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Showing content with the highest reputation on 05/31/12 in all areas

  1. Well, there are more stuff coming in the future that will most likely floor you below ground level then :thumbup: :D
    2 points
  2. FML I just started to get a real one and all. Oh well, time to blow off that chick I have been half seeing. "Sorry babe, it's not you....its DCS"
    2 points
  3. DESTROYING THIS BODY GAINS YOU NOTHING. YOU HAVE ONLY DELAYED THE INEVITABLE. RELEASING CONTROL. Sorry, I can't help myself :D
    1 point
  4. Nooooooooo, monday I have a exam :cry:
    1 point
  5. ASSUMING DIRECT CONTROL ;)
    1 point
  6. Bump! I've found through some Googeling that the jitters actually go away if you set the LED brightness to either full or off!
    1 point
  7. The mission files all end with .Miz ..... for example , a mission called Bollocks , would look like Bollocks.Miz . Otherwise , possibily you have dropped a RAR file into your mission floder ? You will need to unzip this , what comes out will be a .Miz and this needs to be placed into the mission folder . Hope I have explained myself properly , and that this solves your problem .
    1 point
  8. http://defenceforumindia.com/forum/international-politics/5448-f-15s-looking-aesa-edge.html Посмотри здесь.Верхний это V2 ,нижний V3.На верхнем фото над решеткой РЛС видно хорошо рупорную антенну для режима FLOOD.На среднем фото походу многофункциональный 70 для 15E. п.с.В игровом справочнике написано четко AN\APG-63(v)2 (MSIP). П.С.MSIP-Может они как раз увеличили скорость обмена данными памяти для применения 120ок с режимом TWS+NCTR .Ведь у него вроде раньше семерки были только.
    1 point
  9. Any closer to a dynamic campaign? Havent been to this forum in awhile, and have in fact put down A-10 due to the fact that I have played the SP campaign and am not interested in MP. Seems like the only sim like this out there anymore but for all the aircrafts greatness the environment really sucks. Are there any new SP campaigns? Is a true dynamic campaign ever going to come? Oh jesus, if it wasnt for the awful graphics I would still be playing Falcon 4... Someone tell me there is hope. Immerse me in the conflict I beg you! These scripted SP missions are boring the hell out of me.
    1 point
  10. Hi Alex, What we would like is this. A small, complete, working DLL code example that does nothing but handle the landing gear lever of the cockpit. This is implemented in some form in every aircraft in DCS. What we need is the interface between the model, sim and our code. We need to see what happens when the user clicks a switch in the cockpit, what call(s) are made back to our code? When our code does something, how do we write back to the sim (e.g. switch on the green gear down indicator light in the cockpit?). This is the information we require. Once we know how to interact with the sim, we can ask more specific questions and provide more specific feedback to you. :) Best regards, Tango.
    1 point
  11. I got everything to work, it is qwerty, sorry I have a 2 year old yelling while I am trying all this, very hectic as you might understand, again thanks for your "patience" with me it is appreciated alot.
    1 point
  12. Долго силился придумать, чего же разумного предложить - оказалось идея лежала на поверхности :) Уважаемые разработчики, сделайте ещё один уровень бота, более продвинутый нежели "Отличный."
