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Showing content with the highest reputation on 06/13/11 in Posts
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Речь пойдет, можно сказать, о революционном прорыве в модостроении для ЛО :) К этому моменту найдено 2 способа добавления существующей индикации летабов из ЛО к пользовательской кабине в формате LOM. Первый способ, найденный мной совместно с Blaze, основан на парсинге бинарника модели кабины. Всем видимым объектам в коде назначается один материал, после чего этому материалу присваивается несуществующая текстура. Таким образом получается модель кабины, в которой в игре видна только индикация. Файл Кabina-***-GLASS.lom заменяется на нашу модицифированную кабину с таким же именем, и вуаля. Достаточно муторный метод, требует нетривиальных знаний, поэтому можно на него забить. Второй способ, более изящный, был предложен товарищем trigen. Его суть заключается в прописывании дополнительного лода в skins для кабины. На примере кокпита су-25 - всё действо разворачивается в папке /Shapes. Родную кабину("Kabina-Su-25.cmd") переименовываем в "Kabina-Su-25_old.cmd", свою же называем как "Kabina-Su-25.lom". Создаем файл "Kabina-SU-25.skins" и в него добавляем следующий текст: Первый лод загружает старую модель кабины вместе с индикацией, после чего второй лод (новая модель) замещает геометрию от первого лода своей. При этом, что самое позитивное, индикация остается на месте:) Минимум телодвижений - максимум эффекта. Область, в которой отображается ИЛС, ограничена размерами объекта ILS-PLASHKA(а также ILS-PLASHKA2, их связь пока не изучена:book:) По умолчанию в моей кабине нижняя сторона плашки проходила примерно по нижней границе прицельной сетки, таким образом при бомбометании, как и в родной кабине, прицельная марка уползала за границы видимости, хотя в реале отражатель можно опустить ниже. Поковырявшись немного в бинарнике модели я изменил размеры плашки, отодвинув нижнюю границу еще ниже. И, на удивление, все получилось как надо:pilotfly: Здесь на подвесках выбраны НУРсы А здесь выбраны бомбы - как видим прицельная марка теперь может выходить намного дальше за пределы отражателя) Останется только проанимировать АСП и будет полноценный режим бомбометания. Единственный момент заключается в том, что если приглядеться к скринам, то видно, что масштаб прицельной марки на последних двух скринах больше, чем на первом. Из этого можно предположить, что масштаб векторной части индикации связан с площадью или линейными размерами объекта ILS-PLASHKA. Как это выглядит с индикациями других кабин я не проверял. Скрипт под 3dsmax 2008+ для изменения положения/размеров индикации и МФД кабин из ГС2, v1.3. Скрипт во вложении. Обновления: v1.3 - для всех самолетов (кроме су-25) добавлены плашки курса и дальности на ПНП - для Ф-15 добавлены плашки FUEL-L и FUEL-R - для А-10 добавлены плашки ЛТЦ и ДО - для Миг-29A/S/G добавлена плашка ЛТЦ v1.2 - добавлена поддержка зеркал для всех кабин - для F-15 добавлены плашки FUELFLOW-L, FUELFLOW-R, FUEL v1.1 - исправлен баг, из-за которого измененная модель не сохранялась:) Установка: С нуля: 1) распаковать архив в папку {директория 3dsmax}\Scripts 2) В верхнем меню 3дмакса выбрать "Max Script -> Run Script..." и выполнить файл EditCMD_UI.ms 3) В том же меню лезем в "Customize -> Customize User Interfaces..." 4) Выбираем вкладку Toolbars, в ней выбираем категорию "OnePride Tools" 5) В нижнем левом окне видим скрипт "Edit ILS MFD in the LockOn's cockpits" и перетаскиваем его на какую-нибудь панель с кнопками. 6) Запускать через появившуюся кнопку. Аналогично можно повесить хоткей на скрипт, без перетаскивания кнопки на панель, во вкладке keyboard. Если был установлен скрипт ранней версии: 1) Удалить старые файлы и распаковать новые в той же папке 2) В верхнем меню 3дмакса выбрать "Max Script -> Run Script..." и выполнить файл EditCMD_UI.ms 3) Удивляться Использование: 1) В Path указывается путь к директории "Shapes" из ГС2, по умолчанию путь cчитывается из реестра винды. Если же доступ к реестру по каким-либо причинам закрыт, то следует вписать путь вручную. 2) Из выпадающего списка выбирается кабина, индикация которой будет изменяться. 3) Нажимаем на кнопку "Load", тем самым загружаем объекты ИЛС и МДФ выбранной кабины в текущую сцену. Масштаб и положение объектов соответствует их реальному положению и размерам в исходной кабине. Соответствено если их положение и размер ну совсем-совсем не совпадают с вашей кабиной - то у вас большой косяк :) 4) Пока нажата кнопка "Load" можем двигать и изменять появившиеся в сцене объекты по своему усмотрению. Их назначение я надеюсь интуитивно понятно :) 5) После всех изменений нажимаем на кнопку "Save" дождаемся когда под ней появится волшебная надпись "[saved]". Если все пучком - модифицированная кабина сохранилась в той же папке Shapes с тем же названием файла, но с расширением ".modified". К примеру, если мы изменяли файл "Kabina-F-15.cmd", то сохраненный файл будет называться как "Kabina-F-15.cmd.modified". 