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Everything posted by Stonehouse
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See here http://forums.eagle.ru/showpost.php?p=2844556&postcount=583 Note this is DOL's mod. There should be a Tu4 variant out pretty soon if I can get some time to finish the last couple of things. As the linked post says if you search this thread there are some updated lua's floating about. Also note that there seems to be an issue with bombing from above 2000m with the B29 but give it a go at higher altitudes as sometimes it works and sometimes not. Symptom of the issue is that when the aircraft reaches the waypoint the bombing advanced action is attached to it turns 180 deg and flies off into the blue yonder. Really also recommend lilkiki's fireobjects as the smoke plumes after a raid really add to the immersive feel. B-29.lua
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You can do it off bort numbers too somehow. The guy who skins for the squadron I belong too found a way to give us a fuselage letter and a logo under the cockpit on the P51. I don't know the how though sorry just know it is possible
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Just an update on the bombing over 2000m thing. Over the weekend I did some checks and Friday evening I could bomb from any height with the B29 but the B17 just refused to co-operate. Yesterday evening I had the B17, G4M, He111 and PBY all bombing from 5000m without much trouble but the B29 just turned away. So I think it is working for the mod aircraft but is just very picky. It probably means something is not quite right with them so that the band of "right" conditions for bombing is narrower than for a stock aircraft like the B52. I will keep looking at it on and off particularly as the next mod aircraft is going to be the Ju88 going by Markindel's post up a few. So I will do some reviews while looking at the same sort of setups. I know for instance that getting the pylons in not quite the right position in the lua will cause the refusal to bomb so I can review the co-ords of the racks again. I also have found a better site for B17 info and can see some of the speeds in the current release are a bit out as well. Also all the mods (except the B29 and DC3) need the wingtip co-ords fixed up for contrail effects to work properly.
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I did some checking over the last few days and it was quite strange. Friday evening I could bomb from any height with the B29 but the B17 just refused to co-operate. Yesterday evening I had the B17, G4M, He111 and PBY all bombing from 5000m without much trouble but the B29 just turned away. So I think it is working for the mod aircraft but is just very picky. It probably means something is not quite right with them so that the band of "right" conditions for bombing is narrower than for a stock aircraft like the B52. I will keep looking at it on and off particularly as the next mod aircraft is apparently going to be another bomber (Ju88 ) so I will be looking at the same sort of setups. I know for instance that getting the pylons in not quite the right position in the lua will cause the refusal to bomb so I can review the co-ords again.
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I think you'd have to approach it as a bomb load somehow. Define a new weapon along the lines of a cluster bomb type thing and have the bomblets be the pilot EDM shape and zero warhead strength or something. Lot of mucking about though without being certain it's doable from our end with the info we have at present. I suppose if you could spawn a pilot shape in a chute by script then you could probably do something like the bombing script to spawn "parachutists". Be nice to be able to air drop supplies too as was done I believe in the latter half of the war. <edit> actually I was not thinking straight. Just a normal bomb would do with zero or say 100kg weight and no warhead then define shape as pilot & chute. But that would be the trick as I imagine the animation of the pilot bailing out is tied to an argument in the model or a generic DCS thing and triggered by action of bailing out and you would need to simulate that for each bomb.
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Lol you aren't the only person who has had that thought
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Stealing Markindel's thunder a bit but to advise the DC3 is available here http://www.digitalcombatsimulator.com/en/files/2019359/
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It seems like one of the recent patches has changed something that the bombers used for bombing above 2000m. Not entirely sure and perhaps people who have previously working missions where the bomber was above 2000m when they bombed can see if they still work under 1.5.4. Maybe also confirm that 2000 is the magic number ie does 2001 work etc? Details of temp workaround via script if things have gone wrong http://forums.eagle.ru/showpost.php?p=2849565&postcount=5 We have been tied up on the DC3 - no bombs - so just haven't noticed any issues. lol I think Markindel and I do more modding than flying or mission building. Won't able to do much on it until tomorrow and possibly not even then as my wife has some tasks lined up for me this weekend.
