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Showing content with the highest reputation on 04/02/11 in Posts

  1. I have found a way to create all indicators of DCS viewports like MFCD. As you can see in the screen shot it's possible to create viewports for all the DCSW Indicators. Here is the way to do that : - First go to S:\DCS A-10C\Scripts\Aircrafts\A-10C\Cockpit - Then go to the indicator folder you want to use (Eg : AN_ALR69V\indicator - then open the init.lua file of your indicator (Eg : AN_ALR69V_init.lua here) - find this line : indicator_type = indicator_types.COMMON-And just paste below this code : [color=Red]-- Code below is used for the rendering when no viewport has been created[/color] purposes = {render_purpose.GENERAL, [color=DeepSkyBlue]-- Rendering in 3D View[/color] render_purpose.HUD_ONLY_VIEW,[color=DeepSkyBlue] -- Rendering In HUD only View[/color] render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, [color=DeepSkyBlue]-- Rendering in External View[/color] render_purpose.SCREENSPACE_INSIDE_COCKPIT} [color=DeepSkyBlue]-- Rendering in In cockpit view but NOT in 3D cockpit [/color] [color=Red]-- End of rendering configuration[/color] screenspace_scale_initial = 3; screenspace_diplacement = {0,0} local x_size = 1 local y_size = 1 function update_screenspace_diplacement(zoom_value) screenspace_scale = screenspace_scale_initial + zoom_value; if screenspace_scale < 1 then screenspace_scale = 1 end local screen_height = 2.0; local screen_width = screen_height * LockOn_Options.screen.aspect; local scaled_width = SelfWidth * screenspace_scale local scaled_height = y_size * scaled_width -- for indicator all sizes is function of width scaled_width = x_size * scaled_width screenspace_diplacement = { 0.5 * screen_width - 0.5 * scaled_width, -0.5 * screen_height + 0.5 * scaled_height} screenspace_diplacement_arcade = {screenspace_diplacement[1], 0.5 * screen_height - 0.5 * scaled_height} end update_screenspace_diplacement(0) function set_full_viewport_coverage(viewport) local w = LockOn_Options.screen.width local h = LockOn_Options.screen.height local a = LockOn_Options.screen.aspect local x = (-1.0 + 2.0 * (viewport.x / w)) * a local y = 1.0 - 2.0 * (viewport.y / h) local width = (viewport.width / w) * a local height = viewport.height / h local scl_hgt_K = y_size * SelfWidth -- size always function of SelfWidth local scl_wdt_K = x_size * SelfWidth -- size always function of SelfWidth screenspace_scale_x = 2.0 * width / scl_wdt_K screenspace_scale_y = 2.0 * height / scl_hgt_K screenspace_diplacement = {x + width, y - height} screenspace_diplacement_arcade = screenspace_diplacement[color=Red] -- The code below is used for rendering When you use viewports comments are same as above for rendering[/color] purposes = {render_purpose.HUD_ONLY_VIEW, --render_purpose.GENERAL,[color=DeepSkyBlue] --Uncoment this line by removing the "--" to render in 3D cockpit.[/color] render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always [color=Red]-- End of rendering configuration[/color] render_target_always = true end -- try to find assigned viewport local multimonitor_setup_name = "Config/MonitorSetup/"..get_multimonitor_preset_name()..".lua" local env = {} env.screen = LockOn_Options.screen local f = loadfile(multimonitor_setup_name) if f then setfenv(f,env) pcall(f) local vp = nil vp = env.[color=Red]RWR_SCREEN[/color] if vp ~= nil then dbg_print("ok we have directly assigned viewport to CDU\n") set_full_viewport_coverage(vp) end end -Change the red value name to set your viewport Name -Go to \Config\MonitorSetup\YourMonitorFile.lua - And add Viewport like this : RWR_SCREEN = { x = 1000; y = 1245; width = 170; height = 170; }Enjoy!!! No cockpit avionics display render and ready for export in DCS-A10 1.1.1.1 and a Example LUA.zip
    2 points