6) Далее используем измененную кабину на свое усмотрение. Важный момент: не следует изменять количество вершин и фейсов в загружаемых объектах, за последствия не отвечаю) В любом случе будут сохраняться только первые 4 точки и первые 2 фейса каждого объекта, ибо, как модно говорить, это жестко прописано в коде. В остальном ограничений нет. зы: во всех моделях кабин есть 2 объекта (примерно одинакового размера и положения), связанных с ИЛС. Как они связаны между собой я не проверял. Для верности вывел их оба для редактирования. Если есть желающие, то можете поэкспериментировать и доложить о результатах в этой теме. Edit_ils_mfd_v.1.1.rar Edit_ils_mfd_v.1.2.rar Edit_ils_mfd_v.1.3.rar2 points
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Hi all, I have made a 10min tutorial on Air to Air refuel with KC-135, there is no speaker in the clip but there is some text in the clip on what to do and some tips. Hope you enjoy my first try to make a tutorial :smartass:1 point
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Latest Version 1.1 or 1.1S for Servman This mission takes after my Operation Saturn mission. It uses the same system setup, but from a different part of the map and different task. Operation Pluto V1.1: Situation Last week we have taken Krasnodar and the adjacent airfield. We are now conducting Operation Pluto. The area to the west, east and south of Krasnodar are hostile. Your A10s will soften the area for our ground forces. You will also have some help from the 22nd fighter squadron and the 159th CAB. Let them kill the SAMs in the area before getting to deep into enemy territory. This mission requires imputing coordinates in the cdu. Plan Your flight (Pontiac Flight) will take off and call JTAC Uzi. Type TASK or task in the chat to get tasking from UZI. JTAC UZI TASKING Type TASK into chat to get tasking from UZI. If you miss tasking, at anytime you can type TASK in chat to get the task. After a task is complete,when you are ready for the next task type TASK in the chat. Springfield (4 F16s) and Chevy (2 Appachies) will be doing SEAD to find SAMs and AAA in the area. We dont expect them to kill them all. Be careful and read note below. We also will have supply and reinforcement flights coming to the airfield through out the mission. NOTE: (Please read to avoid frustration) Populated areas on the map are known to have SAMs and AAA. Be very cautious around cities and towns. Flying low over any town or city might end your flight early. Frequencies: 22nd FS -----------132.00 159th CAB-------- 118.00 Texaco --------------151 5X TCN Operation Pluto V1.1.miz Operation Pluto V1.1S.miz1 point
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Hey guys, To complete my setup I need to invest in some good, high quality rudder pedals (preferably not Saitek as a technical issue with their X52 kept causing BSODS for me so I upgraded to a Warthog). Can anyone advise me (preferably with a Warthog). I'm running TIR 5 and the Warthog from a Plugabble 10 port external USB hub and will do the same with the rudder pedals. Thanks for the advice guys, -CL1 point
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In my opinion, it sound's a bit like leaking capacitators, where the capacitator liquid reacts with the oxygen - had that in a PSU of an external RAID-drive some time ago, took me some time to find the failure 'cause the voltages kept kinda stable - but if it's that, it's possible that your PSU will die soon. But - if it dies because of that, it's unlikely it damages anything else :) Is it more like a whine or more like a high flowing sound (like someone who whistles very, very high and soft)?1 point
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You will probably have to measure the output with an oscilloscope and artificial loads to check the ripple values. Those are often linked to noise and also more likely to lead to problems in other devices. The problem is, that measuring that will most likely be way more expensive than a new PSU. If the whine annoys you, try and get a new one (Seasonic or Enermax 450~500W) and see if it goes away. In my experience, having a surplus PSU is always a good thing, as they don't go out of date, and they are one of the components that are the most likely to break during a computer's life span.1 point
