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Showing content with the highest reputation on 07/25/11 in all areas

  1. ----------------------------- 07/08 Important Update ----------------------------- Please download the Combined Document Pack from HERE to obtain this file Updated 25.07 I've made a Weapons Guide, more as a learning tool than for quick reference. It's attached in PDF format for those of you who want to learn more. I highly recommend reading 'Fire Strike 7/9' to learn more about the employment of various weapon types. Happy hunting --- Images and Figures from DCS Manual, USAF, Wikipedia, Northrop Grumman, FAS.org
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  2. It is with great disappointment that I find that Lua scripting from within a mission is now useless in patch 1.1.0.9, mainly due to the removal of the print function. I had eventually expected ED to act against the security hole in their software that allowed people to modify files on the computer from within a mission; however, I never in my wildest dreams expected the SAFE print function to be removed. Even the official Lua site agrees that print() is a safe function: http://lua-users.org/wiki/SandBoxes So what gives? I certainly agree with removing io.write, os.execute, etc, but why print()? Without print, I don't even know of a way to determine what the contents of the new environment they put scripts in are. There may in fact be a way to tell lua to output to dcs.log, but how am I going to find it without doing a dump of _G to dcs.log via the print function?! I can see why other modders have given up. ED just arbitrarily removes vital functions and variables modders need for no conceivable reasons at all. There goes the hundreds of hours I have spent writing code, building missions, etc, completely down the drain. :no_sad:
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  3. Here is the YouTube vid showing my interaction with the Ground Crew via the Intercom Panel. The volume came out very low, so please crank up the volume, sorry about that.:doh:(don't forget to turn your volume back down when your done!):shocking: Also, there is some fun cloud flickering due to my SLI settings, so if you want a seizure, just stare at them. I recommend viewing in as high a resolution as you can, and maybe watch it at YouTube instead of the embedded video here.
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  4. EDIT - Quirk! has found a working fix for SLI - See HERE for more info I have almost got SLI mode working properly at native resolution. The culprit was a combination of the in-game SHADOWS setting and RES. OF COCKPIT DISPLAYS. By reducing SHADOWS to Medium and setting RES. OF COCKPIT DISPLAYS to 512 every frame all the problems have gone. No more flickering, no more jagged lines (edit - I just flew a campaign mission and the jagged TGP lines came back) and no more huge performance hit in WHOT/BHOT mode. The only problem left, and it is hardly noticeable, is that there is a very slight stutter in WHOT/ BHOT mode when you look out the right side of the cockpit and only when there are a lot of trees in view. Perhaps an option for tree density might help in a future patch? Even though the cards aren't being 100% utilised, I see a major improvement in smoothness with SLI active at 2560x1600 resolution. Max memory usage with 4xAA in-game and 2x AA Transparency Supersampling forced (smoother than in-game TSSAA) was 1492mb and Max GPU usage 72% using 2x GTX580 cards. Anisotropic filtering 16x is automatically controlled by the Sim, I found out, so I removed that from the Nvidia Control Panel. My in-game settings are below as are my Nvidia Control Panel settings. Happy hunting. Toby
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  5. Gonzo, try restoring the Nvidia Control Panel settings. If you have been messing with Nvidia Inspector, also reset settings for Black Shark to default. This only worked for me after I had really reset the settings to default. Good luck
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  6. @AirTito: Well the hardest thing the RP-21 correct simulation. As you know some modes are not available in FC2 so we have to work with the available parameters to change the radar behavior. The Plane has a limited Bore mode but we can't simulate it fully. I checked the drag chute now and it's working: After the landing the drag chute is deployed automatically if: - Flaps are at landing position (fully down) - Airbrake is ON - Elevators are down (Stick is pushed forward) As the manual say the gun pipper doesn’t show the correct target point due some hardcode limitation. In the real between the droptanks and the center pylon has a 1-2cm gap. Some players informed me that "some mig21 features don't work in multiplayer" so It tested it and it was true. Basically the problem is not in the custom lua script but in the way the multiplayer system interprets it. Now it's fixed and adapted it so it will run no matter what.... Just downlaod than copy the attached file to ...\config\export\ and overwrite the existing mig21bis.lua mig21bis.lua
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  7. Might be some ambiguity at play here. Spudman, you said "SPI/waypoint" and it's not clear (to me) if you meant one or the other or if you considered them to be the same (and they are not necessarily so). CCRP requires there to be an SPI (sensor point of interest) defined as a point in space where one of your sensors is looking. That could be designated by slewing any of your sensors (TGP, HUD, MAV, and TAD--if there is a mark or way point on the target) over a desired target and using the HOTAS to designate that point as SPI. So, you can just pick a "random" target somewhere and drop an LGB on it. That target just has to be an SPI. It does not necessarily have to be over a way point, steer point, or mark point unless the TAD is your SOI. Hopefully that made some sense :)
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  8. Awesoem MuthFuDark eagle.. rep inbound for the link...
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  9. Copy the profile to the profiles folder. Default location on W7 is C\Users\Public\Public Documents\Saitek SD6 Profiles Then select the profile by right clicking the controller icon in the notification area and select it by clicking its name from the list that pops up.
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  10. sscan63: have you tried this ?
