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  1. First off, hello all. I'm excited to learn all I can, but not without intimidation (vast understatement). I'll try not to bore you. I'm sure you hardcores have seen this song and dance before, here's a little background on me. The only flight SIMS I've ever played were the take off and fly kind. I've always had an interest in combat sims, but that diminished years ago when the gaming community didn't seem to produce or "keep up" with the other genres. I see the reviews on DCS - A-10C (being my favorite aircraft ever) and think "hallelujah!!!" I couldn't wait to download the game. So I did just that... I definitely have the PC hardware to run it beautifully, which it absolutely is. I knew even before going into this I'd need a flight stick. Okay, but I couldn't wait to at least give it a test flight with the standard keyboard and mouse. How hard could that be? After all, I'm an expert pilot in all the other games I fly (battlefield, :lol:) Mind you, by downloading the game... I get absolutely no manual. Naturally I enter the training mode in sequence, beginning with the A-10 overview, and Pre-flight school. Immediately I think how cute it was to show how the real pilots do it, going through every little nuance. I then thought to myself, there's no way I'm expected to do all this right? How the heck am I supposed to know what OSB-6, 15, 18 means??! All I could think was wow, this is hard... and as the training went on it got even more difficult. :huh: I couldn't wait to fly so I skipped the rest of the training, and that's just what I did... or tried to do, many times resulting in epic failure. I'll cut it short and just say WOW! I know this will take a long time to simply learn, and months to master. I work fairly long hours, with somewhat limited free time. Thankfully, I'm a quick learner... but this is a whole new ballgame for me. I'm not going to give up, I'm so happy there's a combat simulator of this caliber. If anyone can point me in the right direction for any sort of newbie tutorials I would really really appreciate it. Forgive me in advance, I have not scoured the forums just yet... I really wanted to make this thread. I did just purchase a saitek x52 flight stick and throttle. Will that be sufficient? Thanks all.
    2 points
  2. Just some random shots from a few different flights. I really liked the mood that the weather created - nice early morning mist hanging along the coast... I threw in some AAR action as well. Just my own little tribute to the guys at ED for creating this masterpiece! Enjoy!
    2 points
  3. Correct, Mach and TAS aren't the same thing. However for a given speed of sound, they are directly proportional. The speed of sound is not constant over the entire flight envelope however, it varies with temperature and hence altitude. Cl is affected by both the Reynolds number which incorpotates TAS, and the Mach number. As I think it was mentioned earlier in the thread, Cl is only a weak function of both of these variables, alpha has a much stronger influence. Why is it affected by both variables when they are both 'speeds' you ask? Well the Reynolds number is an indicator of the amount of flow turbulence, while the mach number is about flow compressibility and how pressure can propogate (sound is just a pressure wave). While the aircraft's speed will increase both, they are still independent and produce separate effects. So Cl = f (geometry, alpha, M, Re) Regarding the reference area, the documentation that gave the Cl data really should say what it is. It doesn't matter what reference area is used, as long as it is kept consistent for a given geometry. I would guess that it would use whatever the "wing area" of a MiG-29 is officially specified to be. Hard so say seeing as we've only been given one graph, but those lift coefficients are for the full aircraft in my opinion, evidenced by the fact that is has a "with rockets" and "without rockets" curves (I dont speak russian but someone said thats what it said). I'm not saying the reference area is the whole aircraft. Just that they stuck the whole thing in the wind tunnel, not just the wing by itself. Reference area and the geometry are not related, you could make the reference area the pilot's head and it would only scale the graphs, it doesn't change the actual overall lift force.
