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Showing content with the highest reputation on 06/21/11 in Posts
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Ok, so I finally cracked how to implement a custom HeadTracker.dll for the A-10C game :D It works on my machine, and that's about as much as can promise at the moment, I've literally just got it to work! But if anyone else wants to give it a try I'd be very interested to hear if it works for you. If this works for you it will allow you to use the 32bit FreeTrack application with the 64bit version of DCS A-10C. Instructions are included in the zip file... There's a fairly simple one off setup, and then it should just work behind the scenes for you. Please feel free to post questions here. <DEPRECATED> HeadTracker Binaries.zip </DEPRECATED> SEE BELOW FOR AN UPDATED VERSION2 points
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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 :D1 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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:pilotfly: Im was just floating around when i realise, i miss you guys . made a jump here and found back some old friends ;) Those FC2 killed myself as simpilot. No Hl anymore, that was a stop for me! anyway, did you find any lobby to share again together again ? wish you the best , and who knoes may we will fly again together ;) Cheers n never forget ... PaP is smelling your Ass6 :doh:1 point
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Hi all, I'm new the game and love the look of it but I have been watching some you tube vids to learn more and I 'm really interest to know what setup these guys use for looking and zooming so quickly around. I'm using the s45 joystick and would love to know how to set up my system to be able to zoom and look that fast. Thanks for your help example of what I'm talking about http://www.youtube.com/watch?v=HKV-PaPEpEQ1 point
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En el A-10C Shift derecho + H (encendes/apagas) Ctrl der+Shift der + H (+intensidad) Alt der + shift der + h (-intensidad) En Black shark tenes que solicitar las NVG al grupo de tierra y se encienden con la H.1 point
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You have no idea....... Honestly, I really do not want to appear argumentative, but to come and sprout nonsensical rubbish like the above quote is going to do you no justice. Have you even attempted a wee bit of research for 'facts' to substantiate that 'lil gem? Please tell me you're not serious.1 point
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Damn I miss HL badly...that was a sort of a pilot's lounge. It was cool to have a virtual beer in there between 2 sorties :D1 point
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Прямо как в телесериале "След"... или "Колобки идут по следу" :) ЗЫ: ИМХО, к чему такие раскопки.1 point
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Гы хотелось бы посмотреть как ты пролетишь по нашей прямой :) Громкое заявление ибо их даже Zerol сбивать не может не так ли Олег ;) Хех ну тады дай азимут из МС 45° С.Ш. 40° В.Д. на Новорос ? :)1 point
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The generator only supplies electical power. The engines are started with APU bleed air, which doesn't need electrical power from the APU.1 point
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Hm... that's right... Maybe I have to think about my bet. :D We will see who has right. Yes I'm 100% with you. It would be awesome if it will work like this...1 point
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1. есть смысл уже ставить х64, так как у тебя 4 гб мозгов. х32 не использует всю память. 2. перейдя с 4гб/ддр2-->8гб/ддр3 прироста в быстродействии не будет, эффектвнее в твоём случае см. пункт 1.1 point
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1) The APU uses a dedicated DC Start Pump to supply fuel pressure for starting, since AC power isn't available to power the Boost Pumps. The DC pump is located in the left side of the fuel system, which supplies the APU and left engine. If the Fuel Crossfeed valve is open, then it can supply fuel pressure to the right engine as well. The DC pump starts automatically when either the APU switch is moved to START, or when starting an engine, provided low fuel pressure is sensed in the left fuel manifold system (indicating an inoperative AC pump). 2) The laser code display and associated WCN's changed in later software suites, so the answer is: "it depends" on which suite you're talking about. DCS makes a few exceptions and uses a few of the "nice to have" features of the latest suites.1 point
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After trim, stick moves from the trimmed position. It does not revert anywhere unless you press CTRL+t or takeoff trim button in the cockpit. Opening the fuel door does however disengage the EAC (i think) and as a consequence push the stick forward or pull the stick. Suddenly i dont remember which. Closing the fueldoor again reengages the EAC and everything is back to normal. Other than that the stick always moves from and returns to the trimmed position, regardles of joystick movement. Regarding the axis settings, i use a deadzone of 3 or 4 and a curve set to 15 on both Y and X axis. It gives a very good blend between response, when fighting and fine control when AAR.1 point
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This works great! I had to slightly alter the curves setup and removed the roll rotation (not needed for me), and it works smoothly and stable under 64bit!! :) Already donated to your project about 1,5 weeks ago and If it continues to work that good, I shall donate some more.1 point
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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). 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: . 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, load the DCS-A10C.INI file, 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! P.S.: I added my DCSA10C.INI-file, but had to rename it as .TXT. If you want to use it, just save it as DCSA10C.INI in the settings folder of FaceTracNoIR and load it with the profile-listbox. It's not really 'optimised', so please upload yours if you have tweaked it :thumbup:. Readme_32bit_headtracker_ED.txt DCS_A10C.txt1 point