    1 point
  13. Cockpit from scratch what you need to make cockpit package : 3d model of cockpit (we will not discuss about aspects of creation 3d models here), lua skills , C/C++ skills (optionally ),patience ! Each time when you take control over aircraft ,DCS will try to load package from HumanCockpitPath entry of database for this aircraft type, it can be added for existed aircraft (ie F-16 in DCS ) by calling make_flyable("F-16",current_mod_path..'/Cockpit/Scripts') -- for example if such path exist DCS will start loading it by executing two files at the root of this folder clickabledata.lua device_init.lua clickabledata contain info about clickable elements of your cockpit 3d model and commands which will be raised to targeted device on click. devices are declared in file device_init first device which you always need is MainPanel it is always declared in form of MainPanel = {"ccMainPanel",LockOn_Options.script_path.."mainpanel_init.lua"} where ccMainPanel is command to factory to create object of type ccMaiPanel next is init script for your device MainPanel will hold and render your 3d model and animate gauges by "arguments" after main panel declaration you are can declare up to 255 devices for different purposes creators = {} creators[devices.TEST] = {"avLuaDevice" ,LockOn_Options.script_path.."test_device.lua"} creators[devices.WEAPON_SYSTEM] = {"avSimpleWeaponSystem" ,LockOn_Options.script_path.."Systems/weapon_system.lua"} creators[devices.CLOCK] = {"avAChS_1" ,LockOn_Options.script_path.."clock.lua"} creators[devices.ADI] = {"avBaseIKP" ,LockOn_Options.script_path.."adi.lua"} creators[devices.ELECTRIC_SYSTEM]= {"avSimpleElectricSystem",LockOn_Options.script_path.."Systems/electric_system.lua"} creators[devices.RADAR] = {"avSimpleRadar" ,LockOn_Options.script_path.."RADAR/Device/init.lua"} table devices is just named index local count = 0 local function counter() count = count + 1 return count end -------DEVICE ID------- devices = {} devices["TEST"] = counter()--1 devices["WEAPON_SYSTEM"] = counter()--2 devices["ELECTRIC_SYSTEM"] = counter()--3 devices["CLOCK"] = counter()--4 devices["ADI"] = counter()--5 devices["RADAR"] = counter()--6 all devices except TEST store their base functionality inside our libraries and used just as entry point to core data of FM and other objects avLuaDevice is device which functionality completely driven by lua for example content of test_device.lua local dev = GetSelf() local my_param = get_param_handle("TEST_PARAM") -- obtain shared parameter (created if not exist ), i.e. databus my_param:set(0.1) -- set to 0.1 local update_time_step = 0.1 make_default_activity(update_time_step) --update will be called 10 times per second local sensor_data = get_base_data() local DC_BUS_V = get_param_handle("DC_BUS_V") DC_BUS_V:set(0) function post_initialize() electric_system = GetDevice(3) --devices["ELECTRIC_SYSTEM"] print("post_initialize called") end function update() local v = my_param:get() print(v) my_param:set(sensor_data.getMachNumber()) if electric_system ~= nil then local DC_V = electric_system:get_DC_Bus_1_voltage() local prev_val = DC_BUS_V:get() -- add some dynamic: DC_V = prev_val + (DC_V - prev_val) * update_time_step DC_BUS_V:set(DC_V) end end function SetCommand(command,value) if command == 3001 then print("user click") end end most important thing of that is local my_param = get_param_handle("TEST_PARAM") get_param_handle create named databus entry which can be accessed by any other device, indication element , panel gauge , trigger event by name this code inside mainpanel_init.lua will animate value of TEST_PARAM as argument 113 of 3d model TEST_PARAM_GAUGE = CreateGauge("parameter") TEST_PARAM_GAUGE.parameter_name = "TEST_PARAM" TEST_PARAM_GAUGE.arg_number = 113 TEST_PARAM_GAUGE.input = {0,100} TEST_PARAM_GAUGE.output = {0,1} this code inside indicator's script will add text to HUD with this value local test_output = CreateElement "ceStringPoly" test_output.name = create_guid_string() test_output.material = FONT_ test_output.init_pos = {0,-1} test_output.alignment = "CenterCenter" test_output.stringdefs = {0.01,0.75 * 0.01, 0, 0} test_output.formats = {"%.2f","%s"} test_output.element_params = {"TEST_PARAM"} test_output.controllers = {{"text_using_parameter",0,0}} --first index is for element_params (starting with 0) , second for formats ( starting with 0) test_output.additive_alpha = true test_output.collimated = true AddElement(test_output) as more usefull sample gun_sight_mark = create_textured_box(0,0,32,32) -- this is create_textured_box function call with parameters gun_sight_mark.material = PIPER_ gun_sight_mark.name = BASE_COLOR_MAT gun_sight_mark.collimated = true gun_sight_mark.element_params = {"WS_GUN_PIPER_AVAILABLE", "WS_GUN_PIPER_AZIMUTH", "WS_GUN_PIPER_ELEVATION"} gun_sight_mark.controllers = {{"parameter_in_range" ,0,0.9,1.1},--check that piper available using WS_GUN_PIPER_AVAILABLE {"move_left_right_using_parameter",1, 0.73 }, --azimuth move by WS_GUN_PIPER_AZIMUTH , 0.73 is default collimator distance (from eye to HUD plane) {"move_up_down_using_parameter" ,2, 0.73 }, --elevation move by WS_GUN_PIPER_ELEVATION } AddElement(gun_sight_mark) use three named params to control gun piper mark position on HUD to be continued...
    1 point
  14. I keep telling people the man is a genius!:D ...though he did forget about the pilot! :P
    1 point
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