    2 points
  4. 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.rar
    1 point
  5. Script version 1.3 Updates: v 1.3 - for each aircraft (except Su-25A) added PNP-DIST and PNP-KURS - for F-15 added FUEL-L and FUEL-R - for А-10 added FLARE and CHAFF - for Mig-29A/S/G added FLARE v 1.2 - added mirrors for each cockpit; added PLASHKA-FUELFLOW-L,PLASHKA-FUELFLOW-R and PLASHKA-FUEL for F-15 cockpit v 1.1 - fixed bug with saving after some changes Installation: From zero: 1) Extract the archive to the folder {3dsmax root directory}\Scripts 2) On the top menu of 3dsmax select "Max Script -> Run Script..." and execute "EditCMD_UI.ms" 3) In the same menu choose "Customize -> Customize User Interfaces..." 4) Select tab panel "Toolbars", then select category "OnePride Tools" 5) At the bottom-left frame you see script "Edit ILS MFD in the LockOn's cockpits". Drag-and-drop it to any panel with buttons at the main UI of the 3dsmax. 6) Execute the script via fresh created button. You can set hotkey to this script analogically, by choosing tab panel "Keyboard". If you have old version: 1) Delete old files and replace them by new ones 2) On the top menu of 3dsmax select "Max Script -> Run Script..." and execute "EditCMD_UI.ms" 3) Enjoy Use: 1) In the edit box "Path" is written path to the "Shapes" directory of the FC2. This value is read from registry by default. If it's not - write the path by hands. 2) From the drop-down listbox choose a model of cockpit, that you want to modify. 3) Push the button "Load", then you see new objects in the current scene, that associated with ILS and MDF from selected cockpit. Scale and position of the objects are matched to their scale and position in the original cockpit. 4) While the button "Load" is pressed, you can move and modify all new objects as you want. 5) After all changes push the button "Save", then waiting for magic inscription "[saved]" under it. If everything is fine - modified cockpit was saved in the same directory "Shapes" with the same name, but extension will be ".modified". For example, if you modify "Kabina-F-15.cmd",then the saved file will be named as "Kabina-F-15.cmd.modified" 6) Use modified cockpit as you want. Important: you should not to change vertices and faces count of each object which created by the script. ps: original thread pps: hello from Russia:) ppps: don't kick me up too strong for my English language :D
    1 point
  6. 1 point
  7. Interface for FaceTrackNoIR and FreeTrack released! OK guys and girls, It took me a while to get some test-results and I have spent a well-deserved vacation in the sun, but now the time has come to release the interface-DLL's for using ED-games with FaceTrackNoIR (and FreeTrack too). :smartass: I have uploaded the two versions (32-bit and 64-bit) here, for all to get. Both versions were successfully tested by a few users. I also uploaded a small video of the 32-bit version to youtube: (it took me a while: that's why sam beat me to it :music_whistling:). Any feedback is appreciated. O, right, the instructions are in the ZIP-files, but it's quite easy: download the right ZIP-file, containing the DLL; extract the entire ZIP to the 'bin' folder of the game (the files are in a folder 'headtracker', the game searches this); start FaceTrackNoIR, start face-tracking, verify and minimize; start the game (I only tried DCS A-10C); start a mission: et voila! BTW: the headtracker interface does not show up in the Controls section and no additional settings need to be made... Enjoy!
    1 point
  8. What you should have quoted was ""The Shore" and "Devil's Cross" campaigns removed. These 3rd party campaigns are available on the File Exchange. http://files.lockon.ru/en/" . I don't see any problem here. Obviously they had included a third party campain in release and are now just moving to the file area. We are NOT losing these campaigns... The campaigns were even mentioned in the quote as "3rd Party"... move on Now i'll just have to read up on what the air-bleed changes will do to startup procedure, overall looking forward to the patch.
    1 point
  9. Hi all, I also play with labels off, but i use my wingman as a FAC/JTAC using the following work-around: As soon as he starts calling out targets (which i can't find, but he can) i tell him to attack them (for example attack armor, depending on the ones he spotted) while i broadcast my SPI (as is he). Then as soon as he sets his SPI on a target, i have it on my TAD as well. I then tell him to rejoin, and break off the attack, so i can make the kill myself while he is anchoring high in the sky!!
    1 point
  10. GGerman .... I'm just Brilliant....Fantastic!
    1 point
  11. There are two general methods: 1. Visual. 2. Shkval. 2.a. Shkval+datalink. 2.b. Shkval+HMS 0. Rule. Know where to look for (proper intelligence, mission briefing, characteristic terrain reference points, map in your hand or in ABRIS)! Always know your position and heading. 1. There's not much to be added. You sweep through the terrain left-right, back and forth, zooming in the meantime. TrackIR is helpful. Assigning zoom to an axis (slider) helps a lot too. If not possible, learn how to use the keyboard shortcuts for zoom and snap views. Make sure to use at least 2x antialiasing for resolutions as low as 1280x1024@19". 8x recommended as it inflicts same FPS loss as 4x. 2. Make sure you read the manual chapter on Shkval through and through and that you understood it fully. Test: By watching only shkval monitor you have to know where you look at outside (at what angles and distance). Watch demo tracks delivered with DCS BS and watch other people's tracks. You can also subscribe to the YouTube channel with uncut campaign gameplay videos! http://www.youtube.com/user/Dvdlpt 2.a. Can Shkval point you to Datalink Target from Abris? 2.b. Refer to the manual.
