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LetMePickThat

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Everything posted by LetMePickThat

  1. Hi all, Working on a SAM mod, I was wondering if it is possible to add custom RWR codes to the modules, ideally without breaking IC ? I have a vague idea of how to add weapon system codes in the sim, but then using these custom codes to trigger RWR warnings is above my skillset... Has anyone ever tried to do this? In the meantime, we resorted to using older, sometimes unused codes when these matched with the systems added by the mod (e.g 105 and 106 for the S-300V/SA-12). Thanks !
  2. For the PS, PMU1 and PMU2, use the default codes from the S-300PS. For the SA-12, codes 105 ans 106 should work. I'll make sure that all codes are working as intended tomorrow. Thanks. @Auranisis the one who has been doing the heavy lifting, and deserves all credit.
  3. I am writing the code as we speak.
  4. You can use all the systems from the mod like any other SAM from the base simulator. Skynet only adds more challenge by simulating a complex IADS network.
  5. Duh. I write SAM mods for DCS, I (kinda) know how to troubleshoot a recalcitrant SA-15. For some reason, it just doesn't fire. I'll perform a full repair and try on another scen.
  6. Me too, the mod is more of a placeholder until ED releases things.
  7. I can't say for ED's SA-5, but I can try to squeeze in some SA-2/S-300 support vehicles and props in the next HighDigitSAMs mod release if you want. I could even add our SA-5, although the FM is still a SFM for testing purposes.
  8. This is clearly a HARM issue, as the problem occurs not only with the base S-300PS and SA-15, but also with SAMs from the HighDigitSAMs Mod and with Skynet. I would love to dig into the HARM files to see what they changed, but since they locked it this isn't an option unfortunately.
  9. Thanks for the answer. While I'm at it and annoying you, what are the plans for supporting modders in the future ?
  10. Thank you for the heads up. When you say "right now", does it means that a fragmentation model is considered for the future?
  11. Hi, I'm having CTDs instantly when clicking the "fly" button in the mission editor after today's patch. I an currently making a slow repair to see if that changes things, will edit this message if it solves the problem.
  12. I have a similar issue when using the S-300PS from the High Digits SAMs mod. Looks like something changed internally with respect to missile targeting. I'll take a closer look (if I can, that is, with that LUA masking nonsense).
  13. As a contributor to the HighDigitSAMs mod, I am quite dissapointed (that's an understatement) at this change. DCS is still missing 80% of the SAMs we would need to build any credible scenario set between the 60s and the 90s, and various units like the default S-300PS has been literally decades late for an upgrade. Knowing this, we managed to get into the game some SAMS that are used all around the world yet absent from DCS, and to update the legacy systems from LOMAC with new 3D models, textures and flight models. And now, for whatever reason (cheating? Seriously There are probably more mod makers than MP players in this game) we are prevented from even looking at what is going on under the hood? And all that just because that rickety IC, already so prompt to prevent us from making harmless changes to some core files, is allegedly unable to catch the three and a half people cheating in multiplayer ? That is very dissapointing, to say the least. I can't even see how we will be able, not even to create new mods, but just to maintain and update the ones we already released. As a sidenote, ED has always relied on the community to suggest changes, identify bugs and produce content. What is even the point of having an Open Beta branch if the game is that tightly controlled in the first place and we aren't free to explore the files to test stuff?
  14. Hey @Admiral189! Did you end up using our Aster 30 model and weapon file for the Duncan ? I must say I'm curious about it...
  15. Removing the launchers in DCS makes the HARM go all the way to the radar, with no pre-detonation, so it might be a proximity fuse issue. I'll try to mod the KillDistance value for the AGM-88 from 7.0 to 1.0 and report on the changes.
  16. Thank you for your answer. Do you have an idea about what is happening in these clips? The HARM aren't touching anything, yet they explode when close to the SA-2 launchers for seemingly no reason. Removing the launchers makes the HARM go all the way to the targeted radar as intended. With the launchers in place, the radars suffered no damage. Both missiles were heading for their targets at the moment of impact/detonation.
