-
Posts
76 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Thunder Chicken22
-
New AAW and Hospital point marks clutter up the map
Thunder Chicken22 replied to InsaneHexe's topic in DCS: Cold War Germany
This. Really wish there is a way to declutter all the labels in general. Maybe only show helipad names when zoomed way in.- 17 replies
-
- missioneditor
- cold war germany
-
(and 1 more)
Tagged with:
-
I am coming back to DML after quite the hiatus. I am trying to set up the LZ zone to detect landing event when a group or one of the group lands at Kutaisi then fire a flag to spawn the next flight. I have updated all the DML modules but can not get LZ to work properly. As you can see in the attached message I am getting this weird error about the LZ diameter. I get this regardless if it is a circle or a quad point. Via the debugger I can see that the LZ zone is not banging the landed! flag. I can manually fire the flag in question via the debugger and the next event (a spawn) works. So there is a issue with the LZ zone and I can not figure out what it is other than this error.
-
Basic EFM template (mod + source code)
Thunder Chicken22 replied to Sérvalpilot's topic in Utility/Program Mods for DCS World
The CWS error is the FC3 avionics aren't loading. If you just load into the "donor" FC3 jet (F-15, Su-27 or Su-25) during your DCS session prior jumping into your mod the cockpit should load.- 44 replies
-
- flight model
- efm
-
(and 1 more)
Tagged with:
-
Basic EFM template (mod + source code)
Thunder Chicken22 replied to Sérvalpilot's topic in Utility/Program Mods for DCS World
Yeah FC3. I figured that the CWS is the issue but I am not certain why it isn't loading. I am guessing I have something wrong with my entry.lau. Here is my entry.lua. I think I have it properly setup hence my confusion. -------------------------------------------- --F-23A mod by ThunderStruck Simulations -------------------------------------------- self_ID = "F-23A by ThunderStruck Simulations" declare_plugin(self_ID, { image = "FC3.bmp", installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, developerName = _("ThunderStruck Simulations"), fileMenuName = _("F-23A Blk 20"), displayName = _("F-23A Blk 20"), shortName = _(""), version = _("Block 20"), state = "installed", update_id = "F-23A Blk 20", info = _("F-23A DP231"), binaries = { 'BasicEFM_template', }, --EFM test encyclopedia_path = current_mod_path..'/Encyclopedia', --rules = { ["F-15C"] = {required = true},}, Skins = { { name = _("F-23A"), dir = "Theme" }, }, Missions = { { name = _("F-23A Blk 20"), dir = "Missions", }, }, LogBook = { { name = _("F-23A Blk 20"), type = "F-23A", }, }, InputProfiles = { ["F-23A"] = current_mod_path .. '/Input/F-23A', }, }) ---------------------------------------------------------------------------------------- mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_model_path (current_mod_path.."/Cockpit/Shape") mount_vfs_liveries_path (current_mod_path.."/Liveries") mount_vfs_texture_path (current_mod_path.."/Textures") --mount_vfs_texture_path (current_mod_path.."/Textures/AIM_120C5")- mount_vfs_texture_path (current_mod_path.."/Textures/F-23A") mount_vfs_texture_path (current_mod_path.."/Textures/F-23A_Cockpit") mount_vfs_texture_path (current_mod_path.."/Textures/Clipboards") --mount_vfs_texture_path (current_mod_path.."/Textures/Cockpit Photo") ------------------------------------------------------------------------------------- local cfg_path = current_mod_path .."/FM/config.lua" --EFM test dofile(cfg_path) FM[1] = self_ID FM[2] = 'BasicEFM_template' FM.old = 6 -- 3 = Su-27 avionics, 6 = F-15C FM.config_path = cfg_path dofile(current_mod_path.."/Weapons.lua") dofile(current_mod_path.."/Views.lua") make_view_settings('F-23A', ViewSettings, SnapViews) ------------------------------------------------------------------------------------- make_flyable('F-23A',current_mod_path..'/Cockpit/Scripts/',FM, current_mod_path..'/comm.lua') --make_flyable('F-23A',current_mod_path..'/Cockpit/Scripts/',{nil, old = 6}, current_mod_path..'/Comm.lua') --make_flyable('F-23A', current_mod_path..'/Cockpit/Scripts/', F23FM , current_mod_path..'/comm.lua') ------------------------------------------------------------------------------------- dofile(current_mod_path..'/F-23A.lua') plugin_done()- 44 replies
-
- flight model
- efm
-
(and 1 more)
Tagged with:
-
Basic EFM template (mod + source code)
Thunder Chicken22 replied to Sérvalpilot's topic in Utility/Program Mods for DCS World
I am pretty sure I caught it, it was a syntax error in the entry.lua. Now, however, I am getting another error. In the log I get the following error: ERROR APP (Main): Invalid Unit Module: "F-23A" CWS initialization failed Oddly the mission will load and I can even select the correct client but when you select "fly" I do not spawn in as a player but watch 3rd person on some random static asset. Even more odd, the flight that I selected now loads in and starts as a AI asset. I haven't had much time to mess with it in the past week but that's were I am currently stuck.- 44 replies
-
- flight model
- efm
-
(and 1 more)
Tagged with:
-
Basic EFM template (mod + source code)
Thunder Chicken22 replied to Sérvalpilot's topic in Utility/Program Mods for DCS World
Hey just tried this. Having a weird issue where the cockpit model doesn't load whereas before it would using the SFM. Any ideas?- 44 replies
-
- flight model
- efm
-
(and 1 more)
Tagged with:
-
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Current state of things lol. I'm going to have a look at the suspension code in a bit but it is fundamentally the same as the F-22's; just different values. -
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
So wanted to follow up. For our project at least, ground detection is broken. It appears that the wheels drop through the terrain mesh a couple feet yet it acts like it is off a runway. Landing damages the wheels etc. The other is that this does not fix the issues with calling the flaps and speed brakes. The landing gear does work normally now. -
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
