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Everything posted by SlipHavoc

  1. I have done a little testing at extreme temperatures, but not as much as I should, thanks for the reminder. And yeah, the styles vary wildly, you can really tell the older modules and how ED has learned as they've gone. My biggest challenge so far was the Ka-50 script, which is probably the oldest in the game. I did a ton of clean up on it and brought it almost all the way up to the current code standard, but fully updating it would require modifying at least command_defs.lua and maybe other files, and that's more than I want to bite off right now...
  2. Agreed. The one that hurts the most for me is the Harrier, which has a very slow default autostart script. It would be really nice if that were made editable at some point, or even if Razbam themselves simply optimized it and sped it up. I've thought about using something like DCS BIOS to try to automate the ones I can't do with scripting, but haven't taken the plunge yet. FWIW, the scripts seem to change very rarely. I keep a copy of the original script file so I can compare it after each patch, and I've only seen things change a bare handful of times so hopefully keeping these updated won't be too hard. And I'll be updating them for my own use anyway. If you have any neat lua tricks or good ideas for startup procedure optimization, I'd be interested.
  3. I modified the autostart script for the Apache to be much faster, and to set up all the systems as needed for combat (i.e. turning on the CMWS, setting up the TSD options, etc.). It's available in the user files. I also have optimized startup scripts for the F-18 and Ka-50, and others that I'll be trying to get polished up and ready for upload in the next few days. If you're looking for maximum realism or enjoy doing manual cold starts, this mod isn't for you, but if you just want to skip the startup and get into action as soon as possible, you might want to give it a try. I'd be happy to answer any questions about the lua code or how to modify it to your own preferences as well. Edit to add a big thanks to @Bailey and this forum post for the inspiration, as well as to ED's programmers who had the foresight to make all of this scriptable and user-editable.
  4. You can also find a full list of allowed commands in the lua files in C:\Games\DCS World OpenBeta\Mods\aircraft\F-16C\Cockpit\Scripts (or whatever your game install folder is). command_defs.lua lists all the "devices" and their associated commands, and clickabledata.lua lists some details about each command which can be useful in figuring out how they should be called.
  5. It looks like those might be the same airport codes as are used for the FC3 planes. I compiled a list in this post a while ago, looks like the numbers are the same. I had no idea that the Viggen uses them too.
  6. I've also struggled with takeoffs more than I would have expected, for the same reason. I'll be interested to see if there are any other responses here.
  7. Hi K-51, please add me to your list. Shipping to USA. Thanks!
  8. @IvanK thanks! I didn't see this until I went to re-test the airfields today and update the list. Should be current now for 2.7.0.
  9. I'm also noticing they jitter, both close and distant, to the point where it's causing me a bit of motion sickness in VR and I had to fly some missions with no clouds for the rest of the evening. It's unfortunate, because they look great, but it kind of looks like their position is not being updated with the head movement as quickly as the rest of the visual world, so they "stick" to the head tracking position for a fraction of a second and lag behind the rest of the scene. And since your head is always jittering and moving a small amount in VR, the clouds are always jumping around. Come to think of it, I'll have to do a little testing this afternoon and see what happens when I put my VR headset on my desk and not move it at all.
  10. I've uploaded it as a text file to the User Files, hopefully it'll show up soon. I did a full text search through all the game files for one of the airfield names and looked at all the files that seemed relevant, but didn't see any obvious places where that data is stored.
  11. OK, I tested the fuel tanks and found that all the fuel tanks (wing and centerline, 800L and 1100L) can withstand 6.0 Gs, and so don't seem to need the AG/2 switch. And I tried the C-701T and C-701IR (one of each), pulling 6.0 Gs for about 30 seconds, then firing each one, and they both locked on, fired, and hit their targets. Editing my original post above to show the current results.
