle=-Prop1, color=Col2){}S:Trim(angle=-Prop1, color=Col2){}}

      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=120, color=Col1){S:Cowl(angle=50, color=Col1){}}
      S:Cowl(angle=120, color=Col1){N:Cowl(angle=50, color=Col1){}}
      E:Cowl(angle=90, option=5, color=Col1){}W:Cowl(angle=90, option=5, color=Col1){}
      E:Cowl(angle=-90, option=5, color=Col1){}W:Cowl(angle=-90, option=5, color=Col1){}}

      W:Chip(color=Col1C){W:Chip(name=WW, color=Col1C){

      W:Cowl(color=Col1){W:Cowl(angle=-45, option=4, color=Col1){S:Cowl(option=4, color=Col1){}}}

      S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}

      E:Cowl(option=4, color=Col2){}}}}}}}

      S:Frame(option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}

      S:Frame(option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}

      S:TrimF(angle=90, option=1){

      E:Cowl(option=3, color=Col1){W:Cowl(color=Col1){}}

      S:Chip(angle=Yaw, color=Col2C){E:Chip(color=Col2C){}W:Wheel(brake=Gear, effect=2){}}}

      S:Frame(name=Tail, option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}
      S:Cowl(angle=150, color=Col1){E:Cowl(angle=92, option=3, color=Col1){}W:Cowl(angle=92, option=4, color=Col1){}}
      S:Cowl(angle=-150, color=Col1){E:Cowl(angle=-92, option=3, color=Col1){}W:Cowl(angle=-92, option=4, color=Col1){}}

      E:RudderF(angle=-35, option=1){

      W:Cowl(option=4, color=Col1){E:Cowl(color=Col1){N:Cowl(option=3, color=Col1){}E:Cowl(option=3, color=Col1){}}}

      S:Chip(angle=Pitch, color=Col2C){E:Chip(color=Col2C){}

      W:Cowl(option=3, color=Col2){}}}

      W:RudderF(angle=35, option=1){

      E:Cowl(option=3, color=Col1){W:Cowl(color=Col1){N:Cowl(option=4, color=Col1){}W:Cowl(option=4, color=Col1){}}}

      S:Chip(angle=Pitch, color=Col2C){W:Chip(color=Col2C){}

      E:Cowl(option=4, color=Col2){}}}
}}}
}}
}}
}}

Script(){

   print 0,"Cleared to Proceed"
   print 1,"Speed: ", _VEL()*3600/1852," knots, ",_VEL()," m/s"
   print 2,"Altitude: ",_Y()," m"
   print 3,"Head, L/R: ",ViewA," , U/D: ",ViewB
   print 4,"Fuel LVL: ",_FUEL()/590000,"%"
   print 5,"Heading: ",_TODEG(_AY())
   print 6,"Trim: ",Trim,", Rudd: ",Rudd
   print 7,"Route Home: ",90-_TODEG(_ATAN2(_Z(), _X()))
   print 8,"Distance Home: ", _LEN2(_Z(),_X()), " m"
   print 11,"Analog control for Throttle, Roll and Pitch"
   print 12,"G to toggle LAMB 'AUTO LEVEL', B to toggle LAMB 'AUTO ALTITUDE'"
   print 14,"F to toggle landing gear, V to cycle flaps"
   print 15,"Z,X to start/stop engines"
   print 16,"C to toggle Bomb Safety"
   print 18,"Arrow Keys to look around!"

   RollE=_ANALOG(0)/40
   RollW=-_ANALOG(0)/40
   Pbar=_ANALOG(1)/40
   Throttle=(_ANALOG(2)+1000)*99

   SO1=_MOD(SO1+_KEYDOWN(4),2)
   SO2=_MOD(SO2+_KEYDOWN(5),2)
   Prop1=45+_VEL()/(8-2*Gear)*2+Feat1
   Prop2=45+_VEL()/(8-2*Gear)*2+Feat2

   if SO1=(1){
   Chocke1=2000
   Engine1=Throttle+Chocke1
   Feat1=Feat1-1/3
   Ex1=60}

   if SO1=(0){
   Chocke1=0
   Engine1=0
   Feat1=Feat1+1/3
   EB1=EB1+1
   Ex1=0}

   if SO2=(1){
   Chocke2=2000
   Engine2=Throttle+Chocke2
   Feat2=Feat2-1/3
   Ex2=60}

   if SO2=(0){
   Chocke2=0
   Engine2=0
   Feat2=Feat2+1/3
   EB2=EB2+1
   Ex2=0}

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)
   AALT=_MOD(AALT+_KEYDOWN(11),2)

   if ALVL=(0){
   Pitch=Pbar-(180-FLP)/4+(_VY(Nose)-_VY(Tail))*2/(1+_ABS(Pbar)*20)
   Trim=_TODEG(_AX(Nose))
   Rudd=0
   print 9,"AUTO LEVEL OFF"
   print 13,"A/D for Yaw"}

   Flap=_MOD(Flap+_KEYDOWN(10),4)

   FLP=FLP+(FPM-FLP)/(1+_ABS(FPM-FLP))

   if Flap=(0){
   FPM=180
   FPN=170}

   if Flap=(1){
   FPM=170
   FPN=155}

   if Flap=(2){
   FPM=155
   FPN=170}

   if Flap=(3){
   FPM=170
   FPN=180}

   blerf=_SETCOLOR(#000000)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(5/4,0)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(155)),1/2*_SIN(_TORAD(-155)))
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(170)),1/2*_SIN(_TORAD(-170)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(FLP)),1/2*_SIN(_TORAD(-FLP)))
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(7/4+1/2*_COS(_TORAD(FPM)),1/2*_SIN(_TORAD(-FPM)))
   blerf=_LINE2D(7/4+9/16*_COS(_TORAD(FPM)),9/16*_SIN(_TORAD(-FPM)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(7/4+1/2*_COS(_TORAD(FPN)),1/2*_SIN(_TORAD(-FPN)))
   blerf=_LINE2D(7/4+9/16*_COS(_TORAD(FPN)),9/16*_SIN(_TORAD(-FPN)))

