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PeeJott17

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Everything posted by PeeJott17

  1. I think it is ripple decrease in the inputs? When you hit that button, an orange-ish light comes on in the forward-right console. That indicates that you will now just drop the bombs from the selected station from one wing. The bombs on the other wing stay put. I have not yet found a way to just drop e.g. 3 of the 6 bombs from the 6-bombs-rack...but to divide it between stations is a step ahead I think You need to be below 250kts. If you are faster, the gear does not come down. I think it is 450 km/h for the F-105. Same with the flaps. Flaps stage one 250 kts or 450 km/h, landing flaps (flaps stage 2) even slower, I think 200 kts and 400 km/h...
  2. No. Sorry. I had a help-desk request which was passed to the developers of ED...but sadly I got a message that nobody would take a look, since everybody is to busy doing other things which is a bit sad. The Idea is more or less the same as the Thrust-Thing with the MB339 or A4, but there is no chance to get an answer there about that as well, since the guy who coded it for the A4 is not longer on the team, and the MB339 guys said, that since they are now a 3rd Party, they are not allowed to talk about it...
  3. The Shrike's work only in the F-105G and you need to take the phantasmagoria pod. Than just switch the pod on, the radar sources will appear in the hud. Put the box on top of a diamond. Designate the target and presto, works like a charm. ;-) You can change the amount of Bombs you drop with I think it es sequence????Just take a look in the input-setup ;-) Pretty great video. Keep it up, really entertaining
  4. Hi guys. Good news for everybody favoring the 1960's aircrafts. The F-105D and F-105G have been released. The supersonic-fighter-bomber with the most sorties flown in vietnam. You can download the mod, with a bunch of very cool liveries bei Urbi here: https://www.lockonforum.de/community/thread/8315-f-105-thunderchief/?postID=85026#post85026 A few words before the questions start piling in: If you chose to fully load the F-105 with bombs, and it can carry a lot of those Mk82s. be sure to set landing-flaps for takeoff. You'll need the extra lift. If the runway is short...good luck. Landing speed is about 310-320 kph (yes, it's kph not kn, since it is Su27 cockpit). You need landing-flaps for landing, hence the name. If you try landing with maeuvre-flaps, than you better be a good pilot And if you want to hunt some sams in the 105G, don't forget the phantasmagoria-pod, because without it, the Shrike and Harms won't launch AtoA radar is not implemented, but for Aim9s you don't need it. Switch to AtoA-Mode (longitudinal-mode), put those crosshairs on target and wait for "The Tone" Have fun with the mod, and a big THANK-YOU goes out to CdpKobra and the VSN-Team
  5. Hi @brianiscool Thanks a lot for your answer....cool somebody replying. Sadly, the idea was already scrapped since it was an idea to change aerodynamics_table of SFM "on the fly". The idea was to throw like 6 aerodynamic tables into the aircraft.lua and with a function like if altitude higher than x and lower than y, choose table A, if altitude higher z and lower than w choose table B and so forth. The idea behind it was to get the plane to behave exactly as it should be in the certain altitudes. The same idea (which would've been an addon) would work for AoA...but since a lot of guys said, that changing SFM tables on the fly is not possible, since SFM-tables are loaded at the very beginning into DCS and can't be modified afterwards...well the idea was not so interesting anymore ;-)
  6. @CBYZ in The working (sfm) mods no copying from dcs-install Folder is necessary. Just download The sfm Version and unpack into savedgames/dcs/mods/aircraft/VSN_xxxyyyzzz. Should work After that
  7. Hi guys. I try to run a dedicated server, where some modified missions (Jasmin and Syria-Pendulum) are beeing run. Everything works fine, but since it is a 60's/70's style server, there are F-104G (VSN-MOD) and others on the map, as clients and as AI. If a F-104G starts as AI, the TipTanks (which are "new" objects found in the F-104G folder in saved games and are declared in the F-104.lua) are replaced by miniguns...which is quite crazy. Does I have to save the MOD-Aircrafts in a different folder on a dedicated server? If I fly the F104G by myself, everything is fine. If I run the mission on my normal DCS Client (not on the dedicated server) everything is allright... I would really apreciate a few helping words Thanks a lot in advance, Cheers, PeeJott.