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Alper22 kindly gave me the mesh for the cockpit (as 3DS and OBJ). It only took a couple of hours to write an OBJ loader and have it project in 3D (I'm using Java with JoGL, so things are pretty easy). There appears to be some reverse vertex normals in the converted OBJ so I've decided to switch to using 3DS directly. 3DS also allows animations of the cockpit controls (eg. landing gear lever). Unfortunately there isn't a decent stand-alone 3DS loader for Java. I'm looking at Java3D (although I personally prefer the bare-metal JoGL for the extra control) but have started writing my own 3DS loader (it's a bastard of a format). At the moment I have no time for the next week or so (trying to adapt the 104th's pilot stats system to the debrief.log changes in A-10C 1.1.0.8 and work commitments) and then I'll be back into it. Once the cockpit model is loaded and shaded correctly the things left to do are: * integrate the view direction with LockOn (easy, thanks to Yoda's work on Leavu2). This means the cockpit will move with TrackIR or whatever you use for pointing in LockOn. * MFD and HUD texture-mapping. Easy. This gives the live MFD and HUD that the 141st guys wanted. * 'Picking' this allows you to click on the MFD buttons in-cockpit. This is reasonably easy. * overlay. There are several approaches for this. I'm gonna try quick n' dirty first and see how that goes. * Optimization. Profiling everything and seeing where performance can be squeezed. Anyway there is progress, a few days of solid work to complete, but finding the time at the moment is the hard part.1 point
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Sparrow. Theres an article associated with this picture that would explain more, but it glorifies the event a little bit so I refrained to post it.1 point
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Ahh.. you worry too much! Next time: "Oh man.. I've already seen that vid 3 hours ago.. you're all a bunch of loosers!!" :D:D1 point
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Я бога с дерьмом не мешал, это я к тому что это с тебя богоизбранного одни говна летят. Прошу тебя не пиши больше своё мнение. Ты его уже выразил неоднократно. И то что БзБ без твоих ЦУ излечится от детских болезней, это к раввину не ходи...:)1 point
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There are few techniques to use to evade incoming missile. Beam the missile and turn hard to it 4 seconds before impact, beam it and pull up or down few seconds before impact, beam and do repeated split-S's until the missile has gone past you, turn away from it and outrun it, dive so close to ground that the missile loses lock, fooling the missile to fly in to the ground, notch it and make it lose lock or dive behind a hill or building. Each of these have their pros and cons. None of them works in every situation. Getting behind a hill or building is the safest way to defeat a missile but it's not always possible due to lack of hill or building close enough. You can plan your flight path or attack direction so that there will be a hill or a city available as a missile shield. You also shouldn't fly so high that you can't get in to the weeds before the missile hits you. Flying very low in order to break the missiles radar lock will work obviously only against radar SAMs and you need to get very low. Newer SAMs like SA-15 need you to get under 30 feet and older ones like SA-11 under 75 feet. If you happen to be at a suitable altitude where you can make a steep dive to the ground that takes few seconds right after the missile launch and pull up at the last moment you can fool the missile to fly in to the ground. This will not work if the missile has time to get too close to you or gain some altitude. Missiles generally lead their targets so if you point your nose to the ground the meeting point would be underground. If the missile turns to the ground early enough and doesn't have too much altitude it will reach the ground before you. Some radar missile models are supposed to have measures put in their guidance logic to prevent this but to my knowledge this will work against all IR SAMs. Against radar SAMs you can always just get low enough to break the lock. Evading a missile by maneuvering is something you do if the above methods aren't possible. Common problem to most maneuver methods is that you need to know where the missile is and how far it is. During night or inside a cloud that is not possible and even during daytime it's hard as the missile is very small spot to notice and keep track of. Running away from the missile is easy and reliable method if you know that the missile was fired from it's maximum range. I haven't tested all of the SAMs to see which