  12. EDIT: Updated for v., added Mariana Islands airfields. A few weeks ago I did some testing and made a complete list of airfield IDs for the Su-25T. I only saw the Caucausus Map Aerodrome IDs in the manual (page 66 in the PDF), but none for other maps. (I believe the FC3 planes also use these same IDs internally, and increment through the airfields in numerical order when you press the next/previous waypoint buttons, but they don't actually show the selected ID anywhere that I can find, so these may not be very useful for FC3 planes.) Caucausus ID Name 01 Anapa-Vityazevo 02 Krasnodar-Center 03 Novorossiysk 04 Krymsk 05 Maykop-Khanskaya 06 Gelendzhik 07 Sochi-Adler 08 Krasnodar-Pashkovsky 09 Sukhumi-Babushara 10 Gudauta 11 Batumi 12 Senaki-Kolkhi 13 Kobuleti 14 Kutaisi 15 Mineralnye Vody 16 Nalchik 17 Mozdok 18 Tbilisi-Lochini 19 Soganlug 20 Vaziani 21 Beslan Nevada/NTTR ID Name 01 Creech AFB 02 Groom Lake AFB 03 McCarran International Airport 04 Nellis AFB 05 Beatty Airport 06 Boulder City Airport 07 Echo Bay 08 Henderson Executive Airport 09 Jean Airport 10 Laughlin Airport 11 Lincoln County 12 Mesquite 13 Mina Airport 3Q0 14 North Las Vegas 15 Pahute Mesa Airstrip 16 Tonopah Airport 17 Tonopah Test Range Airfield Persian Gulf ID Name 01 Abu Musa Island 02 Bandar Abbas Intl 03 Bandar Lengeh 04 Al Dhafra AFB 05 Dubai Intl 06 Al Maktoum Intl 07 Fujairah Intl 08 Tunb Island AFB 09 Havadarya 10 Khasab 11 Lar 12 Al Minhad AFB 13 Qeshm Island 14 Sharjah Intl 15 Sirri Island 16 Tunb Kochak 17 Sir Abu Nuayr 18 Kerman 19 Shiraz Intl 20 Sas Al Nakheel 21 Bandar-e-Jask 22 Abu Dhabi Intl 23 Al-Bateen 24 Kish Island 25 Al Ain Intl 26 Lavan Island 27 Jiroft 28 Ras Al Khaimah Intl 29 Liwa AFB Syria - (H) = Helicopter base ID Name 01 Abu al-Duhur 02 Adana Sakirpasa 03 Al Qusayr 04 An Nasiriyah 05 Tha'lah 06 Beirut-Rafic Hariri 07 Damascus 08 Marj as Sultan South (H) 09 Al-Dumayr 10 Eyn Shemer 11 Gaziantep 12 H4 13 Haifa 14 Hama 15 Hatay 16 Incirlik 17 Jirah 18 Khalkhalah 19 King Hussein Air College 20 Kiryat Shmona 21 Bassel Al-Assad 22 Marj as Sultan North (H) 23 Marj Ruhayyil 24 Megiddo 25 Mezzeh 26 Minakh 27 Aleppo 28 Palmyra 29 Qabr as Sitt (H) 30 Ramat David 31 Kuweires 32 Rayak 33 Rene Mouawad 34 Rosh Pina 35 Sayqal 36 Shayrat 37 Tabqa 38 Taftanaz (H) 39 Tiyas 40 Wujah Al Hajar 41 Gazipasa 42? Nicosia (could not verify, airfield doesn't work in mission editor) 43 Akrotiri 44 Kingsfield 45 Paphos 46 Larnaka 47 Lakatamia (H) 48 Ercan 49 Gecitkale 50 Pinarbashi 51 Naqoura (H) Mariana Islands 01 Rota Intl 02 Saipan Intl 03 Tinian Intl 04 Antonio B. Won Pat Intl 05 Orote Field (grid BQ48, not currently usable in mission editor) 06 Andersen AFB I'm not sure if this is the right place to post, but it's not a bug, and there's no specific forum for Su-25T posts that aren't bugs. I just wanted to post this somewhere so it can be found through search if anyone else finds it useful. I don't have the Normandy or Channel maps, so couldn't document those; if anyone else wants to do some testing on those maps and add their IDs, please consider posting them here as well. Other keywords: airport, airfield, aerodrome, navigation
  13. I don't know what the limits for all the weapons are supposed to be, as that is not documented anywhere I could find. What I'm posting is what I've found the limits to actually be in the game. Chuck's Guide specifically says the C-701T has a 5.5 G limit (page 114 and page 347), which is incorrect as far as I can tell, and the Quick Start guide specifically mentions that the C-701 is sensitive to high Gs, so I figured it would only say that if they could be damaged by the higher of the two AG switch settings, but that doesn't seem to be the case. At least as currently implemented in the game, it is definitely not the case that only the heaviest weapons need AG/2. To the contrary, most weapons, including the heavies, seem to work fine with AG/1, and the ones that don't are a little surprising, like the Mk 83, and all the GBU series. That's why I did these tests, to figure out what switch settings were actually needed. It looks like the dual pylon issue was just a bug; as to the actual limits that the weapons should have, I don't know, but online tutorials and manuals are no match for empirical testing. Now that you mention it, I'm not sure I ever actually tested the drop tanks... Chuck's Guide says carrying any drop tanks requires the AG master switch, and wing tanks specifically require AG/2, but I should probably test that just to make sure. I'll try to do that this afternoon and post another update.