  8. Hi @jocko417 It's a minigun instead of the tiptank...funny thing, when I use the standard-skin fpr AI (I think its Jabo32 or something) there is no problem. If I fly it with this skin as client on the server, there is no problem either...it's sadly the combination of the F104G and your pretty nice (and perfect fitting for the mission) smokeII skin...I'll test some more and see, if the problem keps popping up after a newly installed F104G + lieveries...lets see ;-)
  9. @jocko417 I'm using the smoke-II liverie (and new common folder) on a dedicated server where a few missions with the F-104G are planned. But if the F104G with the above mentioned livery is used as AI, I get an interesting image of the wing-tip-fuel-tanks which looks like the one in the attachement...quite funny, but where is the problem? I've got the F104G installed with everything in the savedgames folder.... ...when I use it as a client plane, everything is fine... When I fly the mission on my "normal" DCS-installation (different PC) everything is fine as well, even when the F104G is flown by the AI...
  10. Since so many would like to have a full blown F104 Mod (I am one of those guys as well): If you happen to know somebody Who wants to make a 3d cockpit for it or has one and would license a copy (not exclusive), feel invited to contact me
  11. Great skins. Really like those camo-ones. Good job
  12. Yess, a F-105 would be quite something...just such a sexy plane :-)
  13. Hi @assafm25 I do not know the list for all planes, since there are quite a few. But it is always the same .../Saved Games/DCS/Mods/Aircrafts/<the Mod Name>/<put The Mod here>
  14. @jocko417 The Skins look great. Will download a few when I'm Home. Really good work! Thanks a lot
  15. Hi. Thanks...yes I've got that already but it is a bit like "if you know how it works, you know how it works" kind of way But I'll read through it one more time...may be my understanding grows when I work with all that stuff more and the things mentioned are not that foreign to me anymore
  16. If it would work, that you utilize another value (such as altitude) for the SFM the next step would be, to use AoA as well, since it would come in handy for stall characteristics. But first-things-first, how can altitude been integrated? Are there some "global variables" which are looked for by DCS? Is there another possibility to integrate it? If you could help me out, it is greatly apreciated :-)
  17. sorry guys, posted the wron table. This is the one which does (or shall do) what I posted above for the A4E-C: thrust_max = -- thrust interpolation table by altitude and mach number, 2d table. Modified for carrier takeoffs at/around 71 foot deck height { M = {0, 0.1, 0.225, 0.23, 0.3, 0.5, 0.7, 0.8, 0.9, 1.1}, H = {0, 19, 20, 23, 24, 250, 4572, 7620, 10668, 13716, 16764, 19812}, thrust = {-- M 0 0.1 0.225 0.23, 0.3 0.5 0.7 0.8 0.9 1.1 { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 0 (sea level) { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 19 (~62.3 feet) { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 20 (~66.6 feet) { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 23 (~75.5 feet) { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 24 (~78.7 feet) { 41370, 39460, 38060, 38056, 37023, 36653, 36996, 37112, 36813, 34073 },--H = 250 (820 feet) { 27254, 25799, 24765, 24761, 24203, 24599, 26227, 27254, 28353, 29785 },--H = 4572 (15kft) { 20818, 19203, 18130, 18127, 17548, 17473, 18638, 19608, 20684, 22873 },--H = 7620 (25kft) { 10876, 11076, 11128, 11130, 11556, 12193, 13024, 13674, 14434, 16098 },--H = 10668 (35kft) { 6025, 6379, 6676, 6680, 6837, 7433, 8194, 8603, 9101, 10075 },--H = 13716 (45kft) { 3336, 3554, 3837, 3840, 3990, 4484, 5000, 5307, 5596, 6232 },--H = 16764 (55kft) { 1904, 2042, 2296, 2300, 2433, 2798, 3212, 3483, 3639, 4097 },--H = 19812 (65kft) }, },