So this fix works with my project but for some reason when spawning in on the ground it spawns in then drops a couple feet and the wheels end up under ground. You can get it airborne but just barely. Is this a issue with the F-22 mod? -
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
So those two lines are all that is required or was there more in the declaration block? -
Current Issue with FC3 Mods
Thunder Chicken22 replied to Spino's topic in Flyable/Drivable Mods for DCS World
Some of the FC3 commands do not work now. Landing gear, flaps and speed brakes are affected. I think some mod teams have been able to get the landing gear to work again. It seems to me that they have made some fundamental changes to some of the commands unless this is related to having to preload the F-15/Su-27 first. -
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
How would you call those? -
F-22A Raptor mod enhancement mod
Thunder Chicken22 replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The plugin for the F-15C avionics is "make_flyable('F-23A',current_mod_path..'/Cockpit/Scripts/',{nil, old = 6}, current_mod_path..'/Comm.lua')--F-15 = 6 ------this is the F-15 SFM VERSION" I think they must have changed the file path for the FC3 as you stated. I think the only way to enable F-15C avionics without the work around is getting the new file paths. I hope ED will throw us a bone with this. -
Yes! This is the F-23A DP231 which is the P&W F119 variant. This was featured in General Arrangement plans that are publicly available. This wasn't the final submission as it was dated December 5th 1990 and the final submission was December 31st and has not been released to my knowledge. This is about as close as we can get. You can see the both weapons bays at 22 seconds in on the Flap Scheduling video above.
-
Introducing the F-23A mod by ThunderStruck simulations! Currently WIP and expecting to release sometime in 2024. Please note that this is NOT the YF-23 which was the PAV during the demonstration and validation phase of the ATF program. This is one of the proposed production versions, DP231, for the P&W F119 engine. Based on the unclassified General Arrangement plans.
-
Wonder if someone might be able to help me with a cloning issue. What I am trying to do is randomly generate a flight of enemy fighters from a general area on the map. This area has 6 different possible clone zones, each with it's own unique enemy configuration but I only want to spawn from one zone at any given time. Process I am using is as follows: I use a single pulser to "kick start" the cloning process. Set up with a delay timer so doesn't start immediately a mission start. randomizer which has 6 discrete zones from which it can choose. a timer which will only fire the clone flag after a certain time has passed. 6 clone zones each have a clone (empty!) and preWipe flags. A LZ zone to signal when a unit from this randomizer has landed which fires a flag to start another spawn cycle. The issue is when units land. Although I have preWipe on each individual cloner, it will only wipe that group from it's own zone, assuming it is called again. So if another cloner is called another spawn cycle will occur without a preWipe. So you could have a situation where if say wingmen land separately or when two groups survive and land you will get spawns for each landing occurrence. Thus it becomes a positive feedback loop if these units are not being shot down. The issue is a big problem on a server where units will start building up. So what I am trying to do is preserve the process I have now but if possible, wipe all units from that randomizer. I am not sure that it is possible with this approach so I am open to alternative approaches. Attached are the zone flags.
-
So I ran into a issue when attempting to control a clone zone with a changer. What I'm trying to do is similar to the airfield issue, basically when all the units in a faction's specified zone are destroyed, I want to shut off a cloner. The cloner has a delay timer associated as well as a pulser for the initial clone cycle delay. Idea being that I want the cloner to start spawning units after a specified delay after a mission starts. Then after each time those units are destroyed, there is a different, randomized delay between spawn cycles. Now what I am attempting to do is after the mission starts, what I called a Kicker zone fires a signal to the Randomizer zone to choose one of the two clone zones. Thence after those units are destroyed, the delay timer waits a certain randomized time and fires a signal for the next clone cycle. This signal must pass through the Switch zone to get to the Randomizer. The Switch checks the Occupied Zone to ensure that there are the specified units still in its zone. If yes, it sends a changeOut! flag signal to the randomizer, otherwise it shuts off. I am getting the error message continuously streamed after mission start up stating that I am missing a flag signal of some sort. So I am confused what it is looking for specifically and I realize that I am missing something in the Switch zone but it isn't clear to me what exactly I am missing. I am also wondering if I am approaching this correctly so any input is appreciated.
-
I would like the ability to shut off or start AI spawning from airfields that are captured/changed hands. For example, the closest Red airbase in my mission is Sochi. It currently has Red air combat air patrols that launch on a spawner with a timer. I would like to be able to turn on/off these spawners depending on which side is controlling the airbase. I have read through the Changer section in the documentation and see that a Gated Switch may work here but I am not clear on how exactly to implement it. I looked at the mission example but that is cued by a radio command and I assume that a pulsed flag wont work here. Attached is how I set up my spawner with it's associated timer at Sochi. What I am looking to do, is for this spawner to remain active as long as Red owns the airbase. If Blue captures it, this Red spawner shuts off and I can activate a Blue spawner. If Red were to recapture Sochi, this spawner would restart etc. Appreciate any help!