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Copprhead

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Everything posted by Copprhead

  1. You will need 4x3 levers, so 12 levers in total (4x throttle, 4x rpm, 4x mixture)
  2. One nice feature are the build-in hardware malfunctions. So the sim doesn't need to simulate engine failures. Unfortunately this can't be disabled.
  3. Try single thread version. Last time i checked the display doesn't work in MT version.
  4. It's really not a simple or quick thing. You can't use the AI model as the arg 114 to hide the cockpit of the external model isn't present. So you need a new external model. And of course the cockpit model and for the turret and gunner/radio station. Using a SFM isn't feasible: it's not good at simulating propeller and piston engines. And it doesn't support multicrew. So you need an EFM. Developing a EFM alone is a big task. Simulating a somewhat realistic propeller and piston engine alone is already difficult. Then, there hardly any documentation on the aircraft aaerodynamic. Also for the turret some believable AI logic must be implemented. And for human controlled turret some way to sync it over the network.
  5. If avionics and EFM is left, then it's not "close to completion", rather the opposite.
  6. Semi active-radar homing missiles can be done when having a STT lock with the avSimpleRadar. avSimpleWeaponSystem also allows gyro gunsight lead calculation.
  7. The device and indicator used for the FLIR are not the normally available ones, they are loaded from the avSimplest.dll creators[devices.FLIR] = {"LR::avSimplestFLIR" ,LockOn_Options.script_path.."FLIR/device.lua"} indicators[#indicators + 1] = {"LR::ccCamera", LockOn_Options.script_path.."FLIR/indicator.lua", devices.FLIR, {{}}}
  8. Example: https://github.com/whisky-actual/Community-JAS-39-C/blob/Master/Mods/aircraft/JAS39/Cockpit/Scripts/HMD/Device/HMD_Device.lua#L3 https://github.com/whisky-actual/Community-JAS-39-C/blob/Master/Mods/aircraft/JAS39/Cockpit/Scripts/Systems/Canopy.lua#L7 Check the files beloe Cockpit/Scripts folder. Everything smaller than 0.02 is most likely not necessary. To test if its caused by indicator elements you can remove these lines https://github.com/whisky-actual/Community-JAS-39-C/blob/Master/Mods/aircraft/JAS39/Cockpit/Scripts/device_init.lua#L54-L156 But then the HUD and MFD will not longer display anything. So it's just to identify the cause of the low fps.
  9. You could try to reduce the update time of the luadevices, a lot have it at 0.01s. Which is unnecessary fast. Also having several hundreds of indicator elements (especially texture based ones) may cause fps drop.
  10. Are you using the "new propeller technology"? In this case the model needs arg 407 anf 475. However the animation is triggered by arg 370 (this means you have no arg 370 in the model, only triggered that number your code). Note that you'll need to also provide the engine rpm in the efm_get_param() method.
  11. The A-4E has a rather simple flight model compared to a F-18: - no fly-by-wire - only subsonic Both aspects greatly increase the complexity of the flight model. Not even speaking of the avionics and MFDs. Note that every month someone (often people allegedly with some 3d modeling and coding background) wants to add a realistic full fidelity super hornet to dcs. So far there is none.
  12. Whatever engine type is selected in the LUA is only for audio or visual effects or AI. The engine and prop needs to be simulated in the EFM, so it's all up to the mod developers.
  13. The UH-60L uses the "SimplestRadio" created by Luiz Renault. Everyone can use it. Its requires only the dll and a few likes of lua code to set it up.
  14. The goal of these requirements is quality and realism. They can be easily adopted for static objects or vehicles. Of course this only makes sense for a pack of objects/vehicles. The effort for single one is to high.
  15. @sirrah Nineline posted these guidelines for submitting a mod to ED some month ago on a discord:
  16. Your best option is most likely to use the file structure of one of the currently working stand-alone mods as a reference. And join the Modding Hub Discord for questions if you get stuck somewhere. Regarding the texture problem: The texture path of the model viewer is manually set in the tool and for the game itself it's defined in the lua files. If the textures are not loading in the game the reason is most likely that the path given in the lua files is not defined correctly. As you can see in other mods, most are using .dds files within a zip file and then the zip files is mounted. Alternatively you can mount the folder, but then the dds files must directly in this folder and not within a zip file.
  17. According to a message from March 24th 2022 on the discord of the developers they are still working on it, but there "has been delays due to life circumstances".
  18. No need for that. It clearly a ripped model from Justflight. The selfie stick, exactly the same accessories and the pilots even look in the same direction ... coincidence? Maybe. But not if you have found a China website that offers exactly this Tornado model and the 20 other models randomly posted by the same person here in the last weeks. And as said earlier. Even if its not ripped and bought from Justflight for the 2000$ it costs, the license doesn't allow the use in flight simulators.
  19. It's a nice Tornado GR1 model, unfortunately the license doesn't allow use within flight simulator games ... and it's a bit pricey https://www.cgtrader.com/3d-models/aircraft/military-aircraft/tornado-gr1 https://www.cgtrader.com/3d-models/aircraft/military-aircraft/tornado-gr1-3d-cockpit
  20. It's the 3rd aircraft on the bucket list. So maybe in 10 years
  21. EFM doesn't automatically mean it's realistic and even the SFM used by the AI can be more unrealistic than an EFM. EFM simply means that all forces and moments acting on the aircraft are calculated by the external code that was written by the module/mod developer. To get an aircraft that behaves somewhat realistic the EFM needs equations to handle lift, drag, side forces due to angle of attack, static stability, dynamic stability, post stall lift/drag, forces and moments due to control surface deflection, ... Thrust must be calculated, e.g. based on manifold pressure, rpm, shaft horsepower, propeller blade angle, propeller efficiency, ... But all that is up to the mod developer.
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