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Seems like something has changed in the last patch or so. Previously working missions where mod introduced bombers like the B17 bombed from above 2000m now don't seem to work. Typically when the planes turn around like that it means it's been given an invalid waypoint action. At present no idea of how to fix it or even if I can fix it. We're just finishing up the DC3 so may have some time to go back and see if it can be fixed and also try all the mods like PBY, B29, HE111 and B17 etc to see if any work above 2000m. Temporary (hopefully) workaround via a script. See here for details http://forums.eagle.ru/showpost.php?p=2360128&postcount=121 and here for latest version of bombing script http://forums.eagle.ru/showpost.php?p=2418128&postcount=142 Note B29 lua download in above two links is out dated and should not be used.
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Basically it goes in mods\tech but I would really recommend looking at this thread http://forums.eagle.ru/showthread.php?t=98607 and using JSGME. Problem with just putting it into mods\tech is that every game update has potential to clobber your mod and you will have to reinstall it and/or potentially even if it doesn't sometimes a mod will not work after an update and it can cause problems. So basically the process is to remove mods prior to an update and then put them back. JSGME makes this easy to do...........plus there is a change coming/already partially here where having "unsigned" mods in this location will make the integrity checker boot you when you try to join a MP server with integrity checking turned on. So being able to easily switch on and switch off mods is fairly important. You can still do it if you manually copy the files into the correct location but then you have to manually remove them too if you want to switch it out.
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Hoping someone can assist me with an issue and also something else I am hoping to understand better. Particularly the issue as I imagine others must have fallen over it before. I am not an animator/graphic artist by the way I just do the lua side but I will direct Markindel to this thread if someone's explanations are talking about the 3dsmax side. As you can see I am working on the damage table for Markindel's DC3 and running into the issue in the picture. I previously thought that arg 81 reaching a value of 1 was the trigger for spawning the DC3-oblomok-tail.edm shape in game but the lua running when that picture was taken had no reference to argument 81. So I now believe that 81 just controls the appearance of the tailless aircraft shape and something else triggers the spawn of the tail piece. Can anyone please explain how this part of the damage model is meant to work? In the test mission the Bradley shot at the DC3 for a while and then it must have reached a damage level and the first tail piece spawned. Then every time the aircraft was hit a new tail spawned in. What triggers the tail piece being spawned? Does the lua parameter droppable = false suppress this from happening or is it for something else entirely? Second thing I have been trying to research with limited success for a long time. Deps_cells. I think that a deps_cell assignment is basically saying that within a damage location these other damageable locations exist. Is that correct? So the below says that the right in flap location is within the right centre wing [30] = {critical_damage = 20, args = {215}, deps_cells = {38}},-- wing center right [38] = {critical_damage = 2},-- flap in right Is that correct? If it is correct does the critical damage for the flap add to the critical damage for the wing centre right so that the total of the critical damage for location 30 is 22 or is the flap damage of 2 counted as part of the 20 or is there no connection at all and each component has it's own critical damage and potentially it's own damage animation etc? If specified as above does a hit on location 38 also damage 30 and vice versa? Does a hit on 38 contribute towards triggering the animation for argument 215? Can someone clarify how this part works please? Thank you for any clues or assistance anyone can provide. Regards, Stonehouse
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Communications with airfields during WWII
Stonehouse replied to Racoon's topic in Western Europe 1944-1945
Pretty sure in The Big Show there are references to code names for locations around the area of operations so position references could be given secretly even though the German listening stations would pick it up. I seem to recall my copy had a picture of a table of codes or code wheel type thing on the cover - I haven't seen it for a while as it's in storage due to renovations. Also there is a large section in Bob Spurdle's biography (The Blue Arena) about his time at the end of the war serving as a what was basically a FAC. The Allies recruited experienced pilots who were towards the end of a tour to serve attached to an Army Division to direct tactical support aircraft attacking build ups and bottlenecks around the front. -
No worries, I didn't take it as negative and my reply was exactly what I meant when I said that I will take note and think about it. At present there are quite a few compromises required though as far as accuracy goes (eg using M2s on the HE111 as I couldn't successfully get the guns from the BF109 and FW190 set up as a flexible gun mount) and I just prefer to keep it as close as I can for now and Markindel is generally of the same mind set I believe. I had some interesting side effects recently putting together the Tu4 version of the B29 in that it uses the Gsh_23 but the single gun version from the Mig 15 is not defined as a gun mount template and my attempts failed to create one so far. However the B29 has gun connectors for each muzzle so I could create it so that it acted like a fixed gun mount with the result that I had tracers streaming out at 90 deg to the fuselage on both sides like a firework show. There is a azimuth and elevation variable available so perhaps you could get a directed fixed gun mount but I fear the arc of fire would be very narrow as typically it is intended for use as a fighters forward firing guns. Long story short it ended up with the TU4 being assigned the Gsh_23_2 which is the twin version and therefore it only has 5 of these to keep the muzzle count where it should be. My mistake earlier too, the shorter range comment was incorrect and the Gsh23 actually fires out 300m more than an M2 in the game definitions so it must have just been a glitch in my mission. Interesting about the Australian connection. I am Sydney based myself and have been a member of 457 Squadron for the last 16 years coming from an EAW/IL2 background from the group viewpoint with Falcon4/Lockon out of my own interest. It'd be really nice to be able to stage a local regional version of the recent Case Blue or something along those lines one day. We tried to take part in Case Blue but the latency/kick requirements to join the mission always defeated us.
