

Schismatrix
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Flight Simulators
DCS: World
IL-2 Sturmovik: Cliffs of Dover Blitz Edition
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Agree. My previous reply was badly worded.
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See the track posted. My reference is physics 101 On a less sarcastic note, the only way the flight path would be pulled to either side during firing would be the recoil. In this case the aircraft is being pulled to the opposite side of the gun position. Intuitively, it makes sense when you fly the Su-25T, as the gun is mounted offset from the centerline to starboard, thus forcing a yaw to the right. It does not make sense for the Su-25, as the gun mounted is offset to port.
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Yes, exactly. You can see it both in the bullet pattern as well as the flight path. The track I made proves it, but the attached TacView below is perhaps a better demonstration. BUG_Su25 gun recoil.zip.acmi
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Did a quick test, and yes the bugs persist. BUG_Su25 gun recoil.trk BUG_Su25 MER sequence.trk
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So with the new free Su-25 coming anyone think we can expect the old bugs regarding the gun recoil and MER sequence to be fixed? As of last time I checked the gun still pulls the nose starboard instead of port, and the rack sequence is wrong (should be 8-7-6-5-4-3-2-1 but is 8-5-6-3-4-1-2-7) Would be hella sweet if the old gal got more than just a cosmetic brush-up.
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Oh that's great info thanks. Really seems a different philosophy than eastern jets and almost feels "messy" in comparison. However I have no doubt that it probably feels intuitive after a while!
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Schismatrix started following Main gun recoil question , Authentic F-15 bindings and Death event handlers
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Hey guys Trying to come up with some close-to-reality binds for the F-15C. Seems like the stick is mainly set up to enable ACM modes (radar/IR), so how would the real pilot enter BVR/LRS modes? Somewhere on the panels? Also, it does not look like there are any buttons on the throttle relevant to weapons modes. Only TDC slew and locking on. The stick itself have a few interesting buttons (see attached diagram): Auto-acquisition (AACQ) switch: What does A/A supersearch mean? Not implemented in this model? What does "Return radar to search mode" do? Is it just unlocking targets? "Select boresight" I assume is the same as pressing "4" in the standard binds Seems like the nose gear steering button is used for short-range missile modes? (caged/uncaged). It all seems wildly different to how it is done in the Mig-29 for example. There you have a simple selector switch that cycles through all your modes. Thanks!
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Can confirm also on all arty units I've tested (mainly rocket artillery as you can see whether the tubes get loaded up fairly quickly). Really needs to be fixed, as it breaks possibly all missions that include artillery fire/support.
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So I did a bit more testing. My suspicions about the game dumping the event information too rapidly seems to be correct. Once I put in a condition to check whether the event values were actually populated, the errors seem to have stopped. Code looks like this now, with added code in bold: function unitReport:onEvent(event) if (world.event.S_EVENT_BDA == event.id) then if event.target ~= nil and event.initiator ~= nil then --check if event data is present local _objectSide = event.target:getCoalition() local _deadUnitName = event.target:getName() local _deadUnitCat = event.target:getCategory() local _enmyPt = event.initiator:getPoint() local _enmyType = event.initiator:getTypeName() if _objectSide == 2 and _deadUnitCat == 2 then trigger.action.outText(_deadUnitName..' is hit!', 2) local _spottingChance = math.random(1,10) if _spottingChance > 5 then trigger.action.markToCoalition(_mrkID,'enemy contact: '.._enmyType,_enmyPt,2,false) _mrkID = _mrkID + 1 end end end elseif (world.event.S_EVENT_CRASH == event.id) then if event.initiator ~= nil then --check if event data is present local _objectSide = event.initiator:getCoalition() local _crashedUnitName = event.initiator:getName() local _crashPt = event.initiator:getPoint() if _objectSide == 2 then trigger.action.outText(_crashedUnitName..' is down!', 2) trigger.action.markToCoalition(_mrkID,_crashedUnitName..' crash site',_crashPt,2,false) _mrkID = _mrkID + 1 end end end end
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I swear to Zeus this is killing me.. I have tried setting up an event handler to take certain actions when a unit dies, but is constantly running in to bugs. I have tried DEAD, KILL, UNIT_LOST and BDA with similar issues of initiator and target randomly not having any values (returning nil even though it should be there). In testing it seems BDA is the least likely one to throw errors. My suspicion is that since it is evaluated faster than DEAD and UNIT_LOST, it may get in and grab the values before they are removed from the table in memory.. Below is an example of what I am trying to do at the moment: local unitReport = {} local _mrkID = 1000 function unitReport:onEvent(event) if (world.event.S_EVENT_BDA == event.id) then local _objectSide = event.target:getCoalition() local _deadUnitName = event.target:getName() local enmyPt = event.initiator:getPoint() --buggy line local _enmyType = event.initiator:getTypeName() local _enmyWPN = event.weapon:getTypeName() if _objectSide == 2 then trigger.action.outText(_deadUnitName..' is hit!', 2) _spottingChance = math.random(1,10) if _spottingChance > 6 then trigger.action.markToCoalition(_mrkID,'enemy contact: '.._enmyType,enmyPt,2,false) _mrkID = _mrkID + 1 end end end end and attached is the error I'm getting. I have also experienced similar nil value issues when trying to access the killed unit, as if the program already forgot it was there.. Any help would be hot!
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Su-25: Internal gun recoil dynamics wrong
Schismatrix replied to Schismatrix's topic in Flaming Cliffs Bugs & Problems
Yeah... I reported another issue with the ejection racks for the FAB-100's almost a year ago and still no fix... -
When firing the internal gun of the Su-25 in a stable dive, the recoil pulls the aircraft downwards and to the right. As the gun is mounted in the left side of the fuselage, close to center line the recoil should be pulling the aircraft to the left, and maybe even a bit less downward. It looks like the recoil dynamics of the Su-25T (gun mounted to the right of the aircraft center, and on the bottom of the fuselage -> more offset) has been copied to the Su-25, thus affecting the plane in the wrong way. Screenshot of burst, showing pipper being drawn to the right: Replay of test attached su25_Bug_Gun_Recoil.trk
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So when shooting the main gun in a full burst there is a noticeable recoil that pulls the nose of the aircraft downwards and to the right. This confused me, since the gun is placed in the nose a little bit off-center to the left. By all means, the gun should be pulling the aircraft left and not right. Then I saw a picture of the mounting of the gun on the Su-25T, and there the gun is mounted on the right of the center fuselage. Is this a bug then? Are ED using the same recoil model for the Su-25 and the Su-25T model? Su-25, gun mounted on the left: Su-25T, gun mounted on the right:
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