    1 point
  12. Hi Thomas, No, I still have to sort the rudder and make a step on the side (so you can get in to the pit!) After that I'll skin the inside with ply, sand down the outside and paint. I also need to get the seat covered - I was going to do this in olive green - the inside black and the outside grey - oh, still have to add the UFC to the instrument panel and sort out the lighting (I ordered these today).... How is your pit going?
    1 point
  13. Yeah sorry you're right, I normally only use the TAD to designate SPI in combination with a target location given from JTAC so I got confused. GunSlingerAus you will have to set a markpoint by pressing TMS Right Short after placing your TAD cursor on the area you want to set a SPI at, turn the rotary switch below the CDU to Markpoint mode to display markpoints on your TAD and then you can the use TAD to designate a SPI.
    1 point
  14. Yep, just took a look at your track, your waypoint elevation is 9800'. You are doing everything right, the TGP is looking right on the WP, its just that its up in the sky.This is evident as the waypoint marker floating high in your HUD. You can modify the waypoint elevation in the waypoint page of the CDU. I assume you are doing this as a bit of an exercise as you are probably aware you dont have to hook a waypoint on the TAD manually, you can just use TMS aft long to make your steerpoint the SPI and then china hat fwd long to slew? Hooking points on the TAD is most useful for JTAC data or hooking other flights mini SPIs. Phazon are you sure you arent setting a markpoint on the TAD and then slewing to that? I didnt think setting a random point on the TAD as a SPI was possible, I thought you actually had to hook something.
    1 point
  15. ED is working on this: http://forums.eagle.ru/showthread.php?p=1221994#post1221994 . I would suggest to everyone to subscribe to this Official Updates thread. So you can be sure you are not miss a announcement. But I have to admit that I would love to see also some more sliders to adjust the visibility like you can do it in FSX without editing the config files over and over again. here is a practical example what issues i got after patching the 1.1.0.6 version: I solved it after following Kukys advise :DCS A-10C - How to increase districts visibility distance
    1 point
  16. You can disable the 'render3D' option in one of the files. I forgot which one it was, but I am sure a search will find it. Good option for server box, does not utilize graphic card too much, if that's what your trying to do. edit: here is the thread http://forums.eagle.ru/showthread.php?t=71497&highlight=render3D
    1 point
  17. As I understand it today, DCS is the product line where ED tries to innovate and make the simulator advance. Lockon is a very popular title with a unique online gameplay that has a large user base. So, it would not surprise me if gradually advances made in DCS (e.g. for the GUI, the terrain, the environment, compatibility with new OS and hardware) find their way into FC, as it has been the case up till now. I would certainly appreciate it!
    1 point
  18. Мамку менять придется. Попробуй для начала поставить win7 x64. П.С. Ух ты не придется мамку менять. Прикольная железка. П.П.С. Память лишней не бывает, если это не напряжно по средствам то стоит поменять, но нужно быть готовым, что колоссального прироста производительности ты не заметишь.