  2. Description Currently with DCS-A10C (1.1.0.6) the Master Server connection is necessary for playing the game in all multiplayer mode (also LAN). This issue has already been mentioned in the TechSupport thread but was closed by a moderator. Requirement Master Server connection is not necessary for LAN mode. Possible solutions Remove this connection completely for LAN mode If you connect to Master Server you can play the game the next 10 days in LAN mode without connection to Master Server. ! Note for all the other users (non-ED members) ! Please do not use this thread to tell ED how angry you are because A-10C has this feature or your general concerns with copy protections. This issue has already been mentioned in the TechSupport thread but was closed by a moderator. Use this thread to tell ED that you also want this change (a simple "+1" post should be enough). Let's tell ED this way how much people wants this feature. If you have friends who want to buy this game but don't buy it because this master server issue add a +1 in your post for every friend. UPDATE I've made some calculations from Post #1 to #240... We got currently a +339
    2 points
  3. Ok Gaj just for you mate. If you generate a mission you then before flying go to the edit mission Tab Save as from the drop down menu and give it your own name. decide what unit you require for JTAC and place him near the enemies. But not too near. Once placed go to the advanced waypoints tab on the left. Add=Perform command-assign freq. default is 131 am. I generally assign an FM freq for ground units. IE 30 FM Add=Perform command-assign callsign. Deathstar or whatever you like. Add=Perform command-Immortal. (So the enemy dont kill him before the tasking) Add=Perform command-Invisible. (if you want to) Add=Perform TASK- FAC>assign group This gives you a bigger drop down menu. when you assign a group then you get a box to allocate the munitions you would like the JTAC to ask for. IE Bombs>Cluster bombs There is also an option to assign the Rules Of Engagment ROE and dispersal underfire. Hope this helps
    2 points
  4. After watching Wags' Bomb Toss video, I went out and spent an afternoon trying out some bomb tossing. I would like to share my observations in order to see if I'm doing it correctly or not, and if my observations are valid or not. First of all, the experiment parameters - target is a T-72 tank on the X airfield north of Bantumi. This is an experiment so I did not want to have to search for targets and the abandoned airfield is excellent for this. I chose a tank because I did not want softer targets blowing up from a near-hit. I've tossed MK82s, MK84s, CBU97s, and CBU87s. This technique will probably work better with guided munitions but I am experimenting with this attack technique so I wanted dumb bombs to see where the bombs actually hit. All my attack runs are made about 1000 AGL (or MSL, since I come in from the water), full throttle (about 300+ IAS), and pop up about 2nm from target. I've tried varying my climbs from 5, 10, 15, and 20 degrees. Please note the "nose up" and such is taken from the flight path marker and not the actual + symbol that denotes the gun cross. Also, pop up is done by pulling up until the FPM gets to the desired angle, and held there. This means that the bombs are released for a steady climb as much as possible, to limit factors that might induce error. For comparison, on Wags' video, he attacked a group of soft targets (trucks) using a CBU87. Ingress was about 1500 AGL, 315+ IAS, pop up at 1.4nm. At bomb release, he was about 1700 AGL and pulling Gs throughout, approx 2Gs and 17 degrees up at bomb release, 1nm from target. So, with that out of the way, on to my observations: 1. I have never gotten a hit with my MKs with a pop up release. If I pop up, stabilize to level flight, then release, chances of a hit increases, but for a "proper" toss, no. 2. Error increases as nose-up increases. 5 degrees is too shallow an angle for a "pop up," more like a peek up. 10-15 degrees give more or less the same amount of error, and 20 degrees nose up is even worse. 3. Chances for a hit is increased by both rippling bombs and off-setting the SPI by the amount of error noted for the planned attack angle. 2 MK82s on the standard ripple single settings, 10-15 degrees nose up, and point-locked SPI about 6-10 tank lengths before the target results in better chances of a hit. However, this relies a lot on guess-work and the off-set can be misleading based on angle and distance from target. 