can be outrun and which can't but to my experience all of the short range (<6nm) ones can't be outrun. They are nasty buggers who wait until you are too close to simply outrun their missiles. SA-11 is the only one of the long range SAMs that I have tested and I successfully outran it's missiles. Turning in to the missile is an effective dodging technique for older SAMs but newer ones will not be fooled by it. You need to beam the missile first and turn pretty much accurately 4 seconds before projected impact time into the missile so that your nose has crossed the missile just before it flies past you. 4 seconds is the time it takes for you to turn in to the missile to face it just before passing. If this time is different for you for some reason you should adjust it accordingly. If you are late you won't create the worst possible situation for the missile and if you are early you give it enough room to get back on track. If you can't determine the correct time for the turn or you get shot at by a missile that can't be dodged by this you shouldn't use this. In the Gulf war book the pilot's talked about a certain spot on the canopy where the missile got when it was time to execute the turn. I haven't yet figured out if this works in DCS or where the spot is exactly. The other turning method is orthogonal roll where you beam the missile and then pull max g while keeping the missile in beam. Against slow missiles that have depleted their energy already only a small pull a second before impact is necessary and they will fly harmlessly under you. Against missiles with more energy you will need to keep pulling g for a longer time to deplete the missiles energy which works in A-10 only by making a split-S. If you have no idea when the missile is going to strike you can just start doing split-S's repeatedly until at the deck or the missiles have gone past you. It would of course be beneficial if you wouldn't just get into worse trouble by getting low. Most often though the actual missile incoming is more of a threat than the hypothetical ones down low but this is something you should keep in mind and consider when planning mission. Notching is something I haven't yet been able to do so I won't say anything about that other than it's one of the possibilities but not one of the easiest or most reliable.1 point
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If anyone fits the bill of 'creative folk', Grimes you sir fit the bill! :thumbup: I'll have a look at the demo, as admittedly on 1st read i'm not quite following this. Thanks a lot. (rep inbound) edit: oh ffs.. i can't give you rep.. this is the 3rd time in the last 48hrs to 3 different people.. why is it always the same people i want to rep :) EDIT2: Looking at the demo did not initially help.. but when i recreated it and saw that the SE, SW, NE, NW templates were built into the editor the light went on! Great find.. i now have fire trucks etc patrolling my airfield. :) One thing that i could not workout was how to get more than one vehicle to move.. as when there were more than two vehicle in the group.. only one would move. So i simply added more two vehicle groups.1 point
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What Shez said is spot on. Its all about energy. SAMs (nearly all missiles) have a limited motor or rocket fire time... after that they rely on the potential kinetic energy they have left to fly to target. Flying so your rear right or rear left side of your aircraft is where the missile is coming from, you are making the missile constantly turn to meet you or head you off. Even with the motor/rocket running the missile will be using up its energy in the turn. Much like the A-10C loses energy during tight turns... noticed how your airspeed bleeds off durng tight turns? Keep alternating directions too. Fly with the missile coming in from the right for a few secs then turn 180degs and have it fly in from your left. This makes the missile change direction constantly and bleed energy in doing so. You can fly a mission with enemy missile padlocks enabled and test the technique. Press F6 to find the enemy missile and keep jumping back and forth from missile to cockpit and do the S-turns. Watch how the missile has to change direction to keep up with you. This technique in conjunction with what paulrkiii said will increase your survivability. As if you are on the edges of the SAM sight engagement envelope then the easy it will be to out manouvre the missile. It will naturally have less energy to get to you purely to the fact you are flying on the edge of its range. Add in flares/chaff and S-turns... nearly 100% survivable. The closer you get in range of SAMs the