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About Ripcord
- Birthday 10/04/1968
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Flight Simulators
P3D, FSX-SE and DCS Various
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Location
Houston TX
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Interests
Flight sims mission & campaign dev
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Occupation
Sales Operations, Finance, Analytics, IT
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Website
https://ko-fi.com/ripcordmods
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There are couple of buildings, I guess, that offer some interesting design features that might lend themselves to things like this: Fun with Insurgents
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I think this is a good place to post a correction (possibly). Testing has proven this to be exactly backwards - for some reason, and I've had ongoing debates with ChatGPT on this (he is not convinced), it seems like the first angle and second angle are reversed. Or in other words, for a rear-facing gun placement aimed at 180 degrees, to have coverage from 135 degrees to 225 degrees, you want to go in COUNTERCLOCKWISE order, and not clockwise. So this (below) is wrong, according to my testing. For a rear-facing MG: GT.WS[2].reference_angle_Y = math.rad(180) -- gun faces rear GT.WS[2].angles = { {math.rad(135), math.rad(225), math.rad(-10), math.rad(30)} -- covers rear arc Instead, this seems to produce the correct behavior (below): GT.WS[2].reference_angle_Y = math.rad(180) -- gun faces rear GT.WS[2].angles = { {math.rad(225), math.rad(135), math.rad(-10), math.rad(30)} -- covers rear arc Here is a building that only fires forward and rear, covering a 120 degree field of fire each way - in testing I park trucks on the left and the right, and the building does not engage them. --DCS Middle Eastern Armed Building template-- GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_stationary); set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 50 GT.visual.shape = "MEArmedBldg10"; -- edm name GT.visual.shape_dstr = "s3_crush" -- using destroyed shape model from existing object GT.CustomAimPoint = {1,1.5,1} --Burning after hit GT.visual.fire_size = 1.2 --relative burning size GT.visual.fire_pos = {0.5,0,0}; GT.visual.fire_time = 600 --burning time (seconds) GT.visual.min_time_agony = 20; GT.visual.max_time_agony = 120; GT.sensor = {}; set_recursive_metatable(GT.sensor, GT_t.SN_visual); GT.sensor.height = 3.0; GT.sensor.max_range_finding_target = 1000; local __LN_PK = {}; set_recursive_metatable(__LN_PK, GT_t.LN_t.machinegun_7_62); __LN_PK.connectorFire = false; __LN_PK.distanceMax = 800; for i=2,10 do -- 1000 rnds __LN_PK.PL[i] = {}; set_recursive_metatable(__LN_PK.PL[i], __LN_PK.PL[1]); end __LN_PK.BR[1].pos = {1,0,0}; GT.WS = {}; GT.WS.maxTargetDetectionRange = 1500; -- Reset inherited angles __LN_PK.angles = nil __LN_PK.angles_mech = nil -- Reset other rotation fields to prevent leaks __LN_PK.reference_angle_Y = nil __LN_PK.omegaY = nil __LN_PK.omegaZ = nil __LN_PK.pidY = nil __LN_PK.pidZ = nil -- Front-facing MG local ws = GT_t.inc_ws() GT.WS[ws] = { pos = {3.5, 2.7, -1.7}, -- {x,y,z} = (front+/back-, up+/down- , left-/right+) angles = { {math.rad(60), math.rad(300), math.rad(-10), math.rad(35)} }, reference_angle_Y = math.rad(0), omegaY = math.rad(120), omegaZ = math.rad(120), pidY = {p=10,i=0.05,d=2,inn=3}, pidZ = {p=10,i=0.05,d=2,inn=3}, } add_launcher(GT.WS[ws], __LN_PK) -- Rear-facing MG ws = GT_t.inc_ws() GT.WS[ws] = { pos = {-3.5, 1.5, -1.5}, -- {x,y,z} = (front+/back-, up+/down- , left-/right+) angles = { {math.rad(240), math.rad(120), math.rad(-10), math.rad(35)} }, reference_angle_Y = math.rad(180), omegaY = math.rad(120), omegaZ = math.rad(120), pidY = {p=10,i=0.05,d=2,inn=3}, pidZ = {p=10,i=0.05,d=2,inn=3}, } add_launcher(GT.WS[ws], __LN_PK) GT.Name = "MEArmedBldg10"; GT.DisplayName = _("Armed Building10"); GT.Rate = 5; GT.DetectionRange = 0; GT.ThreatRange = __LN_PK.distanceMax GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort, "Fortifications", "CustomAimPoint", }; GT.category = "Fortification"; add_surface_unit(GT) Please offer comments or evidence if this is incorrect.