   Gear=_MOD(Gear+_KEYDOWN(12),2)

   if Gear=(0){
   Gear1=Gear1-1/3
   Gear2=Gear2-1
   Gear3=Gear3+8/5
   Ster=Yaw
   SPR=3/20
   DMP=1/10}

   if Gear=(1){
   Gear1=Gear1+1/3
   Gear2=Gear2+1
   Gear3=Gear3-8/5
   Ster=0
   BRK=BRK+1
   SPR=1/2
   DMP=1/2}

   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-1,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
   blerf=_LINE2D(-1,0)

   if ALVL=(1) & AALT=(0){
   TRCOL=TRO1
   Pitch=3/2*(-Trim+_TODEG(_AX(Nose)))-(180-FLP)/4}

   if AALT=(0){
   Ypar=_Y(Control)}

   if ALVL=(1){
   Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
   Trim=Trim+_KEY(8)/2-_KEY(15)/2
   Yaw=Rudd
   RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)
   RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)
   print 9,"AUTO LEVEL ON"
   print 13,"A/D for Auto Rudder, W/S for Trim"
   blerf=_SETCOLOR(Trcol)
   blerf=_MOVE2D(-1/2,-1/2*_TORAD(Trim))
   blerf=_LINE2D(1/2,-1/2*_TORAD(Trim))
   blerf=_MOVE2D(1/2*_TORAD(Rudd),1/2)
   blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}

   if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=((_Y())-(Ypar+16))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=-36+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=4+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if _KEY(11)>(0) & AALT=(1){
   Trim=0}

   if _KEY(11)>(0) & AALT=(0){
   Trim=2*_TODEG(_AX(Nose))}

   if Throttle>(165000) & SO1=(1) | SO2=(1){
   Timer=Timer+1/2}

   if Throttle>(175000) & SO1=(1) | SO2=(1){
   Timer=Timer+1}

   if Throttle>(190000) & SO1=(1) | SO2=(1){
   Timer=Timer+2}

   if Throttle<(165000){
   Timer=0}

   if Timer>(21){
   print 15,"POSSIBLE PROPELLER FAILURE!!!"}

   if Timer<(21) & Timer >(0){
   print 14,"CAUTION!!! ENGINE OVERHEATING!!!"}

   if Timer>=(41){
   Timer=1}

   if _ABS(_WY(ENG11)-_WY(ENG12))>=(164) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1){
   Timer=0
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)
   blerf=_LINE2D(-62/32,-19/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)}

   if _ABS(_WY(ENG21)-_WY(ENG22))>=(164) | _ABS(_WY(ENG21)-_WY(ENG22))<=(1) & SO2=(1){
   Timer=0
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)
   blerf=_LINE2D(-47/32,-19/32)
   blerf=_LINE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)}

   Blerf=_SETCOLOR(#303080)
   TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
   Blerf=_SETCOLOR(#000000)
   blerf=_MOVE2D(-7/10,19/20)
   blerf=_LINE2D(7/10,19/20)
   blerf=_MOVE2D(-11/20,9/10)
   blerf=_LINE2D(-13/20,9/10)
   blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(13/20,9/10)
   blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(9/20*_COS(_TORAD(32)),9/10-9/20*_SIN(_TORAD(32)))
   blerf=_LINE2D(13/20*_COS(_TORAD(32)),9/10-13/20*_SIN(_TORAD(32)))

   blerf=_SETCOLOR(#000000)
   RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/80*9
   blerf=_MOVE2D(-15/8,-7/8)
   blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32,-9/16)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-51/32,-29/32)
   blerf=_LINE2D(-61/32,-29/32)
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_SETCOLOR(#000000)
   RPM2=(_ABS(_WY(ENG21)-_WY(ENG22)))*5/80*9
   blerf=_MOVE2D(-11/8,-7/8)
   blerf=_LINE2D(-11/8+1/4*_SIN(_TORAD(RPM2)),-7/8+1/4*_COS(_TORAD(RPM2)))
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32,-9/16)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-35/32,-29/32)
   blerf=_LINE2D(-45/32,-29/32)
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   if Combat=(1) & _KEY(14)>(0){
   _SPLIT(Bomb1)}

   if Combat=(1) & _KEY(14)>(0){
   _SPLIT(Bomb2)}

   if _H(Bomb1)>(0) & _H(Bomb1)<(3) & (_Y()-_Y(Bomb1))>(10){
   Fuse1=20000000}

   if _H(Bomb2)>(0) & _H(Bomb2)<(3) & (_Y()-_Y(Bomb2))>(10){
   Fuse2=20000000}

   if _FUEL()=(0){
   SO1=0
   SO2=0
   AALT=0}

   if Feat1>(0){
   blerf=_SETCOLOR(#ff00ff)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)
   blerf=_LINE2D(-62/32,-25/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)}

   if Feat2>(0){
   blerf=_SETCOLOR(#ff00ff)
   blerf=_MOVE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)
   blerf=_LINE2D(-46/32,-25/32)
   blerf=_LINE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)}