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Ammo counts are already very high lol. Mainly because the AI tend to fire nearly non stop and historical load outs will see them stop shooting after a very short time. I guess it is all about play balancing but we've already had complaints that the B17 was too easy for instance and therefore damage values were increased. Not disagreeing with you but it's hard to take a line that makes everyone happy so I have gone for as close to history as seems reasonable and possible within DCS at present for the first pass at least. Have you tried lowering the crew skill? It should affect their shooting theoretically at least. I guess these are all WIP and I know full well they are not perfect so all I can say at present is that I take note of what you say and will keep it in mind and try some more tests as time permits. Unfortunately the only large scale use of these models so far is Shadoh's online campaign and he basically sets the planes on rails to avoid them breaking formation by setting the react to threat as no reaction and therefore the guns are not active and he simulates them via a script. So what it does mean is that no one is really testing them on a large scale where they are as is released.
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Not that we have found so far.
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http://virtualcockpits.web.fc2.com/mod/dcsw_b-29/dcsw_b-29.html is DOL's original. If you look back through this thread you will see updated lua files that add extra guns, payloads etc and tweak some values to be closer to the real thing. If you use it in a published mission please be sure to credit DOL.
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Markindel is revising some of the model to see if some theories we have will improve the damage model on the DC3 and if it works probably mean a revision to what has already been posted at some stage for other aircraft. Tu4 variant is nearly ready - I tried to define a different set up for the 23mm single barrel cannon from the Mig15 and while I partially succeeded the guns would not act like a flexible mount - ie I would have to also define a new gun mount template and was not sure how exactly - and while it looked like a nice fireworks show with tracer shooting out at 90 deg to the fuselage I didn't think you would find that much use Rob :music_whistling: ......so I ended up using the twin barrel 23 mm cannon which has an existing gun mount definition instead and simply gave one gun to a turret but increased the ammo. I thought for a while that the twin barrel guns were not working but then realised they just have a shorter max range than the M2 in the DCS world setup and so enemy aircraft had to get closer for the TU4 to fire back. Bombs are also a bit of a problem as there is nothing the right mass in DCS at present so I had to compromise and put in a load out as close as I could to what I've read was used in the real life Tu4. The guns shooting out the side did give me an idea for a DC3 Vietnam era version though maybe try to see if it is possible some time. Does "Puff" ring any bells? :lol: Now have to finish testing the Tu4 for basic functionality and figure out how to put it somewhere accessible but make it obvious it's DOLs work still plus the DC3 WW2 stuff and maybe a small He111 revision in the lua. So while I can't really say how soon for the DC3 as we're not sure how the experimentation will go and whatever way it goes there will be some rework necessary probably it won't be that long before it gets released either. Very nice skins there Eddie :thumbup:
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Don't really know for sure. All I know is I was able to host a server with IC on with the B17 mod in that location and as host didn't see any issues.....but I didn't have anyone available to join the server as a client at that time so it is inconclusive. If you (or someone else reading this) have someone handy to run an experiment with it would be good to know one way or the other. I assume it probably requires client and host to have the same mod sets loaded. Possibly exactly.