  14. I just tested the C-701T and C-701IR again, and they can withstand up to the 6.0 to 6.1 G that the AG/1 mode allows. That was surprising to me because both the quick start guide and Chuck's say the C-701 is particularly susceptible to high Gs. (Although I only tested to see if the weapon said FAIL on the MFD, I didn't actually try firing it afterward...) I also tested the BRM rockets (both guided and unguided), and they withstand AG/1 as well, and the 2x LAU-68 pods withstand 8.0 Gs presumably because they're on the outer wing double pylon. Looks like the fix for that is already in the works. Thanks!
  15. Both the quickstart guide and Chuck's Guide say some weapons can be damaged by high G loading, but it doesn't say which ones, so I did some testing and found some odd results: No G limit, can be used with A/A master switch: • All pods • All A/A weapons • LD-10 ARMs • Any stores (bombs or rockets) on outer wing double pylons only (I'm assuming this is a bug?) 6.0 G limit, needs A/G master switch but AG/1 or AG/2 doesn't matter: • All drop tanks (centerline 800L and wing 800L and 1100L tanks) • GB-6, GB-6-HE, GB-6-SFW • C-802AK, CM-802AKG • LS-6-500 • C-701T, C-701IR • TYPE-200A • Mk 82, Mk 82 Snakeye • Mk 84 (bug? since Mk 83 is 5.5 G) • BRM-1_90MM rockets • UG_90MM rockets 5.5 G limit, needs A/G master switch and AG/2 switch: • Wing drop tanks • GBU-10/12/16 on outer wing single pylons, inner wing pylons, or centerline pylon • Mk 83 (bug? since Mk 84 is up to 6.0 G) It looks like the outer wing double pylons give incorrect G resistance to anything mounted on them, and given that the Mk 84 is twice the weight of the Mk 83 it seems strange that it would have a higher G limit. Been having a lot of fun with the plane though, great work overall! Edit: Updated results for drop tanks (they don't seem to be damaged up to 6.0 Gs), and added rockets.
  16. Well, I went into the game today and everything with the kneeboards appears to be working... I'm not sure what the problem was, but it's no longer happening, so nevermind the bug report.
  17. Since the patch (and maybe since; I know for sure it worked in, the kneeboard commands for several FC aircraft aren't working properly. Kneeboard On/Off is working, but not the Kneeboard Previous Page or Kneeboard Next Page. I noticed when I started and flew the A-10A, Su-25, and Su-25T that the joystick buttons I had mapped to next/previous page were gone. I remapped them and the game recognized the buttons in the control mapping screen, but they don't actually do anything in the game. The keyboard buttons for next/previous don't work either You can still flip the pages by clicking on the yellow buttons in the bottom left corner of the kneeboard. However, they are hidden off the side of the screen initially, so you have to move the kneeboard to make them visible, and an additional problem with the A-10A is that the mouse cursor doesn't appear when the kneeboard is visible, so it can't be dragged. I rely heavily on some custom kneeboard pages I've made with control mappings and checklists to fly the FC planes so this bug really hurts. Edit: Bug no longer happening, see below.
