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Mav87th

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Everything posted by Mav87th

  1. @graveyard4DCSLove your approach charts. However there is one navigation point missing information about its location (actualy two perhaps) CANVU and BAMRE I managed to find the information in the Navtech oakn01maorg0 from 22 feb 12 CANVU N 31 27.0 E 065 45.2 BAMRE N 31 32.2 E 065 53.9 Both points are used in the SID departure platesnull null
  2. Totally Second this one. Al Jouf, KKMC and Fahd would be pretty essential
  3. Cool @raus Looking forward to enjoy the fruits of your work
  4. Bump..... @BIGNEWY any chance of a password for the campaign, so some of us can update it to A-10CII and/or weather ?
  5. Hey Raus Hope your doing well and have come into 2025 good and healthy. If you are still working on the Datacard Generator then i have a small request. The Comm Card page is not able to show 3 decimals in the frequencies column. That might be a good idea for a small change/fix. brg Martin
  6. @graveyard4DCS that is a brilliant collection of articles you have written. I can highly recommend those for any one building missions even missions not for either of the two theaters of operation. Well done !!!
  7. I have been doing a little research as well for preparation for some "Hogs in the Sand" missions. I seem to have found the correct kill box layout in the theater of operations, which makes it a lot more less difficult to decipher the descriptions of missions in various books written by pilots where they refer to kill boxes fx. I also found the approximate placement of some of the tanker tracks, and i know that in Buck Wyndhams book there are several references to the names of these tanker tracks as well. So far i have made the kill boxes as trigger zones, as i plan to use them as zones anyway and see no idea in doing them two times, but it might be easier to share them as "draw" graphic then as a strip of lua code you would have to insert into the mission file..
  8. Bump..... any one looking into this ? @BIGNEWY perhaps
  9. Very nice work Totmacher - love the comparison possibility Suggestion Add mph and mph/ias to the speed selections especially for the US WWII planes
  10. Argh…… dohhh
  11. It seems that they had 4 and not 2 external stations for up to 500 kg bombs (not 500 lbs). At least according to combat records and images of the plane. From this account KG 51 bomb Ventnor radar and Portsmouth harbour | August 12th 1940 (battle-of-britain-diary.org.uk) And here under 3 pictures showing the two racks on either side of the fuselage instead of one.
  12. More control over Speed and Timing on waypoints. Fx. ability to lock the time on two waypoints (should then automatically adjust the speed between them) ability to set a speed of IAS in Mph for WWII planes. Ability to set speed time depended on a chosen climb rate between two waypoints. Example you want a group of P-47's to climb between two waypoints at 500 ft/min and 160 mph ias. then the time of the second steerpoint should adjust automatically or if that steerpoint is locked the first steerpoint time should adjust. Would give a ton more management of AI in larger scenarios and much better control over how the AI's are flying the missions.
  13. Ohh yes - and loving it
  14. Feel Free to make your first P-47 mission with exactly the type of start for the user you see fit... nullotherwise.......STxU and alter any mission you see fit
  15. Hi @BIGNEWY posted new topic as requested - thanks for the interest! When placing the object "V1 rocket launcher" with the mission editor the unit will always face north when entering 3D world. in the mission editor it will visually look like the unit is facing in the direction one has adjusted it too with the "arrow". It does not help to give the unit a waypoint in the desired direction, nor does it help to give the unit a "fire on point" assignment where the point is also in the desired direction.
  16. @BIGNEWY Same issue is valid for the V1 rocket ramps. Always facing North no matter what you do.
  17. Check above for the TacView stuff - kinda helps a little
  18. So i did a couple of climb tests with AI (P-47D-30) and my self in a player aircraft. Attached is the mission file, so you can try your self. I then copied the AI flights track and altered the speed/time settings of the steerpoints, so now there are two AI flights, one called "Fixed Time" and one called "GS" obviously for GroundSpeed as this flights waypoints are set to groundspeed, while the original flight is Fixed Time set on the wayponts. Observations: Fixed Time flight flyes the obviously most correct flightpath while the GS flight does not originally start the climb, but comes up to altitude a little delayed. The ACMI file and an exported telemetry file is attached as well as the mission it self. You can simply spawn in the player aircraft and then F2 the flight of the AI's, or alternatively climb up with them. Tacview-20240302-114357-DCS-Climb-Test_P-47D-30.csv Tacview-20240302-114357-DCS-Climb-Test_P-47D-30.zip.acmi Climb-Test_P-47D-30.miz
  19. Actually thats not too shabby - its 300 MPH IAS at 35000....easy obtained in a shallow dive. I assume that the AI will use it as a guide to stay below that mach number CAS_min = 56, -- if this is not OVERALL FLIGHT TIME, but just LOITER TIME, than it should be 10-15 minutes.....CAS capability in minute (for AI) V_opt = 125,-- Cruise speed (for AI) V_take_off = 53, -- Take off speed in m/s (for AI) V_land = 50, -- Land speed in m/s (for AI) V_max_sea_level = 250, -- Max speed at sea level in m/s (for AI) V_max_h = 212, -- Max speed at max altitude in m/s (for AI) Vy_max = 22, -- Max climb speed in m/s (for AI) Mach_max = 0.8, -- Max speed in Mach (for AI) Ny_min = -4.0, -- Min G (for AI) Ny_max = 8.0, -- Max G (for AI) Ny_max_e = 8.0, -- Max G (for AI) AOA_take_off = 0.14, -- AoA in take off (for AI) bank_angle_max = 60.0, -- Max bank angle (for AI) Above is from the P-15D lua file - it has better explanations to each constant. Next test is to try to make a Mission with a P-15D AI par that takes off, and then climbs out towards a rendevouz point. Then its possible to edit the P-51 lua files Vy_max constant and retest if that helps.
  20. Request for new feature..... Added possibility to launch the "Model Viewer" from the binMT
  21. Yea i guess to clarify, that what i want is to be able to measure if a flag has been continuously true (or false) for X amount of time aka - Flag 1 is set to true and then remains true for 10 seconds. If it turns false after 5 seconds and then turns true again after 1 second and remains true for another 5 seconds i do not want the "Time since flag (1, 10) to be true, which i suppose it does? So scripting might be the way. Thanks for the suggestion Grimes!
  22. Daring to pick this up again... how will the reaction be if you have an event that sets Flag 1 to 1 from 0 at event time Then after 5 seconds Flag 1 is set to 0 by another event And the condition is: Time since Flag (1, 10 sec) Is there a way to measure if a flag is TRUE in more then 5 seconds fx.??
  23. I would just love a decompiled version of the P-47D lua file so we could tinker with the AI max climb value... I managed to look into the file without decompiling it via www.luac.nl and here its clear that the Vy_max value is set to 22 (m/s y axis presumably) wich is the same as the P-51. So i'm going to experiment flying on the wing of a climbing P-51D to see if that is the same, and if one can adjust that value to a more belivable climbrate adjustment.null
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