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Sérvalpilot

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Everything posted by Sérvalpilot

  1. @AngelRR92The Su-25T avionics are very good in my opinion, so you can use that instead. The CCIP system it uses is way better than this. About what you're asking, you would need to create a custom indicator device in the aircraft's cockpit folder. There are several existing examples you can draw from, like the A-29B, C-130, and Su-30 mods. I'm sure there are guides or tutorials on this forum that can help guide you through setting that up. Once you figure it out, the parameters are what you would use to move the indicator elements.
  2. I don't know which version is buggier at this point! I guess I'll switch to MT.
  3. @DCSjunked You can change the default trim value so it doesn't reset to 0 on mission reset. About afterburners, here's a simple thing you can do: if (throttle > 0.9) afterburner = true; if (afterburner = true) thrust *= 1.75 For the afterburner effects, you can use the actuator function in a similar way to the gear and flaps, but tie it to throttle.
  4. In ST, the map does not load any terrain features at all. It looks like this: null
  5. @DCSjunked That seems like a problem with the aircraft's center of mass. Maybe the weapons are loaded on one side? Check the aircraft definition file, so something like F117.lua, and see if the pylons Z coordinates are not symmetrical. Also, if you modified the center of mass in the config.lua file in the FM folder, make sure the Z coordinate is 0. Lastly, on the C++ side, check the wing positions near the top of ed_fm_template.cpp (which I'll probably move to fm_data.h later). About afterburners, there's a couple ways you can do that. First, you can get a second max thrust table for "wet" mode and when the throttle is above a certain value, switch the thrust calculations to draw from that table instead of the "dry" mode table. Second, you could simply multiply the thrust value; in my own research it seems like most fighter engines generate around 1.7 times more thrust in wet mode. Also, I left in some comments in the draw_args function about afterburner visual effects.
  6. I found something else: in ST, mirrors are VERY broken. By the way, the framerate issue I reported in the last post seems to have been resolved, maybe in the hotfix (2.9.6.58056).
  7. Update 1.1 is now out on GitHub! This new version adds support for aircraft carrier catapult launching, better roll stability, and other minor stuff. As always, feedback is much appreciated!
  8. @Flappie I mentioned that the map issue was just in ST, everything else is in both versions. There's also another problem I noticed. In MT, the framerate quickly drops with increasing time speed (4x and up), whereas in ST the framerate is still good up to like 30x time then it starts to struggle. It might just be my PC.
  9. These mods still work, it just takes an extra step. What you have to do is fly a mission that uses that aircraft's avionics then you can use the mod. For example, if there's an aircraft that uses Su-27 avionics, start a mission with you in the Su-27 cockpit, then exit and fly the mod aircraft. You have to do this every time you start DCS. It's annoying, I know.
  10. These mods still work, it just takes an extra step. What you have to do is fly a mission that uses that aircraft's avionics then you can use the mod. In this case, start a mission in the F-15C (make sure you're in the cockpit), exit, then fly the F-22. It's annoying, I know.
  11. I found several bugs and issues. Map elements in the single thread version don't reduce detail with zoom. Leads to framerate drop and cluttered map when zoomed out. The info/status bar (ctrl + y) is a bit laggy, like it updates at a lower rate than before. Weapon view (F6) is pointed straight up by default. The floating effect doesn't work. MSAA doesn't seem to work in the MT version, this might not be new. It's a lot less stable in general. It crashes a lot in both single and multi threaded versions, especially the former. Sometimes it crashes without even leaving a crash log! Many community mods stopped working because of the new Flaming Cliffs stuff. I have a feeling that won't be fixed (and that makes me sad). There are a couple other issues that aren't new but I'd like to bring them up anyway. Kh-25MP has a missing launch cue. It still works with launch permission override. Some missiles in the AGM-65 family have missing icons.
  12. I feared something like this would happen one day, and here it is. It's sad. Only Su-25T avionics still work. There might still be a way to access the FC3 avionics but other than that, the alternative would be recreating all the FC3 stuff those mods used. Custom devices are quite limited however. avSimpleRadar for example has a tendency to lose contacts for no reason and can't sense anything less than 300m away! I predict that more people will go down routes like the A-4E or EMB-314/A-29B mods to achieve something similar standalone. It's tough, but I'd be willing to support such projects.
  13. I finally figured it out! I think... As far as I see, it's a way of accessing the current aircraft's 3d model args. There's a function that returns the aircraft's ID, too. If that's all it can do, then I'm disappointed. You can already control aircraft args in the FM using ed_fm_set_draw_args, so what's the point of using this method, honestly? Maybe I'll experiment with it more and see if there's anything else to it.
  14. We used to be able to, but now we can't. ED made those Lua files hidden and encrypted. However, you can still modify the loadouts themselves. What you can do is go to DCSWorld\MissionEditor\data\scripts\UnitPayloads\MiG-23MLD. There, you can manually edit the payload configurations you see in the mission editor/planner. Be sure to make a backup!
  15. Glad I could help! The fm.old = # is for aircraft that use FC3 avionics.
  16. Using Microsoft Visual Studio, you need to build the solution as an x64 DLL like this: The .h and .cpp files are only for building the DLL. There is a zip file I added in the first post of this thread that's basically a demo, it should show you the structure of what it should look like in the mod.
  17. It seems like "Lo*" functions like LoGetPilotName(), LoGetWindAtPoint(x, z) or LoGetWorldObjects() can only be called in Export.lua or other scripts called from it. Is it possible to call functions like these from other places?
  18. Maybe it's something fixed with the latest update or it's something on your end, but I don't get any problems with this on the MT version. Make sure you're building it as x64 and check dcs.log for errors.
  19. Still doesn't work. Any plans to get this fixed for the single-threaded version?
  20. This was made on the single-thread version. I'll see if I can experiment with the MT version.
  21. To be honest, I'm not sure how simulation events work. The A-4 and A-6 mods have that catapult stuff figured out, so maybe you can check the source code for those mods. That's right. I'll be sure to update it if I messed up somewhere.
  22. Here is the advanced script! CCIP_advanced.lua This method "simulates" the motion of a bomb along a series of time steps until it hits the ground, calculating the acceleration then velocity and position at each time step. It also incorporates drag into the physics calculations. This method is, as you might expect, more computationally expensive than the simple method. If you encounter performance issues, please let me know. In theory this can also be expanded to work with guns, rockets, and high-drag bombs. I experimented with those types of weapons with little success. Feedback is always welcome!
  23. You're right. The canopy needs to be open to communicate with the ground crew. I like to imagine you literally shout at the ground crew if the engines are on! I'll try to figure out the intercom stuff.
  24. At last, here is a script! CCIP_simple.lua This is the simple CCIP method with no drag or wind is taken into account. It works fairly well with light low-drag bombs like the Mk-82 and FAB-100 and with little to no wind. Like with manual bombing, it's more accurate with steeper dive angles but it works pretty well at 10 degrees. About the advanced method that does incorporate drag, it's taking a while to release because there's still some stuff to figure out. The main thing is that it's computationally very heavy so I'm looking at ways to optimize it so it doesn't stress the CPU.
  25. There was an update a couple years ago that hid files like that. There are still some modules in the CoreMods folder with data like what you're looking for. There is a also a lua datamine somewhere on GitHub that reveals that stuff.
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