   Blerf=_SETCOLOR(#5000aa)
   Blerf=_MOVE2D(-1/5,-1/40)
   Blerf=_LINE2D(-1/40,-1/40)
   Blerf=_MOVE2D(1/5,-1/40)
   Blerf=_LINE2D(1/40,-1/40)
   Blerf=_MOVE2D(-1/40,-1/40)
   Blerf=_LINE2D(-1/40,-2/3)
   Blerf=_MOVE2D(1/40,-1/40)
   Blerf=_LINE2D(1/40,-2/3)
   Blerf=_MOVE2D(-1/10,-1/2)
   Blerf=_LINE2D(-1/40,-1/2)
   Blerf=_MOVE2D(1/10,-1/2)
   Blerf=_LINE2D(1/40,-1/2)
   Blerf=_MOVE2D(-1/2,1/40)
   Blerf=_LINE2D(1/2,1/40)

   CRPL=-5/40
   CRPU=-7/80
   Blerf=_MOVE2D(-1/3,CRPL+1/80)
   Blerf=_LINE2D(-1/40,CRPL+1/80)
   Blerf=_MOVE2D(1/3,CRPL+1/80)
   Blerf=_LINE2D(1/40,CRPL+1/80)
   Blerf=_MOVE2D(-1/3,CRPL-1/80)
   Blerf=_LINE2D(-1/40,CRPL-1/80)
   Blerf=_MOVE2D(1/3,CRPL-1/80)
   Blerf=_LINE2D(1/40,CRPL-1/80)
   Blerf=_MOVE2D(-1/3,CRPU+1/80)
   Blerf=_LINE2D(-1/40,CRPU+1/80)
   Blerf=_MOVE2D(1/3,CRPU+1/80)
   Blerf=_LINE2D(1/40,CRPU+1/80)
   Blerf=_MOVE2D(-1/3,CRPU-1/80)
   Blerf=_LINE2D(-1/40,CRPU-1/80)
   Blerf=_MOVE2D(1/3,CRPU-1/80)
   Blerf=_LINE2D(1/40,CRPU-1/80)
   Blerf=_SETCOLOR(#000000)
   Blerf=_MOVE2D(-5/12,CRPL+1/80)
   Blerf=_LINE2D(-5/12,CRPL-1/80)
   Blerf=_LINE2D(-39/96,CRPL-1/80)
   Blerf=_MOVE2D(-5/12,CRPU+1/80)
   Blerf=_LINE2D(-5/12,CRPU-1/80)
   Blerf=_LINE2D(-39/96,CRPU-1/80)
   Blerf=_LINE2D(-39/96,CRPU+1/80)


   Blerf=_SETCOLOR(#ff0000)
   PA=-_COS(_EZ(Nose))
   PB=_COS(_EZ(Nose))
   PC=-2*_AX(Nose)-_SIN(_EZ(Nose))
   PD=-2*_AX(Nose)+_SIN(_EZ(Nose))
   PE=-2*_AX(Nose)
   PF=-_SIN(-_EZ(Nose))
   PG=-2*_AX(Nose)-_COS(_EZ(Nose))
   blerf=_MOVE2D(3/7*PA,3/7*PC)
   blerf=_LINE2D(3/7*PB,3/7*PD)
   blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
   blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))

   if Combat>(0){
   print 17,"Q to release Ordnance"
   blerf=_SETCOLOR(#aa0050)
   ParP=_Y()
   Den=_VEL()*_SQRT(200/981*ParP)
   H=-6*_TAN(_AX()+_ATAN2(_Y(),Den))
   blerf=_MOVE2D(0,0)
   blerf=_LINE2D(H*_SIN(_AZ()),H*_COS(_AZ()))
   blerf=_MOVE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())+1/30)
   blerf=_LINE2D(H*_SIN(_AZ())-1/30,H*_COS(_AZ())+1/30)
   blerf=_LINE2D(H*_SIN(_AZ())-1/30,H*_COS(_AZ())-1/30)
   blerf=_LINE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())-1/30)
   blerf=_LINE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())+1/30)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())+1/21)
   blerf=_LINE2D(H*_SIN(_AZ())-1/21,H*_COS(_AZ())+1/21)
   blerf=_LINE2D(H*_SIN(_AZ())-1/21,H*_COS(_AZ())-1/21)
   blerf=_LINE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())-1/21)
   blerf=_LINE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())+1/21)}

   if Combat>(0) & _Y(Tail)-(_Y(Bomb1)+_Y(Bomb2))/2<(3){
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-1/5,-1/5)
   blerf=_LINE2D(-1/5,-2/5)
   blerf=_MOVE2D(1/5,-1/5)
   blerf=_LINE2D(1/5,-2/5)}

   if Combat=(1){
   blerf=_SETCOLOR(#aa00aa)
   blerf=_MOVE2D(-9/40,-1/5)
   blerf=_LINE2D(-9/40,-2/5)
   blerf=_MOVE2D(-7/40,-1/5)
   blerf=_LINE2D(-7/40,-2/5)
   blerf=_MOVE2D(9/40,-1/5)
   blerf=_LINE2D(9/40,-2/5)
   blerf=_MOVE2D(7/40,-1/5)
   blerf=_LINE2D(7/40,-2/5)}


}

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Echo_Delta_Oscar
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Re: B-99B Beaufighter II

Post by Maurice on Thu Jun 21, 2012 6:17 pm

This was modelled after the Bristol Beaufighter, wasn't it? Good man. You know your aviation history.
Now, operationally, I have absolutely no idea how it performs, as my analog controller does not work with it.
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Maurice
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Re: B-99B Beaufighter II

Post by Echo_Delta_Oscar on Fri Jun 22, 2012 3:43 am

Indeed it is, although with a closer look, it looks more like the Bristol Beaufort (glassy nose).
Here is the Keyboard controlled version: i suggest using the AUTO LEVEL and AUTO ALTITUDE features, which are necessary to level bomb.