4. CBUs are the best weapon for this type of attack, as the bomblet scatter compensates for the errors. However, the CBU opens up close to the SPI so the scatter is greater behind the target (ie, the target will not be the center of the bomblet dispersal). Therefore, an off-set SPI to a few meters in front of the target may be desired to properly center the target when the bomblet disperses. 5. Standoff range is not greatly increased when using this technique compared to a standard, level-flight release. I estimate anywhere to 0.2-0.5nm difference compared to the standard release, but with live targets, sometimes that can make a difference as the pilot can slice away earlier. For example, on an ingress at 1000 AGL, 320 IAS, 10 degree climb 2nm from target, I can gain about 300-400 before the bomb goes off the rack at about 1.1nm. Therefore, bomb release is at 1300-1400 AGL. Doing a level-flight release at 1300 AGL, the bombs may come off at 1nm-0.9nm. Conclusions: This attack technique is only good if low-level ingress/egress to the target is a must. It trades accuracy for survivability, both from SAMs and from return fire from the target. While I can plant a MK82 on a tank's turret with a level-flight release, I'm happy if the same MK82 will get the tank with it's shockwave with a bomb toss. As far as standoff goes, the benefit it gives is minimal, but on a high-theat environment, that extra fraction might just mean missing the first stream of AAA. CBUs are the weapon-of-choice due to their dispersal pattern, although carpet-bombing MK82s can also be done (and would look cool too!). I've done this experiment to see if I can bomb with "bullet" accuracy using a bomb toss technique. Apparently, the "shotgun" effect of a CBU is the only thing that will make this technique worthwhile. If the target area is so "hot" that you need to ingress at low level, you will not want to make multiple attack runs just to hit with standard LDGP bombs, better to toss a CBU in there and ge the hell out.
    1 point
  5. Yea. I doubt it's that nefarious. If you look at what this awesome "hack" does it would not be usable right out of the box for many people, and if directly published would result in many more support questions. They don't draw bezels, it's tough to align where you need it, etc... ED has done an amazing job of making their recent sims VERY cockpit friendly. There is always a few more things we would like, but all in all it's amazing what we can accomplish already.
    1 point
  6. This is how I send the target info: "Oy mate! Can you see that tank near that hill? Are you forking blind or what?!?" That usually works.
    1 point
  7. Нет никакой проблемы. И не было никогда. Устанавливаем драйвера PPJoy, вешаем обзор на его оси, в интерфейсе фритрека указываем вывод на PPJoy и наслаждаемся обзором.
    1 point
  8. Загрузил инструктивно-методическое занятие по подавлению характерных для армейской авиации целей в полосе противодействия батальонных, бригадных и дивизионных средств ПВО армии США. В архиве три файла: собственно трек; миссия трека; документ по миссии. Imz_bop_pvo расшифровывается как: "(I)Инструктивно - (m)методическое (z)занятие по работе в зоне ответственности (b)батальонного (o)опорного (p)пункта армии США в условиях противодействия всех доступных в данной полосе средствах (p)противо (v)воздушной (o)обороны Настоятельно не рекомендую воспринимать данный материал, как призыв к межнациональной вражде. В общем и целом отрицаю, любые претензии к не толерантному отношению к какой бы то ни было стране, национальности, расе, племени, или отдельному человеку. Прошу ваши комментарии… Ссылко.
    1 point
  9. "Entity" apparently shares the same level of knowledge as the "so-called" military aviation experts on this board. The F-22 has had the ability to communicate with other aircraft on the battlefield since 2008 during JEFX. This capability has been operational for a while with the Battlefield Airborne Communications Node aircraft, that have been deployed to Afghanistan (as a Global Hawk variant) and more distantly by a modified Bombardier BD-700 Bizjet. Until MADL comes out for the Raptor some time in 2015, barring budget cuts, it will have to rely on BACN to communicate with other platforms and remain stealthy. So all this talk about the Raptor being unable to share info with LINK-16 equipped aircraft is just plain false.