  18. Hi guys. I've been working on an SFM for the F104 and think, it is not too bad already. But I recognized, that the SFM has the limitation, that it only "decides" on speed and NOT on altitude. My goal is to make it take "altitude" into account as well, which I didn't get to function right now. My idea was to do it like the MB339 and A4E did with their engine table_data whre there is just an "extended" afterwards and a declaration which looks like this (in red): table_data = { -- M Pmax {0.0, 0.0,0.0}, -- dummy table, required for 2.0+ engine module load {2.0, 0.0,0.0}, }, -- end of table_data -- M - Mach number -- Pmax - Engine thrust at military power - kilo Newton -- Pfor - Engine thrust at AFB extended = -- added new abilities for engine performance setup. thrust data now can be specified as 2d table by Mach number and altitude. thrust specific fuel consumption tuning added as well { -- matching TSFC to mil thrust consumption at altitude at mach per NATOPS navy trials TSFC_max = -- thrust specific fuel consumption by altitude and Mach number for RPM 100%, 2d table { M = {0, 0.5, 0.8, 0.9, 1.0}, H = {0, 3048, 6096, 9144, 12192}, TSFC = {-- M 0 0.5 0.8 0.9 1.0 { 0.86, 0.92, 1.012, 1.012, 1.003},--H = 0 -- SL { 0.86, 0.99, 1.025, 1.025, 1.016},--H = 3048 -- 10000' { 0.86, 0.96, 1.008, 1.008, 0.999},--H = 6096 -- 20000' { 0.86, 0.95, 0.984, 0.984, 0.974},--H = 9144 -- 30000' { 0.86, 0.94, 0.976, 0.976, 0.967},--H = 12192 -- 40000' } }, I would like to do the same thing for the aerodynamics table_data. My try (which was not successfull) looks like this: extended = { Cx0 = -- Interpolierung von Cx0 bei Geschwindikeit M und Höhe H {-- minimum Cx0 ist xxx maximum Cx0 ist yyy M = {0, 0.2, 0.4, 0.6, 0.7, 0.8, 0.9, 1, 1.05, 1.1, 1.2, 1.3, 1.5, 1.7, 1.8, 2, 2.1, 2.2, 3.9},--Machnumber as above H = {0, 4572, 10668, 13716, 16764}, --Höhe = SeaLevel, 15kft, 35kft, 45kft, 55kft Cdmin = {--M 0 0.2 0.4 0.6 0.7 0.8 0.9 1 1.05 1.1 1.2 1.3 1.5 1.7 1.8 2 2.1 2.2 3.9 { 0.015, 0.5, 0.04, 0.019, 0.018, 0.015, 0.018, 0.045, 0.048, 0.05, 0.048, 0.047, 0.046, 0.046, 0.046, 0.046, 0.046, 0.046, 0.046,}, --SeaLevel 0 { 0.015, 0.015, 0.1, 0.027, 0.02, 0.019, 0.02, 0.045, 0.048, 0.05, 0.048, 0.047, 0.046, 0.046, 0.046, 0.046, 0.046, 0.046, 0.046,},-- 15kft { 0.015, 0.015, 0.015, 0.12, 0.08, 0.04, 0.035, 0.05, 0.055, 0.06, 0.065, 0.06, 0.05, 0.04, 0.035, 0.025, 0.02, 0.015, 0.015,},-- 35kft { 0.015, 0.015, 0.015, 0.015, 0.12, 0.1, 0.07, 0.075, 0.077, 0.08, 0.075, 0.07, 0.055, 0.05, 0.049, 0.0475, 0.045, 0.035, 0.031,},-- 45kft { 0.015, 0.015, 0.015, 0.015, 0.05, 0.09, 0.11, 0.14, 0.13, 0.12, 0.1, 0.09, 0.07, 0.06, 0.055, 0.05, 0.0475, 0.042, 0.035,},-- 55kft }, }, }, -- end of Cx0 Which I did put right after the fully filled aerodynamics table_data. Does somebody know how I could get it to work? Am I on a "right" way, or totally wrong? May be, if some ED-guys who know the deal might "nudge" me in the right direction? Any help would be greatly apreciated Cheers, PJ.