Code:


Val
{
   RollE(default=0,min=-25,max=25,step=4,disp=0)
   RollW(default=0,min=-25,max=25,step=4,disp=0)
   ViewB(default=0,min=-15,max=0,disp=0)
   PBar(default=0,min=-30,max=30,step=4,disp=0)
   Pitch(default=0,min=-30,max=30)
   Yaw(default=0, min=-20, max=20, step=2,disp=0)
   Rudd(default=0, min=-20, max=20, step=0,disp=0)
   Trim(default=0, min=-360, max=360, step=0,disp=0)
   Throttle(default=0, min=0, max=198000, step=0,disp=0)
   Engine1(default=0, min=0, max=200000, step=0,disp=0)
   Chocke1(default=0, min=0, max=2000, step=0,disp=0)
   Engine2(default=0, min=0, max=200000, step=0,disp=0)
   Chocke2(default=0, min=0, max=2000, step=0,disp=0)
   Prop1(default=90, min=45, max=90,disp=0)
   Feat1(default=45, min=0, max=45,disp=0)
   Prop2(default=90, min=45, max=90,disp=0)
   Feat2(default=45, min=0, max=45,disp=0)
   SO1(default=0,disp=0)
   SO2(default=0,disp=0)
   Gear(default=0, min=0, max=1, step=0,disp=0)
   Gear3(default=120, min=0, max=120,disp=0)
   Flap(default=0,disp=0)
   FLP(default=180, min=155, max=180,disp=0)
   FPM(default=180, min=155, max=180,disp=0)
   FPN(default=170, min=155, max=180,disp=0)
   ALVL(default=0, min=0, max=1, step=0,disp=0)
   AALT(default=0, min=0, max=1, step=0,disp=0)
   EB1(max=100, step=100,disp=0)
   EB2(max=100, step=100,disp=0)
   Ypar(default=0,disp=0)
   BRK(default=0, min=0, max=200, step=200,disp=0)
   ABR(default=180, min=135, max=180, step=3,disp=0)
   Timer()
   Fuse1()
   Fuse2()
   Col2(default=#655030)
   Col2C(default=#857050)
   Col1(default=#606530)
   Col1C(default=#808550)
   Combat()
   SPR()
   DMP()
   TRCOL()
   TRO1(default=#ff00ff)
   TRO2(default=#ff5000)

   
}

Key
{
   7:Yaw(step=-2)
   9:Yaw(step=2)
   2:RollE(step=5),RollW(step=-5)
   3:RollE(step=-5),RollW(step=5)
   0:Pbar(step=1)
   1:Pbar(step=-1)
   16:BRK(step=10)   
   15:Throttle(step=2000)
   8:Throttle(step=-2000)
   
}

Body {
   Core(){

      N:Frame(angle=ViewB, option=1){S:RudderF(angle=ViewA, option=1){
      S:Frame(angle=165, option=1){S:Frame(name=Nose, angle=-165, option=1){

      N:Cowl(angle=30, effect=#ffff){
      N:Cowl(angle=-60, effect=#a000){E:Cowl(angle=-92, option=3, effect=#a000){}W:Cowl(angle=-92, option=4, effect=#a000){}}
      N:Cowl(angle=-120, option=1){N:Cowl(angle=120, effect=#a000){E:Cowl(angle=92, option=3, effect=#a000){}W:Cowl(angle=92, option=4, effect=#a000){}
      S:Cowl(angle=30, effect=#a000){}}
      E:Cowl(angle=-90, effect=#a000){}W:Cowl(angle=-90, effect=#a000){}}}

      E:Frame(angle=30, option=1){

      E:Frame(angle=60, option=1, name=Bomb1){N:Arm(power=Fuse1, option=1600000, color=Col2C){
      N:Cowl(angle=-170, option=1){N:Cowl(angle=170, color=Col1, option=5){}N:Cowl(angle=-20, option=5, color=Col1){}}
      N:Cowl(angle=170, option=1){N:Cowl(angle=-170, color=Col1, option=5){}N:Cowl(angle=20, option=5, color=Col1){}}}
      N:Frame(angle=-165, option=1){N:Frame(angle=150, option=1){N:Arm(angle=15, power=Fuse1, option=1600000, color=Col2C){
      E:Cowl(angle=120, option=5, color=Col1){}W:Cowl(angle=120, option=5, color=Col1){}}}}
      N:Frame(angle=165, option=1){N:Frame(angle=-150, option=1){N:Arm(angle=-15, power=Fuse1, option=1600000, color=Col2C){
      E:Cowl(angle=-120, option=5, color=Col1){}W:Cowl(angle=-120, option=5, color=Col1){}}}}
      S:Chip(color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=-60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}}

      S:Cowl(option=5, color=Col1){N:Cowl(color=Col1){N:Cowl(option=3, color=Col1){}}}

      E:Frame(angle=-30, color=Col1C){N:Chip(angle=FLP, color=Col1C){}E:Frame(Color=Col1C){N:Chip(angle=FLP, color=Col1C){}
      N:Frame(option=1){N:Weight(option=2, color=Col2C){

      N:Cowl(angle=-140, option=5, color=Col1){}E:Cowl(angle=-120, option=3, color=Col1){}W:Cowl(angle=-120, option=4, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}W:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}}}}

