

Fresh
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reported Time on Target (TOT) function slant range bug
Fresh replied to Fresh's topic in Bugs and Problems
Further testing confirms this is a bug, because in Nevada with terrain at ~5000 feet the same error appears as you approach your waypoint. Since you cannot enter a 0 feet waypoint (below ground) the MC calculates wrongly. TOT 40K A Nevada.trk TOT 40K C Nevada.trk TOT Test 40000 feet Nevada A.miz TOT Test 40000 feet Nevada C.miz -
The TOT function in the Hornet calculates wrongly if the sequenced waypoints are not at 0 feet (sea level). If your waypoints are at altitude, e.g. FL400, it includes the slant range to the next waypoint, showing increasing required ground speed as you approach the waypoint. Edit: if the waypoint is at ground level the erroneous slant range to sea level is calculated/included... Basically the mission computer calculates the time to the next waypoint in 2 dimensions correctly, but measures the distance in 3 dimensions incorrectly, this causes a false required speed as the slant range (3D) becomes different to the 2D time to the next waypoint in your sequence. Workaround: place all your sequence waypoints at ground/sea. (Or at least your IP and TGT WYPT at ground/sea level). I haven't tested the difference between AGL and Sea Level. Please see attached tracks: TOT 40K A: This is with the waypoints programmed at FL400 TOT 40K B: Only the TGT waypoint (WYPT 5) and the preceeding WYPT is at sea level TOT 40K C : All waypoints are a sea level. Thanks in advance for fixing this. Fresh. TOT 40K A.trk TOT 40K B.trk TOT 40K C.trk TOT Test 100 feet.miz TOT Test 40000 feet b.miz
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@andyc The switches etc. are clickable with the mouse. Maybe you got the weapon release and gun trigger mixed up in the keybinds. I just tested and had no issues. CCIP I think doesn't work, I didn't test that tbh. If you don't have any success post a replay track of your flight. Thx. Just crossed my mind: the bombs are just small smoke bombs, so if you look back from too far away you might miss it. F6 will show you your bomb in flight. T-45C - All-in-one Bombing Practice v1.4.miz
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@andyc Hi, I am just a normal user like you guys, just happen to spend time looking at the scripts and making changes for myself, later got the approval of Max to publish them. I've got another update coming, based on feedback from an irl Goshawk instructor. (Just switch positions for the cold start etc.) Regarding the suspension script changes, I haven't used it, and my scripts didn't incorporate it, basically because I don't understand the changes and didn't want to force anyone using my script changes to have the changed suspension. There is a smoke pod addition you can install, and there is also a Swiss Hawk skin of you are looking. I'll post a link in a second here when I've found it. Theme icons: https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/?do=findComment&comment=5402837 Smoke pod: https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/?do=findComment&comment=5384684 Swiss Skins: https://www.digitalcombatsimulator.com/en/files/3316377/ and https://www.digitalcombatsimulator.com/en/files/3316378/ Scripts update by me (Feb 16): https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/?do=findComment&comment=5383472 I am working on fixing @Rudel_chw excellent training missions (spawn issues on the carrier), in the meanwhile the originals are on his one drive here: https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/?do=findComment&comment=4811451 By the way, if you are having issues with hooking up for launch on the super carrier, try retracting and extending the launchbar with full throttle. @SparrowLT The fuel and thrust at high altitude is a known bug. @fdesposito also found a bug, when the wind is >15 knots, the engine windmills and prevents repair. ps: If you want to remove/hide the default kneeboard then go into the T-45C mod folder, navigate to \Mods\Aircraft\VNAO_T45\Cockpit\Scripts and rename or delete the "KNEEBOARD" folder. If you want to add your own kneeboard images, put them in Saved Games\DCS.openbeta\Kneeboard\T-45 (or the non-beta equivalent). If you are looking for more T-45C infos/news/community check out VNAO's discord via their website: https://forum.dcs.world/topic/334361-virtual-naval-air-operations-vnao-cvw-7-naeuapac/ I hope I haven't scared anyone away from this thread with this long post! Fresh
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Hi all, the VNAO's T-45C engine will windmill at 1% RPM with wind above 15 knots. Does anyone know how to edit the windmilling behaviour of a jet engine that is shutdown correctly (or not even started up)? Thanks in advance, Fresh
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Hi Elphaba, the code I posted was code I used in an aircraft mod (VNAO T-45C), in the cockpit/scripts folder. I didn't realise the OP was referring to missions scripts. Sorry for getting your hopes up. Are you trying to make the ship turn into wind? Have you tried the AirBoss Moose script? Fresh
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The first 5 missions in the .lua are commented out by the developers. By "commented out", I mean there are two dashes, which means .lua ignores it, as if it is just comments in the code for the programmers. So at some point they removed those missions.
