

SilentEagle
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Attached is what Blaze and I have come up with. It seems very realistic, but in some directions, the horizon at the sky and ground don't match very well. DeeperBlueSkyV1.0.zip
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Not exactly what I wanted, but an interesting result... I see a little purple in the sky What I'm aiming for is the deep blueish grey fading to a light blue on the horizon, like the first post of this thread, but like I said, I'm just making this up as I go. I have a feeling that everyone else before me has done the same.
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I found this??: http://forums.eagle.ru/showthread.php?t=21379 However, it all just seems like trial and error on these values and modifiers. I have no clue how to define an RGB value.
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Just a couple comparison shots: I'm only looking at the sky color, not the clouds FSX: Real: LOMAC
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While my attempts at understanding how the sky color mods work have failed, I know there are those out there capable of changing the color. I have always felt the default blue of the sky is not very realistic and many of the sky color mods focus on specific conditions, instead of creating a new default blue color. Below is a screenshot I took below the water that changed the sky to a much better color. Is it possible for anyone to create a sky mod that could look similar to the above?
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He was replying to Mastiff.
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It's actually 60 knots, but he's right in a way. The word from ED is changing this speed is possible with modifications to weight/dynamic pressure, but their lips are sealed as to how to do this. Someone in the community will have to find it.
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Gauges and lights can all be animated! The only thing that is not currently possible is making the HUD work with a custom .lom cockpit. By the way, I have quite a bit of knowledge on the aerodynamics modification files in LOMAC. Maybe I can come up with something for the F-22 in the coming weeks.
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Can new buildings be added into the sim/editor?
SilentEagle replied to Major SNAFU's topic in DCS Modding
Thanks for your help! I got it, but it must have been a misplaced comma or something. I started over from the beginning and it worked this time. -
Can new buildings be added into the sim/editor?
SilentEagle replied to Major SNAFU's topic in DCS Modding
I still can't get this working. My formatting/naming does not seem to be a problem with the files I edited, but I really have no idea why I can't select structures. As soon as I select Static Objects->Structures I get this popup error: I have modified the unitsclasses.lua, TechnicsTable.lua, StructTable.lua, db_units_ground.lua, and db_countries.lua files, but the game works fine until I add either of the last two modified files. Are there any more files that need to be edited to be able to select new placeable items in the mission editor? -
One click track replay with labels and externals enabled
SilentEagle replied to Case's topic in DCS Modding
Awesome! Thanks. Using this to remove padlock instead :) -
You can mess with the L/D ratio all you want but once you hit 60 knots your jet starts falling until it reaches 60 knots again and then flies for a split second and then falls again.. almost like it's notching it's way to the ground. The only way to hover still is to add 60 knots headwind and you'll have enough artificial airspeed to keep you in hover!
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As far as I know, you cannot add a plane where one does not exist already because they all have unique ID numbers, and I'm not sure you can add to that list. A lot of files contain info for those planes.
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New findings (not completely conclusive, however): -Cya is inversely proportionally related to the available G-loading at any Mach value. (lower the Cya value, higher G available) -B is directly proportional with the amount of speed lost in high-G turns. (lower the B value, the better the aircraft manages speed in turns) I still do not know exactly what these values are, however.
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What's funny is I was watching that video when I wrote that reply!
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You might try that, because my modified AV_8B is using typeng = 0. Another interesting note about the harrier is that no matter how much lift you give it (or the flaps) at slow speed, the aircraft still falls out of the sky at exactly 60 knots in a very weird manner. To counter this, I fly my harrier performance with at least 20 m/s of headwind. Also, good luck landing the harrier in a vertical or short manner. It has to be a very perfect landing and you cannot set it down NEARLY as hard as the real guys do it.
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Yes, exactly! That's what I was trying to say about adding aircraft to the list. I have attempted to do this, but there are too many missing base values to try and guess them for the aircraft you want to change. Also, the weight of the aircraft does not appear to be listed in any file. You can change the weight in the plane's lua file, but it is only a cosmetic effect, as the actual aircraft weight does not change.