  17. Another example: https://imgur.com/PN5hRtu https://imgur.com/4pK7kJo https://imgur.com/8rro4sB
  18. Hi, The hitbox for the SA-2 launcher (SM-90) seems to be way too big, extending both on the sides and above the 3D model. This can be seen when firing HARM at the central radar, using the default SA-2 template: most missiles collide with the nearest launcher's hitbox, despite clearing it by several meters visually. Check these screenshots, as well as the saved track below, showing the issue in detail. https://imgur.com/Y1z64Mm https://imgur.com/Y1z64Mm SA-2_hitbox_issue.trk
  19. True, but AA radars equipped with a TWS mode can guide AAMs without triggering any lock/launch alert, so the code is burried somewhere inside DCS...
  20. Hi all, I have been busy the past few days working on my first DCS mod, which aims as adding an S-300PMU2 as an AI unit. I now have reached the point when the mod is usable but I am still having trouble polishing it, so I hope that someone here will be able to help me. So far, this is what I came up with: https://www.youtube.com/watch?v=W7hXxDwRzYg&feature=youtu.be What I've done so far: The PMU2 uses the same 3D models & textures as the base S-300PS (will be changed) It has a new weapon system with a new associated 48N6E2 missile (which still use the 3D model of the base game 48N6), but is still compatible with the older 5V55 rounds from the S-300PS (as is the case IRL). It has its own command post and TELs (two TEL models are available, one with the 5V55 and another with the 48N6E2). It comes with new radars, namely the 64N6E2 Big Bird (an improved version of the 64N6E of the S-300PS) and the 30N6E2 Tomb Stone. It coexists with the S-300PS, and is available in the ME as the "S-300PMU2 SA-20B" The performance of the system is as expected, with a max kinematic range of 200km (~110nm) for the 48N6E2 against cooperative targets Now, the ugly that I hope to improve if I can (any idea/advice would be appeciated): The real SA-20B uses a TVM guidance system. This means that the fire control radar, the 30N6E2, is never locked per se on a target and that no RWR lock/launch alert should occur. Because I based my 30N6E2 on the 30N6 of the base game SA-10, my radar does generates such alarms. This is inacurate, but I have been unable so far to find a way to remove altogether any indication of lock/launch. This is the main thing that annoys me right now, as a 100+km launch is easily defeated if the target has a lock/launch warning, as it gives a lot of time to perform evasive manoeuvers. I thought about the TWS mode of most AA radars, but I was not able to locate the relevant code inside the DCS structure. As the SA-10 files were the base for my work, and because I do not understand all variables and parameters, my 64N6E2 is still identified as an "SA-10" on most RWRs. I was not able to dertermine how to change that. If the RWR alerts are defined on a module-per-module basis, I will obviously not be able to change it. Because I had no idea about how DCS modding worked until a week ago, I modified some files of the core game which obviously causes an IC fail. The files I modified are the following ones: - DCS World OpenBeta\Scripts\Database\db_units_cars.lua (to declare my new TELs, CP & radars as ground units) - DCS World OpenBeta\Scripts\Database\db_countries.lua (to allow countries to have access to these new units) - DCS World OpenBeta\Scripts\Database\db_sensors.lua (to add the new radars) - DCS World OpenBeta\Scripts\Database\scripts\missile.lua (to add the new 48N6E2) I have tried so see how ED did it with the S-125 SAM Bty included in the DCS World OpenBeta\CoreMods\tech\TechWeaponPack folder, but my attempts at copying their work has proved unsuccessful so far. I will release the mod on Userfiles in a few days, either in its current form or as a (hopefully more realistic) standalone. We'll see what I can do. If someone has any idea about this RWR alarm thingie, I'm really interested. :book:
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