  19. Hi Freebirddz. Thanks for your answer. Yes, it will be interesting to do, but having an EFM with FC3 avionics is perfect to start out, since you can focus on one thing at a time, which will be in my case the EFM. I gather you just programmed the pure flightmodel and no systems in the EFM-files and use the Systems/Avionics and cockpit through this code in your entry.lua. I just wrote you a PM since I don't know if you are allright if I post your code here. It would be great if you could give me a "right" or "wrong" to my asumptions, since it would be perfect if I did not have to "invent the wheel" once more :-) Thanks a lot and merry christmas, PeeJott
  20. Hi. Great MOD, just gave it a try. Very nice Just a few questions regarding EFM and FC3, since I'll be trying to do the same thing for the VSN_F104G MOD (right now just at the beginning of understanding EFM, but I'll be getting there): Do you have to take special care about something when programming the EFM if you want to use it with FC3 avionics? It would be great to not run into the same problems somebody else already encountered
  21. Well guys, today it dawned on me, that the problem is, that I call my script (as above) from the entry.lua or from the aircraft.lua. Those files are loaded right at the beginning when DCS initializes itself. It is not so hard to understand, that the above mentioned global variables/functions "get_base_data()" return a nil value, because there is just nothing to return, or, more precise, those functions/variables are not there when the script is executed. I tried a little workaround with: local function LoGetSelfPlane() local selfdata = LoGetSelfData() if selfdata == nil then selfdata = "XXX" end return selfdata.Name end I switched to the export.lua, since it might be, that FC3 modules hide their data from "get_base_data"... Don't know for sure, but in the above way, I don't get an error message ind those functions. I do get the same error in the: make_default_activity(update_time_step) function, which is a bit annoying...well, I'm at it and will see, how it works... If anyone has any suggestions, I'd be quite happy to be pointed in the right direction...
  22. Or better: Is it possible for FC3 planes?
  23. Hi guys. I've been fiddling around with a little script, that should only fetch the base data "get_base_data()" from DCS and store it in a variable. I don't want to do anything fancy, right now, just that. As a way of knowing if it works, I did put the "Print_message_to_user" in the script as well. It looks like this: local Get_System_info = GetSelf() local dev = GetSelf() ----------------------------------------- local update_time_step = 0.01 local sensor_data = get_base_data() make_default_activity(update_time_step) ----------------------------------------- update = function () ActualMachSF = sensor_data:getMachNumber() ActualGeforceSF = sensor_data:getVerticalAcceleration() print_message_to_user (ActualMachSF) print_message_to_user (ActualGeforceSF) end need_to_be_closed = false When I start it via "dofile" from the entry.lua I get an error saying: attempt to call global 'GetSelf' (a nil value) If I erase the first 2 lines, the log says: attempt to call global 'get_base_data' (a nil value) How can I "connect" my script to the "output"-side of DCS? Any help would be greatly apreciated :-)
  24. Hi guys. I did some work on the F104G SFM, using ReadBeard2's gathered data and sfm and tuned it a bit, so the F104 flies a little bit more like an F104. Changed Radar and loadouts as well. If you like, download it, and put it in your mods/aircraft/VSN_F104G folder. But don't be disappointed, since the VSN_F104G flies differently after the "update" and the radar can only lock things max 60nm away.... ;-) dropbox.com/s/w1e8swm87e85bus/VSN_F104G.lua?dl=0
  25. @Oban Sorry dude, I don't use the Tornado mod, just the F-35; F-104G and Eurofighter Mods...last time I looked, they worked fine... I use them on stable by the way ;-)
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