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Hi pcartier, the SC chooses what case is active depending on the weather and sun. If you want to learn to land I suggest Bankler's mission: Use normal Comms (I don't know about simplified comms), make sure you are on the correct frequency (in Bankler's it is on button/channel 2). Get into the comms menu, Alt-\ (or whatever you bound already), then press "ATC", then the ship, then "Inbound". In the control settings you can bind a hotas/joystick button to the "Hornet Ball" call. The picture you show, is what you see when Case II or Case III is active, and you already checked in inbound. If you have discord (highly recommended) join the DCS discord server, you can stream your screen and me or someone else can point you in the right direction. Have fun' Fresh
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Hi All, here an update to icons used in DCS for the Goshawk. Adds 76x76 icon for training and missions folder.. Adds icons for the main screen buttons (bottom row icons). Enjoy! Fresh Put the three .png files in the Theme folder, where you can see the original icon.png file. Theme.zip
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Ah, those two missions only become visible if you select "Instant Action".. I'm working of making something for the "Training" and "Mission" section.. (Yes, with Rudel's missions). Fresh
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Hi Tonker, where is that .lua file you are referring to? Fresh
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Bankler's works fine, the new FM is just a little different and takes getting used to.. my average went down by about 10 points [emoji6]
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I haven't had any issues with the Mediafire, and you can run a virus scan on it after downloading...
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Try my bombing mission: https://www.digitalcombatsimulator.com/en/files/3319779/
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Hi Bankler, sorry my bad, I didn't disable the supecarrier module when I wanted to test the legacy version, and since I was trying to use the T-45C I had mistakenly used the supercarrier version on top of that.. Sorry for the trouble.. Fresh
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Glad that worked! ;-)
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If you have the time and energy try a fresh install of the T-45C. I did a fresh install myself and then added the zipped Scripts folder to test before going public. Sent from my iPhone using Tapatalk
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Hi Deep, strange... is anyone else experiencing this? If you select to have the HUD repeated in one of the MFDs are you seeing the same thing? There have been Font issues in the past. Have you installed any other mods? Thx, Fresh Sent from my iPhone using Tapatalk
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Hello Naval Aviators, I've been working on updating some of the scripts in the Goshawk, fixing various stuff: 1. Magnetic variation from the map implemented, TACAN, VOR and Waypoints magnetic bearings now correct. 2. Switches for the radios now work in the correct direction. 3. 264 MHz and 305 MHz are automatically set on the radios (Bankler's Case I training mission, to talk with buddies via SRS). 4. COMM1 and COMM2 are automatically audible and on when you have a hot air or ground start. 5. Parking brakes are set on ground by default. 6. ADI is on MFDL and HSI is on MFDR by default on a hot start. 7. Antiskid is on by default for a hot start. 8. ILS is on and tuned to 110.30 Batumi ILS. 9. TACAN is on and tuned to 72X. 10. Data Page on either MFD is cleaned up and shows magnetic variation and QFF from the map. 11. Hides the NATOPS Kneeboard CHL. 12. CDI for TACAN and VOR now show correctly when using the reciprocal course. 13. Altimeter starts at the correct setting, within the limits of the Kollsman window. 14. Wind displayed on the HSI is now in the correct direction (was 180° off) 15. Added a temperature error to the altitude based on QFF and sea level temperature All these changes are in the Scripts folder which I have attached below. Please read the readme.txt file to know where to install (replace the original). Feedback and info about any new bugs introduced by my tinkering very welcome. Fresh 2024-FEB-18 Scripts Update.zip
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Hi Slippa, if you didn't know, there is smoke pod script for the Goshawk. Check out VNAO's Discord. Brgds, Fresh Sent from my iPhone using Tapatalk
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Hi Vakarian, your test is difficult to interpret without knowing where you are. I suspect from the temperature range you are in the Mariannas, maybe Andersen based on the QFE? (Sorry, using my iPhone, can't watch your tracks). Try January in Beslan, Caucasus with -12°C and same place in July with 50°C. Beslan being high will show bigger differences. If you have Nevada, try Tonopah (5540 AMSL) So your test tell us how the different developers coded their altimeters. As the OP says, each developer used a different formula to create the temperature error if at all. If you do try Beslan or Tonopah maybe do one test with 15° C (Standard ISA Temp) Another test is to turn the altimeter from 28.00 to 29.00 and 29.00 to 30.00 to see how many feet an inch of mercury changes. From my research it should be 938 feet. The change is not linear, but I suspect some have used 1000' per inch. That will influence when 0 feet is reached as displayed on the Kollsmann window. Thanks for your efforts! Fresh Sent from my iPhone using Tapatalk
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QFF, QNH, QFE concepts and temperature and density effects in the atmosphere are quite complicated subjects, let alone the calculations for them. It would be great if there was some guidance material from ED on best practice for 3rd party and mod developers so that we all get standardised results for indicated altitude and indicated airspeeds. Perhaps a funtion to give indicated altitude and speed instead of the current true altitude. Ideally AI would also fly at such indicated altitudes, instead of true altitude. It would be great to set up a tanker in the mission editor to fly at a flight level, and pilots could join at the same flight level. Anyway, just my thoughts, getting off topic from OP...
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Thanks Silverdevil, I was hoping those 3rd party programmers could share their knowledge and help me fix this. Or maybe the community could lay down a code for all mod creators, so that all our altimeters and indicated speeds are more or less correct (not counting specific airframe differences). Fresh