      W:Frame(angle=Gear3, option=1){N:RudderF(spring=SPR, damper=DMP, option=1){W:Wheel(angle=-30, brake=BRK, effect=2){}

      W:Cowl(angle=179, option=4, color=Col2){S:Cowl(option=3, color=Col2){}}}}

      S:RLW(angle=-90, name=ENG21, power=Engine2, brake=EB2, effect=2){

      N:Cowl(angle=-100, option=5, color=#303030){}
      S:Cowl(angle=-100, option=5, color=#303030){}
      E:Cowl(angle=-100, option=5, color=#303030){}
      W:Cowl(angle=-100, option=5, color=#303030){}

      N:Trim(angle=-Prop2, color=Col2){}S:Trim(angle=-Prop2, color=Col2){}}
      S:RLW(angle=-90, name=ENG22, power=-Engine2, brake=EB2, effect=2){

      N:Cowl(angle=120, option=5, color=#300000){}
      S:Cowl(angle=120, option=5, color=#300000){}
      E:Cowl(angle=120, option=5, color=#000000){}
      W:Cowl(angle=120, option=5, color=#000000){}

      N:Trim(angle=Prop2, color=Col2){}S:Trim(angle=Prop2, color=Col2){}}

      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=120, color=Col1){S:Cowl(angle=50, color=Col1){}}
      S:Cowl(angle=120, color=Col1){N:Cowl(angle=50, color=Col1){}}
      E:Cowl(angle=90, option=5, color=Col1){}W:Cowl(angle=90, option=5, color=Col1){}
      E:Cowl(angle=-90, option=5, color=Col1){}W:Cowl(angle=-90, option=5, color=Col1){}}

      E:Chip(color=Col1C){E:Chip(name=EW, color=Col1C){

      E:Cowl(color=Col1){E:Cowl(angle=-45, option=3, color=Col1){S:Cowl(option=3, color=Col1){}}}

      S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}

      W:Cowl(option=3, color=Col2){}}}}}}}

      W:Frame(angle=30, option=1){

      W:Frame(angle=60, option=1, name=Bomb2){N:Arm(power=Fuse2, option=1600000, color=Col2C){
      N:Cowl(angle=-170, option=1){N:Cowl(angle=170, color=Col1, option=5){}N:Cowl(angle=-20, option=5, color=Col1){}}
      N:Cowl(angle=170, option=1){N:Cowl(angle=-170, color=Col1, option=5){}N:Cowl(angle=20, option=5, color=Col1){}}}
      N:Frame(angle=-165, option=1){N:Frame(angle=150, option=1){N:Arm(angle=15, power=Fuse2, option=1600000, color=Col2C){
      E:Cowl(angle=120, option=5, color=Col1){}W:Cowl(angle=120, option=5, color=Col1){}}}}
      N:Frame(angle=165, option=1){N:Frame(angle=-150, option=1){N:Arm(angle=-15, power=Fuse2, option=1600000, color=Col2C){
      E:Cowl(angle=-120, option=5, color=Col1){}W:Cowl(angle=-120, option=5, color=Col1){}}}}
      S:Chip(color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=-60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}
      S:Trim(angle=60, color=#ff0000){N:Cowl(option=5, color=#aa0000){}}}

      S:Cowl(option=5, color=Col1){N:Cowl(color=Col1){N:Cowl(option=4, color=Col1){}}}

      W:Frame(angle=-30, color=Col1C){N:Chip(angle=FLP, color=Col1C){}W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}
      N:Frame(option=1){N:Weight(option=2, color=Col2C){

      N:Cowl(angle=-140, option=5, color=Col1){}E:Cowl(angle=-120, option=3, color=Col1){}W:Cowl(angle=-120, option=4, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}W:Cowl(angle=-120, color=Col1){S:Cowl(color=Col1){}}}}}

      E:Frame(angle=Gear3, option=1){N:RudderF(spring=SPR, damper=DMP, option=1){E:Wheel(angle=-30, brake=BRK, effect=2){}

      E:Cowl(angle=179, option=3, color=Col2){S:Cowl(option=4, color=Col2){}}}}

      S:RLW(angle=-90, name=ENG11, power=-Engine1, brake=EB1, effect=2){

      N:Cowl(angle=-100, option=5, color=#303030){}
      S:Cowl(angle=-100, option=5, color=#303030){}
      E:Cowl(angle=-100, option=5, color=#303030){}
      W:Cowl(angle=-100, option=5, color=#303030){}

      N:Trim(angle=Prop1, color=Col2){}S:Trim(angle=Prop1, color=Col2){}}
      S:RLW(angle=-90, name=ENG12, power=Engine1, brake=EB1, effect=2){

      N:Cowl(angle=120, option=5, color=#300000){}
      S:Cowl(angle=120, option=5, color=#300000){}
      E:Cowl(angle=120, option=5, color=#000000){}
      W:Cowl(angle=120, option=5, color=#000000){}

      N:Trim(angle=-Prop1, color=Col2){}S:Trim(angle=-Prop1, color=Col2){}}

      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=120, color=Col1){S:Cowl(angle=50, color=Col1){}}
      S:Cowl(angle=120, color=Col1){N:Cowl(angle=50, color=Col1){}}
      E:Cowl(angle=90, option=5, color=Col1){}W:Cowl(angle=90, option=5, color=Col1){}
      E:Cowl(angle=-90, option=5, color=Col1){}W:Cowl(angle=-90, option=5, color=Col1){}}