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Ну это смотря в чём именно, в Бёрдс оф прей и я бы не отказался твикнуть оси по мелочи(касается только сглаживания), а так абсолютно гиблая идея, стики в АС работают как часы, а я только в него играю:). "благо стики не дискретные" игровые алгоритмы как раз таки дискретные(можешь их называть "виртуальными аналогами":)) И ход у гейпадовского стика незначительный, соответственно нафиг оно надо.1 point
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I'll just leave this here: http://www.forum.lockon.ru/showthread.php?t=759171 point
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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.1 point
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GunSlingerAUS, everyone has pretty much explained the problem you are having (the waypoint you are using as a SPI is actually in the air), as well as the best solution (markpoints). Here is a step-by-step procedure for creating a ground-level markpoint which you can slave the TGP to: 1. Set the TAD as SOI. 2. Slew the TAD cursor until it is exactly in the center of the WP of interest. 3. Create a markpoint using TMS Right Short (TMS R S). The markpoint will be created at ground level wherever the TAD cursor is positioned, in this case directly beneath the WP of interest. 4. Change the steerpoint (STPT) mode to markpoint using the AAP (toggle the knob) or UFC (press the FUNC key, then the MARK key). The TAD will now only be displaying whatever markpoints you have created. Remember that only one markpoint appears on the TAD at any one time, unlike a flightplan of waypoints. If you have created more than one markpoint you will have to cycle through them one by one to see each one on the TAD. 5. Hook the markpoint of interest with TMS F S. 6. Make the hooked markpoint SPI with TMS F L. Note that the SPI indicator in the bottom left corner of the HUD now says "TAD" (i.e. your current SPI has been set with the TAD). 7. Slave your sensors to the SPI using China Hat FWD Long (CH FWD L). 8. Your sensors (TGP, MAV, TDC etc.) will now all be 'looking' at the ground directly beneath the WP of interest. 9. You can now change the STPT mode back to Flight Plan using the AAP or UFC if you wish. Remember that when you are in markpoint mode the currently selected markpoint is your STPT. Therefore you can alternately use the China Hat AFT Long (CH AFT L) command (slave TGP to STPT) to get the TGP looking at your markpoint without doing steps 5-9. Note the difference between hooking and setting a markpoint as SPI with the TAD (hooked TAD object, in this case a ground-level markpoint, is SPI), and just using the newly created markpoint as a STPT and slaving the TGP to it immediately. It's worth understanding both methods, as you won't always need to create a markpoint - sometimes hooking and setting a correctly elevated TAD object as SPI will be sufficient (such as a JTAC tasking), in which case you won't need to mess around with markpoints. By the way, here is a link to a thread where I made a post outlining the fundamentals of what a SPI actually is: http://forums.eagle.ru/showthread.php?t=73204 You may or may not find the aforementioned post useful depending on your level of knowledge, but it serves as a primer for the next link, which points to a thread about getting the TGP to look at the ground directly beneath a WP (essentially the problem you are having): http://forums.eagle.ru/showthread.php?t=729251 point
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Не путай свой кайф с другим мнением,а оно может отличаться от твоего и навязыванием чего либо,когда другие ничего не навязывают.Задайся тогда вопросом что может летаб и что не может Акула?Может сервера полностью Акулизируем.А что.Какой смысл что летабы что нелетабы,есть же акула она все может.ЧТО летабы что нелетабы одна фиг разница это делается для многообразия ЛА на сервере.И тебе не без разницы картинку ты будешь видеть к сожалению дефолтную от ЕД.Мне например кайф и на Акуле и на штурме и на нелетабе без разницы задания выполнять,но задания должны быть адекватные именно для данных типов ЛА и заморачиватся на чем то одном не собираюсь.А не Акула снеси все Торы и Тунгуски,корабли,бункера,укрепы,броню и т.д.И что дальше?.Зачем же вообще все ЛА в авиациии,ведь есть же Акула (если есть?)и миссии должны быть такие.Акула туда Акула сюда остальные ЛА в топку.Ведь что может летаб-нелетаб чего не может Акула?А именно то что вертолеты долны быть вертолетами,а самолеты самолетами и работать по своим типовым целям согласно задач и типа ЛА.Это сейчас она хорошо бьет в умелых руках броню,СКР,ЗРК.А так ли они смоделированы?Да и миссии в осмновном аля убей танки,а если разноплановые задачи и на большие расстояние с какой то задумкой.Или то что например в ГС2 истребительно-бомбардировочная авиация отсутствует как класс и многофункционалов днем с огнем не сыщешь. И еще-Ведь не все же любят Акулы. п.с.Делается для более расширенного ведения боевых действий разными типами боевой авиации,а не узконаправленных действий однотипных ЛА.Чем больше ЛА и вооружения применяешь тем больше интерисуешся историей создания и применения,номенклатурой типов и видов.Есть интерес.И дело тут не в кабине,а в мозгах к сожалению.Дело в полете(хотя любая СФМ что летаба что нелетаба его передаст частично),а не только в онлайн-набивании фрагов. Для чего французы создают АДА мод,турки хотят Ф16,есть моды Ф18 ,Еврофайтеров,Саабов.Потому что просто нравится людям и хотят видеть что то новое и они не заморачиваются на кучке заезженных до мозолей ЛА.1 point
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http://dl.dropbox.com/u/600721/104FlankerFulcrumGMod.rar Установить/Удалить с помощью ModMan. Именно по этому нелетабов на 104 не будет.1 point
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Забавно , получается человек спросил с кем полетать поучится . И сразу все завсегдатаи темы слетелись копья поломать . Как правильно крыльями махать , и хвостом шевелить . Грустно другое ,активность в теме ЧА падает и любого повода достаточно , чтоб по пятому разу , всё друг-другу рассказать .1 point
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Такой баг: треки записанные в 64-х битной версии при проигрывании на 32-х битке не сходятся ни один. (На разных компах.) P.S. Прверил в обратном порядке...Тоже самое. (Т.е. записанные на 32-х, не проигрываются на 64-х).1 point
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Just a guess, did you forget to turn off nosewheel steering before 70kts?1 point
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Дается 10 активаций, плюс новая активация каждый месяц, после расхода 10 начальных.1 point
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