    1 point
  19. Well, there are things in LockOn and DCS that would be nice to change and there are things that simply don't need to be changed. To me it seems that ED is 'evolving' the system rather than a radical revolutionary re-write as you suggest. Throwing everything out means throwing out all the features and all the bugfixes, all the data and accumulated knowledge, and then spending years (and a lot of money) just to get feature parity. Then you hope that life is easier and you can add stuff at a greater rate and with less defects, but it is always a gamble and systems always get new limitations built-in (especially real-time systems). In fact, when a developer says, "Hey, the system would be so much better if we just started *everything* from scratch, so that's what we'll do" then you have cause to worry. Look at the pains IL-2 Cliffs of Dover is going through as they did a re-write from Java & C++ to C#.Net. Certainly they'll reap rewards (single programming language simplifies things) and end up with snazzy features but in the mean time they are really struggling to match the efficiency of their older code-base. It is always that way and a thorough analysis has to be made before throwing the old code out. 'Old' code is often stable code. New code doesn't have time to have all the kinks worked out. If you don't think DCS is evolving then I strongly suggest you hop in the A-10C and do a night mission with the Night Vision Googles. Crunch, MoGas and I flew one last night and the effects were incredible - from blooming of stars, lights, MFDs and HUD; twinkling (shader convolution effect) of light sources; city lights on the ground; the whole world looking reasonably much as expected through NVG (unlike the postage-stamp sized worlds of Modern Warfare through NVG) - and all running at fantastic frame rates. So, GGTharos' response does not seem to me to be soley intended to insult you, it is just incredulity that you are unaware of the massive changes in A-10C to bring us lovely things like the NVG effects, and the lack of business nous that comes from suggesting the 'tabula rasa' re-boot of an evolved system. Especially a system that has already had a considerable re-architecture. This started with Ka-50, which has a very different internal structure from FC1, and then A-10C has evolved further - much to my chagrin as I struggle to keep up with the changes with my own mods. So, please don't be surprised at the reaction of the team. It's just they have already done a re-write and are evolving from there, even if most people haven't been paying enough attention or don't know enough to notice. Incidentally, I consider my money very well spent on A-10C. Each day I'm seeing more and more little features that make it a wonderful aircraft and entertaining sim. The Warthog is already head and shoulders better than any other sim out there (including Ka-50). If they continue at this rate DCS:Fighter is going to be sublime.
    1 point
  20. Happy Father's Day to everyone who is a father, will be a father soon or is a father but doesn't know it yet ;) As a Father's Day treat I managed to get BFT07 - Aerobatics completed. BFT07 - Aerobatics has been posted to ED's user files section pending moderator approval. This was tested on the 1.1.0.7 patched version. I hope to upgrade my system to 64 bit soon so I can start using / testing on 1.1.0.8. Here is the link to ED's User Files Section: http://files.digitalcombatsimulator.com/en/ Happy Father's Day everyone!
    1 point
  21. Ka-50: http://twower.livejournal.com/571375.html
    1 point
  22. Honestly, if ED wants to kill FC2, than how about just kill the entire chain (FC2, Ka50, A-10C, F-15E) by making a brand new simulator. Not sure about others but I for one would like to spend my money on a brand new simulator rather than another re-manufactured version of an 8 year old game.:music_whistling:
    1 point
  23. Обновил первый пост. Как и говорил - выложил скрипт.
    1 point
  24. Думаю вариант 1) более подходит, поскольку в варианте 2) резкая смена текстуры (её подгрузка, во время которой возможно образование просветов) смотреться будет тоже неочень. Будем смешивать:) Как подспорье к текстурированию - не спорю, вещь хорошая, но мне ей пользоваться надо ещё научиться, с первого раза по-видимому не получилось:) Большой проблемы отзеркалить текстурную карту нет, если бы проблема была хотя бы на половину в движках, то это была бы не проблема:) На данный момент не представляю что ещё можно сделать дабы приблизить текстурку к жизненному виду. Точнее сказать я представляю, но нечётко и как добиться такого эффекта пока не знаюю Почитаю на 3Д форумах, может что откапаю.... Как альтернативный вариант: Могу передать упрощённую 3D модель (дабы было проще работать с ней) с частью анимации, чтобы "знающие люди" прокачали темплейт до пригодного вида.
    1 point
  25. Try to turn on tags.
    1 point
  26. I've played the how to take of and blow stuff up tutorial mission and I can handle that one now. Which other missions (built in or third party) are good for practicing? I started doing the missions in the game but I find it to be really hard to spot the enemies on the ground.
    1 point
  27. There are fuel shutoff valves that allow or prevent fuel from flowing to the engine. They are located away from the engine. These valves are operated by the fuel shutoff switches on the right side panel. The fuel cutoff levers attach to the fuel controls on the engines themselves, they are not electric valves, but are mechanically operated valves that are mounted on the engine itself. Even with the cutoff valves shut but with the shutoff valves open, fuel will get to the engine driven fuel pump, the low pressure fuel filter, and enter into the fuel control. However, for fuel to be delivered to the fuel delivery manifolds, the cutoff valves must be open. With the shutoff valves closed, fuel will be stopped several feet away from the engine. The fuel shutoff valves are intended to be used as fire shutoff valves to prevent fuel flow from getting near the engine in the event of engine damage and/or fire. The cut off levers are intended to allow or prevent fuel flow through the engine fuel control for normal starting and shutdown procedures.
    1 point
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