      W:Chip(color=Col1C){W:Chip(name=WW, color=Col1C){

      W:Cowl(color=Col1){W:Cowl(angle=-45, option=4, color=Col1){S:Cowl(option=4, color=Col1){}}}

      S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}

      E:Cowl(option=4, color=Col2){}}}}}}}

      S:Frame(option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}

      S:Frame(option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}

      S:TrimF(angle=90, option=1){

      E:Cowl(option=3, color=Col1){W:Cowl(color=Col1){}}

      S:Chip(angle=Yaw, color=Col2C){E:Chip(color=Col2C){}W:Wheel(brake=Gear, effect=2){}}}

      S:Frame(name=Tail, option=1){

      N:Cowl(angle=30, option=1){N:Cowl(angle=-120, option=1){
      S:Cowl(angle=-90, color=Col1){}E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}N:Cowl(angle=-90, color=Col1){}}}
      S:Cowl(angle=150, color=Col1){E:Cowl(angle=92, option=3, color=Col1){}W:Cowl(angle=92, option=4, color=Col1){}}
      S:Cowl(angle=-150, color=Col1){E:Cowl(angle=-92, option=3, color=Col1){}W:Cowl(angle=-92, option=4, color=Col1){}}

      E:RudderF(angle=-35, option=1){

      W:Cowl(option=4, color=Col1){E:Cowl(color=Col1){N:Cowl(option=3, color=Col1){}E:Cowl(option=3, color=Col1){}}}

      S:Chip(angle=Pitch, color=Col2C){E:Chip(color=Col2C){}

      W:Cowl(option=3, color=Col2){}}}

      W:RudderF(angle=35, option=1){

      E:Cowl(option=3, color=Col1){W:Cowl(color=Col1){N:Cowl(option=4, color=Col1){}W:Cowl(option=4, color=Col1){}}}

      S:Chip(angle=Pitch, color=Col2C){W:Chip(color=Col2C){}

      E:Cowl(option=4, color=Col2){}}}
}}}
}}
}}
}}

Script(){

   print 0,"Cleared to Proceed"
   print 1,"Speed: ", _VEL()*3600/1852," knots, ",_VEL()," m/s"
   print 2,"Altitude: ",_Y()," m"
   print 3,"Head, L/R: ",ViewA," , U/D: ",ViewB
   print 4,"Fuel LVL: ",_FUEL()/590000,"%"
   print 5,"Heading: ",_TODEG(_AY())
   print 6,"Trim: ",Trim,", Rudd: ",Rudd
   print 7,"Route Home: ",90-_TODEG(_ATAN2(_Z(), _X()))
   print 8,"Distance Home: ", _LEN2(_Z(),_X()), " m"
   print 11,"Analog control for Throttle, Roll and Pitch"
   print 12,"G to toggle LAMB 'AUTO LEVEL', B to toggle LAMB 'AUTO ALTITUDE'"
   print 14,"F to toggle landing gear, V to cycle flaps"
   print 15,"Z,X to start/stop engines"
   print 16,"C to toggle Bomb Safety"
   print 18,"Arrow Keys to look around!"

   SO1=_MOD(SO1+_KEYDOWN(4),2)
   SO2=_MOD(SO2+_KEYDOWN(5),2)
   Prop1=45+_VEL()/(8-2*Gear)*2+Feat1
   Prop2=45+_VEL()/(8-2*Gear)*2+Feat2

   if SO1=(1){
   Chocke1=2000
   Engine1=Throttle+Chocke1
   Feat1=Feat1-1/3
   Ex1=60}

   if SO1=(0){
   Chocke1=0
   Engine1=0
   Feat1=Feat1+1/3
   EB1=EB1+1
   Ex1=0}

   if SO2=(1){
   Chocke2=2000
   Engine2=Throttle+Chocke2
   Feat2=Feat2-1/3
   Ex2=60}

   if SO2=(0){
   Chocke2=0
   Engine2=0
   Feat2=Feat2+1/3
   EB2=EB2+1
   Ex2=0}

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)
   AALT=_MOD(AALT+_KEYDOWN(11),2)

   if ALVL=(0){
   Pitch=Pbar-(180-FLP)/4+(_VY(Nose)-_VY(Tail))*2/(1+_ABS(Pbar))
   Trim=_TODEG(_AX(Nose))
   Rudd=0
   print 9,"AUTO LEVEL OFF"
   print 13,"A/D for Yaw"}

   Flap=_MOD(Flap+_KEYDOWN(10),4)

   FLP=FLP+(FPM-FLP)/(1+_ABS(FPM-FLP))

   if Flap=(0){
   FPM=180
   FPN=170}

   if Flap=(1){
   FPM=170
   FPN=155}

   if Flap=(2){
   FPM=155
   FPN=170}

   if Flap=(3){
   FPM=170
   FPN=180}

   blerf=_SETCOLOR(#000000)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(5/4,0)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(155)),1/2*_SIN(_TORAD(-155)))
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(170)),1/2*_SIN(_TORAD(-170)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/4,0)
   blerf=_LINE2D(7/4+1/2*_COS(_TORAD(FLP)),1/2*_SIN(_TORAD(-FLP)))
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(7/4+1/2*_COS(_TORAD(FPM)),1/2*_SIN(_TORAD(-FPM)))
   blerf=_LINE2D(7/4+9/16*_COS(_TORAD(FPM)),9/16*_SIN(_TORAD(-FPM)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(7/4+1/2*_COS(_TORAD(FPN)),1/2*_SIN(_TORAD(-FPN)))
   blerf=_LINE2D(7/4+9/16*_COS(_TORAD(FPN)),9/16*_SIN(_TORAD(-FPN)))