  18. I can't seem to find a binding for the SPO-2B Sirena radar warning receiver power switch anywhere in the controls. Am I missing something or is there just not one? It would be handy if one could be added if it isn't in there. Thanks!
  19. I can confirm, I just ran into this bug and came here to report it. Right Gun Electric Power binding works correctly, but Left Gun Electric Power binding only turns the breaker switch off, not on. Thanks!
  20. @TOViperThanks for the actual manual page! I searched for "landing gear" and checked in the specific sections for landing gear (page 54 and 80) and the take off procedure (page 241) and didn't see it, glad it's in there somewhere.
  21. In the manual (RC2, page 244), it says Note: With Zone 3 afterburner, the aircraft accelerates very quickly and may result in reaching maximum allowed airspeed with extended landing gear before it has fully retracted. But I can't find anywhere in the manual where it says what the maximum allowed speed actually is. Anyone know? Thanks!
  22. A few patches ago though, the F-18 was almost perfectly accurate, just like the F-16 is now. I can deal with bombs not doing much damage (I'm actually not even sure that's entirely unrealistic in these cases, but that's another topic), but the lack of accuracy is really frustrating, especially when at least one other plane doesn't have the same problem.
  23. I'm trying to do simple CCIP bombing in the F-18 and not having much luck. I dropped 10 Mk 82s and scored only 3 hits, while I'm 5 out of 5 in the F-16. Attached are my track files and the mission I threw together to test this. A few months ago I reported this as a bug, but apparently it couldn't be reproduced, so if it's not a bug, it must be me screwing up somehow. The F-16 seems to be perfectly accurate though, so I'm not sure what I'm doing wrong in the F-18. I have the AGR radar mode up, and I'm putting the pipper on the target... That should be everything, right? Anyone have an idea what I'm missing (other than the targets, ha ha)? Thanks! CCIP accuracy test F-16 5 of 5.trk CCIP accuracy test F-18 3 of 10.trk Target Range ISA conditions.miz
  24. I noticed the same thing. A friend of mine is trying to make some co-op missions for us to fly, and ran into the same problem. After doing quite a bit of testing, we found that if you make a 2-plane flight in the mission editor, where either plane is set as an AI, and the other is Player or Client, then the waypoints for the flight show up on the F10 map. But if both planes are Player or Client, then the waypoints don't show up. (In single player mode just testing through the Fly option in the mission editor.) Further, if you make a 3-plane flight, and the first two planes are Player or Client and the 3rd plane is AI, and you run the mission as multiplayer, if the hosting computer joins as the lead plane, then the waypoints show up in F10 on that computer only, but not on the client computer who joins in the wingman slot. Also the waypoints show up if the host computer player clicks on any plane in the flight. But if the client computer joins as the leader, and the host joins as the wingman, then the client computer can see the waypoints, but only if he clicks on his own plane or the AI plane; if he clicks on the host player's plane the waypoints disappear. And the host computer player can still see the waypoints, but only if he clicks on his own plane. At least I think that's how it all came out, it was very confusing and we went through a bunch of combinations. I've been meaning to make a proper bug report about it but haven't gotten around to it, and frankly I've been wondering if we're the only ones having this problem. I guess not though, which is actually good to hear.
  25. Since the last Open Beta update, DCS Open Beta 2020-08-18, I feel like the CCIP accuracy has gotten a lot worse. The bombs seem to be falling short most of the time, sometimes by quite a bit, and sometimes off to one side, even though the pipper is directly on the target. Dropping at higher altitude or shallower angle seems to make the problem worse, but it's not fully repeatable. The attached track shows two passes. I dropped 4 bombs on my first pass, and the impacts got steadily closer to the pipper as I got lower during my run. On my second pass I dropped 2 bombs, both of which were very short of the target, and to the right. If you zoom in on the HUD and watch in slow motion (RAlt-Z), you can see the CCIP pipper almost directly on the target when the drop line blinks to indicate release. The mission is one I threw together quickly in the editor, with all default weather and other settings (no wind). I also tested the CCIP in the Harrier and the A-10A, and it seems to be off for them as well in the same way, but I don't have tracks of those tests. Thanks! CCIP accuracy test F-18.trk
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