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  11. No, you could take over an AI aircraft at any time, just by clicking it on the campaign map, then selecting the aircraft that you wanted to fly in the flight that appeared, then hitting fly. However, in falcon 4 multiplayer flights, it was generally, but not always, discouraged. For one, it's not realistic, and kinda cheating, after all, if you're doing this it's probably becuae you got shot down, secondly, it just doesn't feel right joining an aircraft in mid air, third, it was even further a cheat because in the versions of Falcon 4 we played, it would often restock your weapons to whatever they were at takeoff , fourth you wouldn't be well briefed with what the mission was, and finally, the AI would often go dumb while you Agent Smithed into their cockpits, and then you'd find yourself in a suicide dive or in the crosshairs of a MiG.:doh: The person running the dynamic campaign does not appreciate you needlessly wasting valuable assets (F-16s). So the falcon 4 model is flights occur regardless of what the humans are doing; the humans can choose to join or not, in fact, the overwhelming (95+%) of F-16C sorties always occurred under AI control because there could be several hundred sorties a "day". The humans can choose to take over any F-16 the AI were controlling at any time, but most people naturally choose to take over one of these aircraft at the time of ramp start, taxi, or takeoff.
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  12. Видео - до притормаживания бтр-ов все пылили нормально. Здесь пополнее
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  15. Your MFCD_init.lua file doesn't look like the vanilla 1.1.0.9 file. Use the vanilla file and it should work right out of the box.
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  16. Noob == Idiot. Newbs are the ones, that are mostly welcome, new players willing to listen and learn. Best explained here: http://www.cad-comic.com/cad/20060823 :)
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  17. Please don't upload the mod any other site without my permission!! It's freeware but please Do Not Redistribute!! Please try the direct link.. http://www.crimeanairwars.com/CRIMEAN%20AIR%20WARS%204/Mig21bis_FC2.zip
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  18. Например: есть обьект (цилиндр, призма ...) - анимированная ось уборки стойки, к которому привязана непосредственно сама стойка. Для обжатия штока стойки, создается анимированный обьект внутри стойки, привязянный к стойке (не к оси её уборки), к которому уже привязывается сам шток (или обьект анимированный на разворот колес, а к нему уже механизм разворота, шток, ось колес и т.д. ). При такой иерархии, никогда не будет происходить деформация или разброс обьектов при вращении или перемещении группы.
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  19. Hello, Please unpack the zip package first than install the content Mig21bis_FC2_2_0.zip with modman.
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  20. I'm sure a lot of you have been repositioning your Helios CMSC, RWR, DigClock, UHF, etc after patch 1.1.0.9. Here is something I was doing tonight that help tremendously when roughing out the X/Y coords for each item. Essentially you just need to print screen with your Helios profile loaded and then paste that into ms paint: As you can see I was working on my digital clock here and the bottom left of paint gives you the correct monitor resolution coords of your cursor which you can then use to get your monitor exports in the general area with less reloads. Many thanks to Abbath for figuring out how to fix the .lua codes! http://forums.eagle.ru/showthread.php?t=70716&page=12 Go to post #116
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  21. Here you go. Only pics, but good ones imho. http://www.flickr.com/photos/douglashelmer/sets/72157626217245168/detail/
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  22. The mod is finished and ready for download. :-) Please unpack the zip package first than install the content Mig21bis_FC2_2_0.zip with modman. For detailed instruction see Mig21bis_readme_Eng.doc and watch the training tracks in Mission folder! http://www.lockonfiles.com/index.php/files/file/1993-mig-21bis-for-flaming-cliffs-2-with-6dof-3d-cockpit-v20/ @john X: Yeah I need some week for recreation and finalise my other small mods than I try to make a Mig-23 of course.
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  23. Found the changes in 1.0.0.9 in init lua files you have to change the function update_screenspace_diplacement and set_full_viewport_coverage by the new ones (see spoiler below) You need to change the sizes of your indicators because the aspect ratio has changed too for example CMSC is now 260 x 47. I will release a new version of EMC to use this new changes. Thanks abbath for the solution... :thumbup:
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  24. I solved the problem with version 1.1.0.9. The variables have been changed. Here is the way to do that in version 1.1.0.9: - 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 : purposes = {render_purpose.GENERAL, render_purpose.HUD_ONLY_VIEW, render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} local x_size = 1 local y_size = 1 function update_screenspace_diplacement(zoom_value) local default_width = 0.5 * LockOn_Options.screen.height + (64 * zoom_value) if default_width > LockOn_Options.screen.height then default_width = LockOn_Options.screen.height end if default_width > 0.5 * LockOn_Options.screen.width then default_width = 0.5 * LockOn_Options.screen.width end local default_height = (y_size/x_size) * default_width local default_y = LockOn_Options.screen.height - default_height local default_x = LockOn_Options.screen.width - default_width dedicated_viewport = {default_x,default_y,default_width,default_height} dedicated_viewport_arcade = {default_x, 0 ,default_width,default_height} end update_screenspace_diplacement(0) function set_full_viewport_coverage(viewport) dedicated_viewport = {viewport.x, viewport.y, viewport.width, viewport.height} dedicated_viewport_arcade = dedicated_viewport purposes = {render_purpose.GENERAL, render_purpose.HUD_ONLY_VIEW, render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always 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 MFCD\n") set_full_viewport_coverage(vp) end endChange 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; } [/Code]RWR, Clock are fine, no change in position and size in comparison to 1.1.0.8. However CMSC, CMSP, UHF are scaled differently and have to be repositioned and resized again via YourMonitorFile.lua. Very annoying. :(
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  25. Giant leap for mankind right there. Succellus, As much as I loath the F-16s, the next module will probably be that. God dammit!
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  26. Any news on the integration of blackshark and possibly LO to the DCS-a10 environment? Been quiet for a bit on the DEV side for a while. I'm just looking forward to implement some good missions with my squad, and not only DCS-a10... Thanks in advance
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  27. That's my video, was going to post a link to it but you beat me to it! I struggled for awhile with missile avoidance, but after reading a lot and practicing a lot I now haven't been hit in weeks doing basically what I have in that video. The most important thing i've found is visually finding the missile, before you attempt to avoid it.
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