    1 point
  10. Technically since the CoG of the bomb is unlikely to be perfectly aligned with the CoG of the aircraft, the rotation of the aircraft would impart addtional "instantaneous" velocity...say the bomb is 1m forward and the aircraft is pitching 30 deg/s. The circumference of this rotation is 1m*2*pi ~ 6.3m, 6.3*30/360 ~ 0.5m/s. Of course that extra half meter a second will make the bomb go probably a millimeter or so farther. I'm saying all this so people don't get confused between the intuitive catapult effect of a rotation and the A-10's supposed physics-defying ability to NOT catapult anything...that's only because the bomb is not entirely coincidentally near the CoG of its launcher. If it was a bigger plane pitching faster and the bomb was attached to the nose, there would be a noticeable effect: 15m*2*pi * 60/360 ~16m/s. It still won't help the bomb go FARTHER because in order to get this extra velocity in the forward and/or upward directions, the plane would have to be diving (possibly inverted) just before release.. (edit: unless it had super awesome thrust vectoring and could spin in a circle while climbing at 45 degrees...the ultimate toss bombing or "discus bombing" plane). Either way, the bomb WILL follow a different trajectory if the aircraft is pitching vs. flying steady, however small the difference is ;)
    1 point
  11. Heres what I do. After you generate mission, hit edit mission. I add one predator at 25,000 feet, assign his mission as AFAC, then give him 4 waypoints in a box pattern over enemy territory. At the last waypoint, add the command "switch to", and select the first waypoint. This will make the predator fly an indefinite box pattern over the enemy area. It works better than the "Orbit" command, he will cover more area. If you really care about the predator, you can also give him a "RTB if bingo" command at the last waypoint, but it isn't necessaty. The eye in the sky will talk you into every target. If you use the FAC assign group command, I don't think the FAC will see any other targets, only the one you assign it. Its best not to use that command. Using a predator, you dont have to worry about the enemy killing your JTAC on the ground and ruining all the fun. A ground JTAC also wont see as much.
    1 point
  12. На борт эти ограничения отсутствуют как класс. В ЛО они могут быть сколько угодно длительными и большими - и самолет ни разу не поломается. Нет там никаких скольжений, если только ты сам педаль не даешь. А вот присутсвие скольжения должно сказываться на точности стрельбы ВПУ. Посмотри разницу выполнения виража на том же 27-ом и 25-ом. Вот именно, что точность вычисления в асинхронном режиме слишком хорошая. Можно пояснить: даже хорошо подготовленный физически летчик не выдержит издевательств ЛОконщика. Они смоделированы одинаково, просто в БВБ меньше систем задействовано, вот и создается такая илюзия. А РЛЭ автоматом в ЛО транслируется?
    1 point
  13. This was released on March 18th but somehow I missed it, and didn't see anyone else posting a link. Version 5.1.3 - Final (posted March 18, 2011) (.exe 7.7 MB) • Supports TrackIR 5, TrackIR 4, TrackIR 3 http://media.naturalpoint.com/software/TrackIR_5.1.3.Final.exe
    1 point
  14. У нас как бы не все russians :D Всем спасибо! Рад что понравилось.
    1 point
  15. Carrier ops :music_whistling:
    1 point
  16. Can you please put links to both afterburner mods, IMHO and Oxydґs Blue? Greetings
    1 point
  17. Если ты думаешь, что СФМ знает, что такое СДУ, ты заблуждаешься:)) Вопрос немного не по адресу.:) Это к Сухим. Или автору ФМ.:) Он как раз в ветке про RoF часто появляется.;)
    1 point
  18. Battlefield commander was removed in beta 4 because it potentially violated some contract (or contracts) that ED had. In beta 1, 2, and 3, you could indeed command ground forces, call in artillery missions, and even pop smoke on targets. Don't expect it to return, but we may be lucky and see it "return in some form in a future module". So guys, basically... save your breath on this one. No need to post paragraph after paragraph after paragraph of suggestions on it because we simply cannot have it. ED makes way more money on their military contracts than they make on us, so they are not going to endanger their contracts by giving us battle commander mode. Not for a while, at the very least. Right now, I'd just be delighted and happy if the game would just work in multiplayer without incessant CTDs. There's a suggestion! Yet another large multiplayer flight was ruined tonight by a wide variety of CTDs. Maybe I'm being overly-negative, but after spending about eight hours building this mission, about an hour briefing, and having the mission be a total clusterf*** due to CTDs (NOT limited to just effects.dll CTDs), goddamn, my patience and self-control wears thin. I'm sorry, but "the Falcon 4 release was much worse" is NOT an excuse. Anyway, sorry to digress.