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Another key point. The left and right thing obviously depends on point of view. So imagine you are IN the house looking out the front door. I had been doing it wrong, thinking I was looking at, or facing the object. The Z-axis value (left/right offset) is: Positive (+Z) → Right from the object's own point of view Negative (−Z) → Left from the object's own point of view
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Also I think I have the gun angle settings all jacked up. Again, more explanation from ChatGPT... any old-salts around here can jump in an correct if something is incorrect, but I found it useful... GT.WS[2].reference_angle_Y = math.rad(150) What It Does This line defines the default yaw orientation (left/right direction) of the weapon station (in this case, WS[2]) relative to the model’s forward axis. In simpler terms: It tells DCS: “This gun should face 150 degrees to the right from the building’s forward direction.” How the Angle Works DCS uses a clockwise angle system based on degrees from front (0°): reference_angle_Y = math.rad(0) → faces forward reference_angle_Y = math.rad(90) → faces right reference_angle_Y = math.rad(180) → faces backward reference_angle_Y = math.rad(270) → faces left (or -90°) So: GT.WS[2].reference_angle_Y = math.rad(150) Means: The gun on WS[2] is angled slightly to the right of rear — facing between right-rear and rear Useful if your gun is placed on the rear-left corner of a building and should cover the rear-right approach Related Properties You Should Know angles = {{ left_limit, right_limit, down_limit, up_limit }} This defines the arc of movement for the weapon station. Example: angles = { {math.rad(120), math.rad(180), math.rad(-10), math.rad(30)} } Can move between 120° and 180° in yaw Can elevate from -10° (down) to +30° (up) maxLeft and maxRight These are soft yaw constraints for aiming AI. Combined Use For a rear-facing MG: GT.WS[2].reference_angle_Y = math.rad(180) -- gun faces rear GT.WS[2].angles = { {math.rad(135), math.rad(225), math.rad(-10), math.rad(30)} -- covers rear arc }
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I have been playing with this yesterday and today, using ChatGPT to assist with the coding. So far, no go. In fact, here is what ChatGPT has to say after further review/discussion on the topic: Thank you — that clarifies everything beautifully. Yes, the "Armed House", "Armed Barracks", and similar assets in DCS are indeed listed under Ground Units > Fortifications, and they do not move, even though they're technically registered as surface units (not static objects). They’re a special hybrid: DCS "Fortified Buildings" Are: Surface units, using add_surface_unit(GT) Stationary (GT_t.generic_stationary), so no AI movement Equipped with simple weapon systems (e.g., 7.62mm or DShK) Have no crew, no mobility, and minimal sensors Often use simplified launcher templates like machinegun_7_62 Why RPGs Cause Trouble The standard DCS “armed building” types do not use complex weapons like PG_7V or RPG launchers — because: These launcher templates are often tied to infantry or vehicle platforms They expect behavior (like turret movement, reloading animations) that fortifications can't provide Even though your unit is a "ground vehicle", it's functionally a static target with guns, and DCS has limits on what launchers it supports in that category So I guess it is machine guns only for these objects. However any novice mission builder would have no trouble adding ground insurgent objects on foot, near or even inside these buildings, to appear when needed - using any number of triggers or just regular placement. Yeah I am working on these again. Life just gets in the way. Not even trying to improve textures at this stage, just trying to align the gunfire positions (X/Y/Z) so it doesn't look wonky.
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Military Assets for DCS by Currenthill
Ripcord replied to currenthill's topic in Static/AI Mods for DCS World
I have thought about trying to add RPGs and/or Stingers into the armed buildings, but decided it might be better to just walk first, then try to run. -
Thanks @currenthill I saw this but somehow missed the mortars and others in this pack. I really hope ED will start integrating a lot of your contributions into the standard game.
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I am testing this, but I am sure somebody here already knows the answer to this already: GT.WS[1].pos = {2,3.5,1} -- location or position coordinates within the model So if these are x,y,z coordinates, I gather that x = front/back, y is up/down (vertical height) and z must be left/right. Do I have these right? Kinda hard to tell in model viewer.
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OK we just saw the 2025 and Beyond hype video drop, and while the F-35 discussion is dominating the airwaves, please don't think we didn't notice the improved/upgraded ground troop motion. Can somebody from ED pull back the curtain and share a bit on this? Maybe let us know what is brewing? And when I went back to dig up that image, I just saw this from MW -- First 25 questions answer but there will be another 25 questions in about a month from now... Thanks Matt W.
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Maybe add mortar firing infantry to this wish list as well. Imagine picking up and dropping off mortar teams, or RPG/Anti-tank teams, by helo.
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AAV-7 For whatever reason, the AAV-7 is happy to shoot at mobile ground objects, but it will not even notice armed house or armed barracks. And, what is more interesting, is that the same armed buildings will not shoot at or engage the AAV-7. MRAP Maxxpro Also the MRAPs won't fire on the static buildings I have tested, but I did see that the armed outpost does fire at them (at least at close range). M113 Same as above. Does not engage armed static/fortified buildings. Outpost does fire at them, one at at time, at very close range. Fuchs APC Same - does not engage armed buildings. Will stand there and allow armed building to fire at them, no reaction. Again, I observe same behavior - house/outpost fires at only one of the vehicles, and only when it is very close. Scout Cobra Does not engage armed buildings. However, I did note that the buildings DO engage these scouts, once they get close enough. And not just one at a time, the building will fire at more than just one. Scout Cobra does not return fire at any point. M1126 Stryker ICV Same has MRAP. Stryker ICV won't fire at armed static outpost, but the outpost does eventually fire back at the Stryker - only one vehicle, however, and only at pretty close range. I should also note that the SPG Stryker MGS works fine - Shoots the hell out of that outpost from the jump. Stryker ATGM will fire TOW missiles at it, as expected, so this also seems to fine. Did not test unarmed vehicles, or main battle tanks, or WWII assets. These vehicles engage the armed houses/buildings/outposts without hesitation: LAV-25, Marder, Warrior, Mephisto, Bradley, and Hummer ATGM. Also, as noted, Styker ATGM and MGS. Regular hummers do engage, for the most part, but they get chewed up quickly.
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Managed to get 50 buildings placed on the Syria map. Textures need improvement on many of these buildings, but they, at least they shoot back. Here's an update post on the mod page: First Look Video
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Starting now to consider making some adjustments to damage settings. Read more here
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This is a scale reduction of about 45%. Much better, I think.
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Need to go back and adjust the scale of these buildings, I think. How much do you think this needs in terms of reduction? 40% smaller, 50% maybe?