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Everything posted by Stonehouse
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Set the appropriate variables to false in the script --- Enable/disable red CAP flights. gcicap.red.cap.enabled = true --- Enable/disable blue CAP flights. gcicap.blue.cap.enabled = true --- Enable/disable red GCI flights. gcicap.red.gci.enabled = true --- Enable/disable blue GCI flights. gcicap.blue.gci.enabled = true
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Well the lua is DOLs really, I just changed and added a few things for my own interest and use.
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I'll look over the other stuff higher up to try to make it match a B17G more closely. It will probably take a few days though to dig out the references and stuff. I was trying to look through \DCS World\Scripts\Aircrafts\_Common\Damage.lua this evening to see if I can spot anything to help with your fuselage damage problem but nothing so far. Will keep looking though after I've looked at the other stuff in B17G.lua. Cheers, Stonehouse
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if you don't mind making the mission mod dependent lilkiki's fire objects give you an invisible object that when you destroy them give off fire and smoke for hours. I made a slightly tweaked version to give small, medium and large smoke & fire effects http://forums.eagle.ru/showpost.php?p=2545192&postcount=39. It's JSGME ready and all you need to do is place it at the same position as your static aircraft and then put a mission start trigger in to explode the fire object which would probably destroy/damage the static aircraft.
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Will download it and have a look this evening when I get home from work. Thanks, Stonehouse
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That looks great. I can see that all that practice on damage modelling for your ships has flow on benefits.
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Really interesting. So a few questions when you have a moment spare. Box- is that the size of the box that contains the aircraft so sort of a collision box? The speeds look like m/s? It'd be interesting to see what you get if you produced the same info (as to see what is missing and probably should be there) for some of the mod aircraft out there like the B-29. Thanks, Stonehouse
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No worries Markindel glad to help.
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That is currently limit of DCS which I am sure they will look at changing to suit WW2 bombers. Pretty much larger aircraft are limited groups of one or two depending on what they are.
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try this one Markindel, JSGME ready. Everything definitely works for me using the attached from gunners, bailout right through to bombing. PS it is not quite same as DOL's original release as I have increased the bombload to 40 500lbers, added exhaust smoke and bailing out crew and changed the 50cal in the tail to a 20mm gun as late war B29s had at times. Mainly I did this because they don't hold formation and I wanted them to have a chance at downing a Mig15 while still being reasonably correct from a historical point of view.
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Sorry didn't notice you asked a question in your reply. I think reshade is what people are using at the present time. That's the one I use anyway, it actually looks like it has origins in sweetfx anyway, so perhaps it is an upgrade to sweetfx.
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That would actually make it really easy for lukrop to add as he could just have a few more user set variables in the script which are used later for CAPs and GCIs. Kind of like reserved callsigns. The script already is setting the bort number of each unit.
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Markindel, a B17 & P40 would be fantastic! Even static aircraft that were destroyable would be a big help to WW2 mission making as setting up a believable airfield environment for the players to build immersion is very difficult at present. The skins issue was completely at my end as I thought and no error on your part at all. I thought I'd edited the description.lua to match the countries in the main aircraft lua but actually I'd forgotten somehow. So all good thanks. I did see one issue - when the pilot bails out you get a modern pilot. I've seen this before on the DCS FW190 and the cause is a missing pilot edm in \DCS World\Bazar\World\Shapes. The workaround or perhaps permanent solution if you don't want to make your own pilot edm is to change Macchi205Veltro.lua so it uses the FW190 or Bf109 pilot. You could set all Axis aircraft you make to do the same and the Allied aircraft use the P-51 WW2 pilot. I did the same small tweak to DOL's B29 to add the crew bailing using the same technique and the P51 pilot edm. I did a quick test this evening on your Macchi and it seems to work (although I am not 100% sure of what canopy_pos does. It may be the origin for the canopy when it jettisons). Anyway I changed the following section and ended up with a WW2 pilot on bailout, the line changed was pilot_name = 56 to pilot_name = "pilot_fw190" and I took out the comments on canopy_pos. I will try to see what effect the canopy_pos has over the next couple of days if I can get time or perhaps you already know? . . . crew_members = { [1] = { pilot_name = "pilot_fw190", ejection_seat_name = 0, drop_canopy_name = "Macchi205Veltro_Canopy", pos = {-1.460000,-0.045000,0.000000}, canopy_pos = { 0,0,0}, }, -- end of [1] }, -- end of crew_members . . . Hope that helps a little and gives back a tiny bit as way of thanks for your hard work. I am not an lua expert but now have about 2 years experience from working on GCICAP and my Flak script and obviously I am still learning, so while I can't guarantee a good outcome I am happy to try to help you if you have problems with the lua side. I am sure there are others here who know more about it than me who would also help if they were told the problem you were having. Cheers, Stonehouse
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Really fantastic Markindel. I'm having trouble getting the skins to work but that's me not you and I've put something in the wrong place or another mod is perhaps causing me grief. Luckily the default skin is my favourite anyway lol. Just need a P40 and some desert/med terrain now. I wish ED or a 3rd party dev team would build a simple "IL2 dogfight style" fictional map that was a few towns and airfields a decent distance apart with some tracks and roads and all desert. Even if it was just sand and flat it would be welcome.