harder it will be to shake them. If you are unlucky enough to be on top of a SAM site that launches at you, you will have to vary your evasion technique and get aggressive with your manouvres. Now that the missile has HUGE amounts of kinetic energy at this close range you have to use it against the missile. The missile can be flying a few times the speed of sound!! You are flying half the speed of sound in a very manouvrable aircraft. Your turn radius will be much smaller then the missiles and you will be able to out turn it. Whilst popping flares/chaff... turn and dive to the ground as the missile gets close and it will struggle to turn with you and be more likely to go for one of your countermeasures. Keep the tight turn and dive to the ground going until the lock is broken. Once that is done keep diving and hug the terrain. Get as low as you possibly can. Now its time to get out of the SAM engagement envelope and to safety using nap of the earth flying. Staying low extremely low and behind hills will reduce the ability of SAMs to engage. Once you are out of danger, re-assess the situation and engage the SAMs from safety or with SEAD support. 1. Stay outside of the SAM engagement envelope until you or SEAD flights have neutralised the SAM threats. 2. If you are engaged on the edge of SAM envelopes use the S-turn techniques whilst popping flares/chaff, keeping missile at your right and left rear corners. This keeps your range from the sam increasing and the missile turning. 3. If you are engage well inside the SAM envelopes by accident, turn hard and drop to the ground popping chaff/flares the whole way down. Get to safety hugging the ground and hills. Im talking max 50feet above the ground. 100 feet to hop over obstacles etc. The A-10 was designed for it... so use it! 4. Read number 1 again! :) Disclaimer: This is my personal take on missile avoidance and lock breaks. I'm not saying this IS the proper and military technique. As with everything in the open ideas and shared knowledge ethos of aviation, always willing to hear other peoples thoughts and learn more! :)1 point
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Дается 10 активаций, плюс новая активация каждый месяц, после расхода 10 начальных.1 point
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what happened to my rep- its red used to be one, now zero1 point
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Backfire boneyard: http://2leep.com/bar.php?url=http://live-report.livejournal.com/1078426.html1 point
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Indeed DCS/LOs hardware-appetite sucks a lot of money out of our pokets... Be it HOTAS, TIR lots of screens or the machine itself... ;) I on my end configure my PCs purely for DCS!1 point
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The FC3 shortname is the name of incoming happiness :D The happiness incoming which is not stoppable.1 point
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FC is maybe one of, not to say THE, best PvP air combat thing that has ever been produced, a hypothetical FC3, regardless of its features, would be another successful chapter of this mighty saga.1 point
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Pretty lame? I'll tell you what's pretty lame: Paying a pittance for a SIM the calibre of DCS that already includes not one, but three e-manuals and then commenting on the lack of a printed 670+ page manual that is not provided free of charge in the first instance....... Just who do you think was going to foot the bill for a printed manual at release? And by the way, the DVD Retail release was approximately a week or so ago and not six months ;)1 point
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Because they would get themselves killed? You don't need to override any AoA limiters to turn well.1 point
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The MiG-29A was planned to take-off - defeat enemy planes around the base - land. Well if somebody use it with this configuration, thats the deadliest combo :) In lockon its give back great, as we experienced in the CI day 1.1 point
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REMINDER: BACK UP ALL FILES BEFORE YOU TOUCH THEM. 1) Unlock the maximum string length: within ...Games\DCS A-10C\Scripts\UI\CommandMenu.lua, search for and change local menuItemMaxLength from 26 to 100; this is the cutoff length where it uses (...) 2) Change the radio dialog size within ...Games\DCS A-10C\FUI\Resources\Radio\menu.res, make the two changes highlighted in red (reduce existing number by 300, this will extend the dialog left by 300 pixels).1 point
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