   Gear=_MOD(Gear+_KEYDOWN(12),2)

   if Gear=(0){
   Gear1=Gear1-1/3
   Gear2=Gear2-1
   Gear3=Gear3+8/5
   Ster=Yaw
   SPR=3/20
   DMP=1/10}

   if Gear=(1){
   Gear1=Gear1+1/3
   Gear2=Gear2+1
   Gear3=Gear3-8/5
   Ster=0
   BRK=BRK+1
   SPR=1/2
   DMP=1/2}

   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-1,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
   blerf=_LINE2D(-1,0)

   if ALVL=(1) & AALT=(0){
   TRCOL=TRO1
   Pitch=3/2*(-Trim+_TODEG(_AX(Nose)))-(180-FLP)/4}

   if AALT=(0){
   Ypar=_Y(Control)}

   if ALVL=(1){
   Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
   Trim=Trim+_KEY(1)/2-_KEY(0)/2
   Yaw=Rudd
   RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)
   RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)
   print 9,"AUTO LEVEL ON"
   print 13,"A/D for Auto Rudder, W/S for Trim"
   blerf=_SETCOLOR(Trcol)
   blerf=_MOVE2D(-1/2,-1/2*_TORAD(Trim))
   blerf=_LINE2D(1/2,-1/2*_TORAD(Trim))
   blerf=_MOVE2D(1/2*_TORAD(Rudd),1/2)
   blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}

   if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=((_Y())-(Ypar+16))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=-36+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
   TRCOL=TRO2
   Ypar=Ypar+Trim/100
   Pitch=4+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))-(180-FLP)/4
   print 10,"AUTO ALTITUDE ON, FL: ", Ypar," m"
   print 13,"A/D for Auto Rudder, W/S for Trim (changes set altitude)"}

   if _KEY(11)>(0) & AALT=(1){
   Trim=0}

   if _KEY(11)>(0) & AALT=(0){
   Trim=2*_TODEG(_AX(Nose))}

   if Throttle>(165000) & SO1=(1) | SO2=(1){
   Timer=Timer+1/2}

   if Throttle>(175000) & SO1=(1) | SO2=(1){
   Timer=Timer+1}

   if Throttle>(190000) & SO1=(1) | SO2=(1){
   Timer=Timer+2}

   if Throttle<(165000){
   Timer=0}

   if Timer>(21){
   print 15,"POSSIBLE PROPELLER FAILURE!!!"}

   if Timer<(21) & Timer >(0){
   print 14,"CAUTION!!! ENGINE OVERHEATING!!!"}

   if Timer>=(41){
   Timer=1}

   if _ABS(_WY(ENG11)-_WY(ENG12))>=(164) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1){
   Timer=0
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)
   blerf=_LINE2D(-62/32,-19/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)}

   if _ABS(_WY(ENG21)-_WY(ENG22))>=(164) | _ABS(_WY(ENG21)-_WY(ENG22))<=(1) & SO2=(1){
   Timer=0
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)
   blerf=_LINE2D(-47/32,-19/32)
   blerf=_LINE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)}

   Blerf=_SETCOLOR(#303080)
   TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
   Blerf=_SETCOLOR(#000000)
   blerf=_MOVE2D(-7/10,19/20)
   blerf=_LINE2D(7/10,19/20)
   blerf=_MOVE2D(-11/20,9/10)
   blerf=_LINE2D(-13/20,9/10)
   blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(13/20,9/10)
   blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(9/20*_COS(_TORAD(32)),9/10-9/20*_SIN(_TORAD(32)))
   blerf=_LINE2D(13/20*_COS(_TORAD(32)),9/10-13/20*_SIN(_TORAD(32)))

   blerf=_SETCOLOR(#000000)
   RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/80*9
   blerf=_MOVE2D(-15/8,-7/8)
   blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32,-9/16)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-51/32,-29/32)
   blerf=_LINE2D(-61/32,-29/32)
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_SETCOLOR(#000000)
   RPM2=(_ABS(_WY(ENG21)-_WY(ENG22)))*5/80*9
   blerf=_MOVE2D(-11/8,-7/8)
   blerf=_LINE2D(-11/8+1/4*_SIN(_TORAD(RPM2)),-7/8+1/4*_COS(_TORAD(RPM2)))
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32,-9/16)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-35/32,-29/32)
   blerf=_LINE2D(-45/32,-29/32)
   blerf=_SETCOLOR(#aa0000)
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   if Combat=(0){
   ViewB=ViewB+1/2}

   if Combat=(1) & _KEY(14)>(0){
   _SPLIT(Bomb1)}

   if Combat=(1) & _KEY(14)>(0){
   _SPLIT(Bomb2)}

   if _H(Bomb1)>(0) & _H(Bomb1)<(3) & (_Y()-_Y(Bomb1))>(10){
   Fuse1=20000000}

   if _H(Bomb2)>(0) & _H(Bomb2)<(3) & (_Y()-_Y(Bomb2))>(10){
   Fuse2=20000000}

   if _FUEL()=(0){
   SO1=0
   SO2=0
   AALT=0}

   if Feat1>(0){
   blerf=_SETCOLOR(#ff00ff)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)
   blerf=_LINE2D(-62/32,-25/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)}

   if Feat2>(0){
   blerf=_SETCOLOR(#ff00ff)
   blerf=_MOVE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)
   blerf=_LINE2D(-46/32,-25/32)
   blerf=_LINE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)}