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Found similar issues with Escort. Escort aircraft will mostly follow their assigned target group but often will suddenly fall behind and never catch up. Additionally they will detect an enemy aircraft out 100km plus and if that enemy aircraft ever climbs to near or above the altitude of the escorts the escort aircraft will commence a hard climb to regain height advantage. This is even if their engagement range is set to much less than the range to the enemy aircraft on the escort route task. http://forums.eagle.ru/showthread.php?t=164234
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Really looks good!
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Are you using Reshade? If so you can change the contrast curves etc a bit to help. I found that problem too with the Mirage and adjusted my Reshade profile to resolve the issue without making the rest of the game look washed out on my monitor and settings
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Take your time Markindel, if you go crazy on it then it will stop being fun for you.
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A Macchi 205 would be fantastic. Especially for Australian virtual squadrons flying the P40F when it arrives. The old quote from Waynes World about "we're not worthy" comes to mind. Thank you markindel and your colleagues for agreeing to allow the Macchi to be released to the community.
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It worked for me just didn't like the way it looked under 1.5+
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Ok I did have a look and unfortunately it is more than I thought. It looks to me like they have modelled the three flap positions as three separate button pushes not a toggle type thing. See clickabledata.lua in DCS World\Mods\aircraft\L-39C\Cockpit Then the relevant bit of default.lua looks like: This is kind of similar to the A10C except that for the A10 there is a toggle flaps down and a toggle flaps up in the Warthog throttle default.lua {combos = {{key = 'JOY_BTN22'}} ,down = iCommandPlane_FLAPS_UP, up = iCommandPlane_FLAPS_MNR_from_UP,name = _('Toggle Flaps Up'), category = _('Systems')}, {combos = {{key = 'JOY_BTN23'}} ,down = iCommandPlane_FLAPS_DN, up = iCommandPlane_FLAPS_MNR_from_DN,name = _('Toggle Flaps Dn'), category = _('Systems')}, As you can see the up and down actions for the A10 have a different command attached eg FLAPS_UP & FLAPS_MNR_FROM_UP So I'm not sure if the current L39 default.lua has a bug in the respect of flaps in that the up and down actions are all iCommandPlaneFlaps - it almost looks like the dev team was going for a similar scheme to the A10 but it isn't set up quite right? I don't know enough to make a real comment. The P51 by comparison has flaps modelled as an axis or button_1 and so you can configure things pretty easily as you want. I think it is still doable for the L39 but probably needs changes to the clickabledata.lua entries for flaps in conjunction with the entries in default.lua. I'd be working by trial and error so would likely take me a long time and I have a lot stuff on already so while I might try to see if I can get it working I wouldn't place any priority on it. So it probably is back to asking the development team to look at it or perhaps one of the guys doing aircraft mods may be able to help get it sorted more quickly.
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Interesting site, later model though I think http://rwebs.net/avhistory/history/zeke32.htm
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It looks like the L39 is more like the A10 and already has the flaps control set up? The change I was talking about was to simulate a 3 position switch by using 2 2 position switches where the up position on the first was the same as the up of the second. That is why the P51 entry I posted has only TWO lines not three. The P51 actually has 5 flap positions using the cockpit controls but I simply picked up, combat and landing as the ones most commonly used and therefore what I wanted to map. I do own the L39 but have literally only flown it for 5 mins twice simply due to lack of time. If I get a chance over the next few days - no promises I'm afraid - I will try to have a look and see what can be done as I also have a warthog so potentially can help you.
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fyi for people trying the Zero it's set up as available for country = USA at present. If you want to change this then edit file A6M2Zero.lua and look for a line that is: Countries = {"USA"} Change this to something like: Countries = {"USA","Germany"} to make it available for Germany or xyz country as well. Again very nice Markindel and thank you. I hesitate to make any requests/suggestions of you since you've been so kind to give us these nice new presents but if you do any more of this sort of thing (and maybe are looking for an easier subject) perhaps you might consider AI only WW2 transports like the C47 (which can double as the Japanese Li2D), Ju52 and SM-82 transport version as in some ways there are more mission building uses for these planes than bombers
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It's just the same as for his other mods where you need to put the files in the new location DCS World\Mods\terrains\CaucasusBase\vfstextures However for me at least the dark fields under the new engine look near black. More like mine tailings spread flat or an scene from an alien planet than some sort of arid environment agricultural crop. So it went from one of my favourites to one I don't use. Vietnam etc still looks ok.