-
Posts
422 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Pat01
-
Silver Dragon, Thanks. I got some additionnal photos too, work still goes on ...
-
Here are two pics of the WIP external gun. Does someone have some pics of the ammo tank in the cockpit ? Thanks. As usual, textures are not to be considered.
-
Small update. I build two models at the same time. 1) with the ka50 dlls for testing purposes 2) without any dll to be able to write my own code. At this time, this model is seen as a plane by the game Last days i worked on some cockpit switches and levers, I changed the angle of the chopper at ground, and then I coded the collective pitch, the cyclic pitch and roll, the bend of the blades regarding the rotor speed, and made them in the 3d model too. Cheers.
-
cOff, How could I play a sound from my custom cockpit and model ? Is there some function I have to create in my cockpit lua files ? Do I have to create a function in my own EFM dll ? Thanks.
-
There's an important thing to clear here I guess. Some of you are confused by some posts in this thread. I'm ALONE on this project. There's no team at all. I have to do everything on my own and it's a big big task. SO ... , I'll never be responsible of posts writen by others, and will never have to answer about them. Concerning this project, the only "official" posts are mine. Cheers.
-
There's no significant things to show at this time. I'm working mostly the systems and animations now. The project goes on at a speed Real life allows me (i'm working the gazelle from a daily base)
-
Dimebag, In 3dsmax, select the line you want to "tag" then, Right clic -> Object properties -> User defined -> type in the large window User defined properties the following : TYPE = "collision_line"; then OK That's all.
-
Just had a try, changing the lua coords needs to reload the mission to see changings (exit and fly again). Didn't try changing the collision model.
-
Dimebag, Here's how I do, please anybody correct me if I'm wrong. You first have to define 3 lines tagged "collision_line" in your collision model. These lines have to be named "FRONT_WHEEL", "LEFT_WHEEL" and "RIGHT_WHEEL". Consider the lower points of these 3 lines to be your contact points with the ground, when the gear is extended. The 3 lines have to be animated the same way the animated landing gear (same connectors and args) Coords (main_gear_pos and nose_gear_pos) in "yourplane".lua set the position of the plane when the game is launched (original start position, external 3D model) Coords of your contact points in the collision model set the final position of the plane when the game is running (start position when the game allows you - or the EFM - to control the plane, with strut compression, weight effects ....). 1- Check your contact points in 3dsmax (The 3D external model, not the collision one, just to give you a start point) and write them in the yourplane.lua file (nose_gear_pos and main_gear_pos) 2- run DCS and press the pause key twice rapidly. Choose the external view (F2) Tune the coords in yourplane.lua file until the plane is well placed (still game paused) You may have to do this step several times to get the right position. 3- do the same with the collision model, tune the contact points (in 3dsmax) to suit the final position with game unpaused, until statisfied. At this step don't change the coords in "yourplane".lua or you'll have to do all the tuning from the start again. Hope it helps.
-
Here's what I got from the log file : ERROR SOUND: invalid host_params(COCKPIT_SAI): position gain I guess a model:connector or something else is missing in my cockpit model. Is there a way to know what's missing ?
-
Stick animation is not working when using the dll. Cold start.
-
Thanks Sevas. I rechecked everything and figured it out. It has to do with the FM dll I use. I guess I have to define the joystick/rudder inputs in the dll. As soon I don't use my dll, it works as in your wunderluft sample. Could someone let me know how to define the stick inputs in the dll ? I already had a look with no success.
-
I already created a gauge StickPitch = CreateGauge() StickPitch.arg_number = 74 StickPitch.input = {-1, 1} StickPitch.output = {-1, 1} StickPitch.controller = controllers.base_gauge_StickPitchPosition [/Code] But nothing happened, something's missing... The arg #74 has been rechecked in the model. I noticed the Joystick isn't dealed the same way the keyboard is. I tried to read some message from the stick with no success. I have no more idea at the moment.
-
Hello, Is there a listen command for joystick or is there another way to catch joystick movements ? Thanks.
-
Concerning pitch, roll and rudder does someone have an idea ? I tried listen_command and create_gauge with no luck.
-
CptSmiley, I got my cockpit door (external and cockpit models) animated and working with a keyboard shortkey. I'm looking for playing a sound that suit the opening/closing door with no luck at this time. I looked in the fm template as you told me, but I didn't notice nothing concerning any sound. Now, I'm dealing with the external nav lights that don't work as planned. Thanks.
-
Ok, I got my cockpit door working with a shortkey, external and cockpit models. Now I'm looking for playing a sound.
-
Aaron, Thanks for pointing me in the right direction. I didn't see a thing that was just in front of my eyes. I'm having a look at it.
-
Aaron, no need, I got it. To All, The "set_aircraft_draw_argument_value" and "get_aircraft_draw_argument_value" functions are only for external model args. Are there some similar functions for internal cockpit model ? Smiley, Could you tell me two little words about animating ?
-
Aaron, looking forward to it, Thanks.
-
Thanks. Aaron, could you share the shortkey stuff ?
-
I got it to work with a button in the cockpit but not with a keyboard shortkey. See here http://forums.eagle.ru/showthread.php?t=97500 post #8
-
Smiley, try the following. I don't know how you defined your landing_gear_system, but this sample works fine. I trigger the action with a button in the internal cockpit. this is from my electric_system.lua initialisation file. As it is, it's gear down or gear up, no animation. I guess you'll have to code the animation too. local update_time_step = 0.1 make_default_activity(update_time_step) local GEAR_STATE = 0 function SetCommand(command,value) if command == 3001 then GEAR_STATE = value end end function update() set_aircraft_draw_argument_value(0,GEAR_STATE) end EDIT : How do you make your text appear in a code window in th thread ?
-
Let's begin at the beginning. I'd like to open the cockpit door with a keyboard shortkey. In the keyboard.lua here's what it says {combos = {{key = "C", reformers = {"RCtrl", }}, }, down = iCommandPlaneFonar, name = "Cockpit door open/close", category = "Systems"}, I guess I have to define the corresponding action with the right argument for the external 3d model. Where ? in the dll ? How ? I saw a function "void ed_fm_set_command (int command,float value)" in the template, but I guess it's for receiving command and setting internal variables ? I declared PlaneFonar = 71, in the cockpit command_defs.lua No more idea now ...
-
Hi, I'm trying to convert my Gazelle to plane. It's great I can now build my own fm dll. BUT It appears as plane in the ME I can't use the farps anymore. Most of the external args don't work. Some of the internal cockpit still work fine (rudder, stick ...) Are the args defined in the dll or in the DCS's core ? it could be cool to be able to define our own args. I'm looking for the prop arg with no luck at this time. I had a look to the p-51D.edm and saw the prop arg is 407, tried to change it in my model but it still doesn't work. The lights args are the same (190,191,192) but don't work too. What am I missing ? EDIT : The sounds don't work anymore, If I replace my own dll with some ED's (P-51D, A-10C) the sounds play (not the way it should, but play) The sounds are defined in the dll too ?