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I could have this wrong but I believe that the new location for "unsigned" mods is to be C:\Users\profile\Saved Games\DCS\Mods and then aircraft and tech etc folders underneath there rather than DCS World\Mods. I have tested this and it certainly seems to work ok. Is there any possibility that functionality could be added so that we can actually nominate a different location outside the system drive? For a lot of people with a dedicated system drive (eg SSDs or fast HDDs) etc filling up the system drive with GBs of data is undesirable. I know I can use symbolic links but not everyone knows how and it would be nice to be able to just use normal windows browse folder functionality to pick a mod folder location. @Moderators - If I have misunderstood how mods are going to work going forward please feel free to delete this. Thanks, Stonehouse
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Dirt not grass unless Maligno has updated the textures see http://forums.eagle.ru/showpost.php?p=2766127&postcount=164 There are Marsden mat ones somewhere too. I have the mod but can't recall where I got it. <edit> found it, also by Maligno http://forums.eagle.ru/showpost.php?p=2284823&postcount=50 @ESA_Maligno - actually if you do have some grass strips as well as dirt or marsden matting that would be great too!
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Well installing it under Saved Games will allow the mod to appear in game - tried the B17 and did a little test mission with it bombing my base while I took off in a FW190 and I was able host a mission with IC checked. No idea of whether a client could join it though. Don't if that helps anyone.
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I saw something about installing them under c:\Users\your profile\Saved Games\DCS\mods\ rather than the current location somewhere over in the beta posts for 1.5.4 but haven't had time to try it out yet. Don't know if that will bypass the IC or not. Probably may mean that the host and client may need the exact same set of mods??? Not sure.
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Addon Tents, Watchtower, UH-1-Cargo
Stonehouse replied to upuaut's topic in Static/AI Mods for DCS World
Anyone getting an invalid archive error for the wolf mod? I've downloaded it a couple of times and 7zip won't open it and I'm wondering if it is just my end or there is something wrong with the file up on the download location? Thanks, Stonehouse <edit> nope it is a 7zip issue. WinRAR works fine -
I couldn't find the book Eddie, probably it's in a storage box somewhere. Too many books! Anyway found these samples that might help you do some RAAF skins if you have time. Post war Rathmines one amongst them, I think during the war they were black. http://www.aussiemodeller.com.au/pages/Reviews/Decals/A48021Catalina.html http://www.aussiemodeller.com.au/Images/Review/AussieDecals/A48021_P1v.jpg http://www.aussiemodeller.com.au/Images/Review/AussieDecals/A48021_P2_v.jpg http://www.adf-gallery.com.au/gallery/albums/Catalina-A24-7/RAAF_Consolidated_Catalina_A24_7_PBY_5_moored_Rose_Bay_NSW_41_sized.jpg http://www.adf-gallery.com.au/gallery/albums/Catalina/P016812.sized.jpg http://www.britmodeller.com/forums/index.php?/topic/81096-academy-172-pby-5a-catalina/ Some interesting pics http://www.sim-outhouse.com/sohforums/showthread.php?87866-PBY-Paints&p=891658&viewfull=1#post891658 http://www.sim-outhouse.com/sohforums/showthread.php?87866-PBY-Paints&p=892407&viewfull=1#post892407 plus a description http://www.sim-outhouse.com/sohforums/showthread.php?87866-PBY-Paints&p=888864&viewfull=1#post888864 Not sure if they will give you enough to work with.
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They look great Eddie. I have some RAAF PBYs pics somewhere of planes that operated out of Rathmines Lake Macquarie NSW on mine laying runs up into the islands around PNG and the islands north of it. I grew up only a few kms from the base. It was not operating by then but us kids used to play around the old buildings and some of the history soaked in. They are actually doing some reno's on the last of the old structures to create a monument to the people that served at the base and the Historical Aircraft Restoration Society is going to base a PBY there I believe. I'll see if I can find the pics if you think you have time to do skins. Think they are pretty simple from memory as it was really just mostly black as you would expect for night ops