   Blerf=_SETCOLOR(#5000aa)
   Blerf=_MOVE2D(-1/5,-1/40)
   Blerf=_LINE2D(-1/40,-1/40)
   Blerf=_MOVE2D(1/5,-1/40)
   Blerf=_LINE2D(1/40,-1/40)
   Blerf=_MOVE2D(-1/40,-1/40)
   Blerf=_LINE2D(-1/40,-2/3)
   Blerf=_MOVE2D(1/40,-1/40)
   Blerf=_LINE2D(1/40,-2/3)
   Blerf=_MOVE2D(-1/10,-1/2)
   Blerf=_LINE2D(-1/40,-1/2)
   Blerf=_MOVE2D(1/10,-1/2)
   Blerf=_LINE2D(1/40,-1/2)
   Blerf=_MOVE2D(-1/2,1/40)
   Blerf=_LINE2D(1/2,1/40)

   CRPL=-5/40
   CRPU=-7/80
   Blerf=_MOVE2D(-1/3,CRPL+1/80)
   Blerf=_LINE2D(-1/40,CRPL+1/80)
   Blerf=_MOVE2D(1/3,CRPL+1/80)
   Blerf=_LINE2D(1/40,CRPL+1/80)
   Blerf=_MOVE2D(-1/3,CRPL-1/80)
   Blerf=_LINE2D(-1/40,CRPL-1/80)
   Blerf=_MOVE2D(1/3,CRPL-1/80)
   Blerf=_LINE2D(1/40,CRPL-1/80)
   Blerf=_MOVE2D(-1/3,CRPU+1/80)
   Blerf=_LINE2D(-1/40,CRPU+1/80)
   Blerf=_MOVE2D(1/3,CRPU+1/80)
   Blerf=_LINE2D(1/40,CRPU+1/80)
   Blerf=_MOVE2D(-1/3,CRPU-1/80)
   Blerf=_LINE2D(-1/40,CRPU-1/80)
   Blerf=_MOVE2D(1/3,CRPU-1/80)
   Blerf=_LINE2D(1/40,CRPU-1/80)
   Blerf=_SETCOLOR(#000000)
   Blerf=_MOVE2D(-5/12,CRPL+1/80)
   Blerf=_LINE2D(-5/12,CRPL-1/80)
   Blerf=_LINE2D(-39/96,CRPL-1/80)
   Blerf=_MOVE2D(-5/12,CRPU+1/80)
   Blerf=_LINE2D(-5/12,CRPU-1/80)
   Blerf=_LINE2D(-39/96,CRPU-1/80)
   Blerf=_LINE2D(-39/96,CRPU+1/80)


   Blerf=_SETCOLOR(#ff0000)
   PA=-_COS(_EZ(Nose))
   PB=_COS(_EZ(Nose))
   PC=-2*_AX(Nose)-_SIN(_EZ(Nose))
   PD=-2*_AX(Nose)+_SIN(_EZ(Nose))
   PE=-2*_AX(Nose)
   PF=-_SIN(-_EZ(Nose))
   PG=-2*_AX(Nose)-_COS(_EZ(Nose))
   blerf=_MOVE2D(3/7*PA,3/7*PC)
   blerf=_LINE2D(3/7*PB,3/7*PD)
   blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
   blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))

   if Combat>(0){
   print 17,"Q to release Ordnance"
   ViewB=ViewB-1/2
   blerf=_SETCOLOR(#aa0050)
   ParP=_Y()
   Den=_VEL()*_SQRT(200/981*ParP)
   H=-6*_TAN(_AX()+_ATAN2(_Y(),Den))
   blerf=_MOVE2D(0,0)
   blerf=_LINE2D(H*_SIN(_AZ()),H*_COS(_AZ()))
   blerf=_MOVE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())+1/30)
   blerf=_LINE2D(H*_SIN(_AZ())-1/30,H*_COS(_AZ())+1/30)
   blerf=_LINE2D(H*_SIN(_AZ())-1/30,H*_COS(_AZ())-1/30)
   blerf=_LINE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())-1/30)
   blerf=_LINE2D(H*_SIN(_AZ())+1/30,H*_COS(_AZ())+1/30)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())+1/21)
   blerf=_LINE2D(H*_SIN(_AZ())-1/21,H*_COS(_AZ())+1/21)
   blerf=_LINE2D(H*_SIN(_AZ())-1/21,H*_COS(_AZ())-1/21)
   blerf=_LINE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())-1/21)
   blerf=_LINE2D(H*_SIN(_AZ())+1/21,H*_COS(_AZ())+1/21)}

   if Combat>(0) & _Y(Tail)-(_Y(Bomb1)+_Y(Bomb2))/2<(3){
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-1/5,-1/5)
   blerf=_LINE2D(-1/5,-2/5)
   blerf=_MOVE2D(1/5,-1/5)
   blerf=_LINE2D(1/5,-2/5)}

   if Combat=(1){
   blerf=_SETCOLOR(#aa00aa)
   blerf=_MOVE2D(-9/40,-1/5)
   blerf=_LINE2D(-9/40,-2/5)
   blerf=_MOVE2D(-7/40,-1/5)
   blerf=_LINE2D(-7/40,-2/5)
   blerf=_MOVE2D(9/40,-1/5)
   blerf=_LINE2D(9/40,-2/5)
   blerf=_MOVE2D(7/40,-1/5)
   blerf=_LINE2D(7/40,-2/5)}


}

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Echo_Delta_Oscar
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Re: B-99B Beaufighter II

Post by jiri.hartvich.9 on Sun Sep 02, 2012 3:43 am

Plane this good is very afro .
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Re: B-99B Beaufighter II

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