    1 point
  19. This match is on now if anyone wants to join red, jump on ventrillo
    1 point
  20. I use my Cougar when flying helicopters in Arma fixed wing is not that good but helicopters they are ok.:thumbup:
    1 point
  21. Ещё тот "добрый". У них, похоже, к партсобраниям всё скатывается.
    1 point
  22. Этому посту грош цена на этом форуме, запость на сухом, плиз :) И зачем тут ф18? Думаю много круче ф19 будет :D
    1 point
  23. Про тримера есть решение, функции работают, но они не указаны в описании, вот ответ от разработчиков.
    1 point
  24. Best wishes to the Pilot and family, At least he put it down to harm no one else.:(
    1 point
  25. Если судить по степени моделирования СФМ, достаточно близок, за исключением маневров на предельных углах атаки. Аэродинамика самолётов намного лучше, чем аэродинамика ракет. Баллистика пушек, перегрузки - всё смоделировано на должном уровне. P.S. Так что смысл улыбалок )) не понял:) У Югославии было несколько полуисправных МиГ-29 без средств РЭБ, конечно у них почти было мало шансов дойти до противника. Если бы НАТО противостояла равная сила, со своими самолётами РЭБ, ДРЛО, современными истребителями, была бы другая ситуация. Жалко, что использовать их мало кто умеет:( Вроде в одном конфликте на ближнем востоке была такая ситуация: Ф-16 и МиГ-23 выходили в БВБ, а Ф-15, которые были во вторых эшелонах, не пускали по ним ракеты средней дальности, потому что в условиях помех боялись поразить своих. Dell_Murrey-RUS, не совсем так. ИМХО из-за допущений в текущей модели моделирования ракет, а конкретно: упрощённая ФМ, имеющяя, к тому же, ошибки в сопротивлении, упрощённое моделирование сенсоров ракет и ЛА (радиолокационные, тепловые), крайне упрощённой системы РЭБ, не совсем адекватное моделирование различных пассивных помех (например ЛТЦ должны существенно затруднять захват цели теловой ракетой ещё до её пуска, на подвеске носителя она может захватить вместо цели ЛТЦ), отсутствие влияние окружающей среды на сенсоры (облака, объекты с земли и т.д.), проблемы из-за пинга, моделирование ракет без достоверных документальных данных, иногда по "Фалькону 4" - ВСЕ ракеты (а особенно ракеты средней дальности) имеют крайне преувеличенные шансы на попадание в цель. Даже Р-27Р без Э при определённых условиях пуска (превышение над противником на несколько км) имеет очень высокие шансы попасть в цель. Я не знаю, как ЕД будут выкручиваться из этой ситуации в ДКС, но ИМХО, если нужно моделировать на уровне, то надо честно выбросить из игры все ракеты, по которым нет информации, пускай даже после их выброса останутся только АИМ-7L AIM-9P. Лучше ничего, чем такие недостоверные ракеты. И мне чесно говоря все равно, как красные должны сражаться против Ф-15, даже если бы на его месте был МиГ-21-93 с Р-77, я оставил бы такое же мнение.
    1 point
  26. Indeed, since DCS A10 there is an offset between the velocity vector and the aircraft track depending on where you are into the map. This bug is specific to A10 which is using a new spherical projection system which is a bit buggy. I've reduced this issue in Tacview 1.0 export script. I will try to reduce it further in next releases.
    1 point
  27. ...after some hours later...the Hungarian paint is finished 8)
    1 point
  28. My Russian skins for Mi24
    1 point
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