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I wanted to get a discussion going about the modding possibilities opened up with FC2.0, specifically regarding the flight model of aircraft in Flaming Cliffs. Through my own investigation, along with that of several others, the new flight model files (SFM only) and characteristics have been realized. However, the exact identification of coefficients in the files is quite confusing, so I thought some public discussion could shed some light on the matter. WARNING: These modifications are mainly for single player, teams who use specific aircraft flight models, and modders who wish to create new aircraft for this game. Do not use modified flight models on public servers without permission from the server host! While some may check the integrity of this file, the ones that do not may kick or ban users who abuse this modding capability. Please be responsible and keep the game fun and fair for others. GENERAL: The two files being examined here are the SFM_Engine.lua and the SFM_aerod.lua file that are contained in the FC2\Scripts\Aircrafts\_Common folder. The basic structure of the files is not hard to understand. You have a list of aircraft that can be modified corresponding to their unique plane ID number. Adding entries to these files for other aircraft is possible by adding to this list and adding the parameters in the same fashion as those below. Some conclusions can be made by studying some basic equations of motion and forces that ED has posted on their site here: http://lockon.co.uk/?end_pos=10&scr=list&page=4#345 However, not all coefficients are made available, and not all match up with the name given on their site. For some reason, the only aircraft included in these files are the F-15, A-10, Su-27, and the Yak-40. Other aircraft cannot be simply modified, as that would require all coefficients to be present in the files. This data is not available and must be hard-coded in the game, so modifications made to other flyables or AI aircraft must be created from scratch unless ED provides those values. It is my understanding that the values of the coefficients in this file are for a specific altitude (maybe sea level) or are just arbitrary, but are modified by hard-coded equations governing flight dynamics at all other conditions and flight levels. SFM ENGINE: This file contains the thrust values for the engines of each aircraft based on the mach number in which the aircraft is flying. These values appear to be in kN units and are the sum of thrust for both engines combined. typeng=# (0 - Non-afterburning engine, 1 - Afterburning engine) dcx_eng =# (unsure of this parameter) hMaxEng =# (unsure of this parameter) dpdh_f =# (unsure of this parameter) dpdh_m =# (unsure of this parameter) engtab1 = { (this is the table of coefficients that use mach number to determine the values of thrust. All values are interpolated for speeds between those listed in the table. Further additions of data between these values is possible, for example: M=0.1) M - Mach number. Pmax - Maximum military thrust available at corresponding mach no. Pfor - Maximum afterburning thrust available at corresponding mach no. I am unsure if the previous two values are added together when the aircraft is in afterburner, or if the game only uses the Pfor value. If you try to add too much thrust and exceed the maximum mach no. in the table for that aircraft, the game will either crash or your plane will shut off it's engines and become useless. Higher mach numbers are possible by changing the upper limit mach, for example: M=3.9 to M=5.0 SFM AEROD: This file is quite complex when compared to the engine file. It contains most (probably not all) coefficients for characterizing the flight model of each aircraft. kjx =# (unsure of this parameter) kjz =# (unsure of this parameter) Czbe =# (unsure of this parameter) cx_gear =# (Drag coefficient of the gear in the direction of flight) cx_flap =# (Drag coefficient of the flaps in the direction of flight) cy_flap =# (Lift or normal force coefficient of the flaps in the normal direction to that of flight) cx_brk =# (Drag coefficient of the air brakes in the direction of flight) aertab1 = { (this is the table of coefficients that use mach number to determine the aerodynamic values. All values are interpolated for speeds between those listed in the table. Further additions of data between these values is possible, for example: M=0.1) M - Mach number. Cx0 - Drag coefficient of the aircraft in the direction of flight. (skin friction, pressure drag, etc.) Cya - Normal force coefficient of the wing and body of the aircraft in the normal direction to that of flight. Inversely proportional to the available G-loading at any Mach value. (lower the Cya value, higher G available) B - Directly proportional with the amount of speed lost in high-G turns. (lower the B value, the better the aircraft manages speed in turns) B4 - Has something to do with lift, but unsure. Omxmax - Has something to do with roll rate. Directly proportional to the roll rate of the aircraft at the corresponding Mach number. Aldop - Unsure, but my guess is something to do with angle of attack. Cymax - Maximum normal force coefficient that can be generated using the governing equations. CONFUSING TESTING RESULTS: - By reducing B4, I seemed to have more lift. - Cya doesn't seem to be just lift. If you make the value high, you will not be able to pull back on the stick and change your aircraft's flight path because there is too much normal force on your jet. Decreasing this value allows your nose to move much more freely. It seems like this value is the degree to which your angle of attack affects lift or normal force.
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Can new buildings be added into the sim/editor?
SilentEagle replied to Major SNAFU's topic in DCS Modding
crazyeddie could you briefly explain the process you went through to make them selectable in the mission editor? I was able to do it in FC1.12, but the same process does not seem to work in the new engine. I have all of the textures and models in the correct places, but simply adding lines in the structures/technicstable.sht and the db_units_ground.lua does not seem to do the trick. Have I missed a step, or is there something special I have to do with these files? -
some weapons/performance data, but not all http://www.history.navy.mil/branches/org4-4.htm http://www.alternatewars.com/SAC/SAC.htm
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Can new buildings be added into the sim/editor?
SilentEagle replied to Major SNAFU's topic in DCS Modding
I want to do it because I'm trying to get my scenery I created back on to the airfield my team flies at. However, the method I used in 1.12 does not seem to work (I just get popup errors that prevent me from selecting structures in the static objects list) -
I tried the same method I used in FC1, with a few changes, to add new placeable objects in the mission editor, but in FC2 I just get popup errors when I try to go to the Static Objects -> Buildings group in the editor and then I can't place anything. Anyone successfully added completely new objects yet? Here's how it was done in 1.12: http://simmod.pbworks.com/LOFC%3B-Mission-editor-expansion-mod
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As long as servers put an integrity check on the FM files, I don't mind sharing how to change the FM. In fact, I might start some discussion about it to get input from others who have time to test.
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Not only can you add a whole new axis/button setup for each AI plane following the steps in this guide, you can also modify its flight model by adding an entry for it in those files also.
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Can't get the F-5E to work. Anyone know the correct naming for the aircraft to get control? nvm got it: aircraftnames.lua ['f-5e tiger'] = _('F-5E'),