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Pat01

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Everything posted by Pat01

  1. CptSmiley, your attention is appreciated. I already had some maths litterature about helicopter models, I'll have a deep look into your link. Having to configure the Gazelle as a plane is a pity, but I guess it's the only way for a non-3rd party developper at this time. I'll have a try and let you know. Thanks for all.
  2. Sorry Skate, I always forget to mention I speak from an helicopter mod point of view. I can witness it's completely hard and not as supported as planes at this moment. Maybe Ed will release some basic fm and cockpit apis for helicopter ? I guess the current api for planes doesn't suit helicopters, the ones I did just crashed the game. I'm waiting for this moment or something that could unlock this situation.
  3. Wow, I understand several things now : Why my custom cockpit+model had to be changed each time a new patch went out. As I take it, the only way to release a FREE mod is to use an ED's existing cockpit ? Instead of discouraging me, it makes me want to reach/build a team and ask for a 3rd party developper license. I guess the 3rd party developper license price is under NDA too. Could we just have an idea of it ? Just to give me hope or let me know I'd better stop everything now ?
  4. Here are the tubes resized.
  5. Silver Dragon, I have to re-check if i didn't make a mistake in 3dsmax. I agree with you the tubes seem too big, It's not a big deal to resize them. I just have to figure out the good size. The deploying wings animation is already done. The wings are retracted inside the tubes and deployed after launch (the argbased animation works fine). At this time I'm on the launcher tube caps animation. In fact the blueprints from which I designed the whole thing doesn't fit the vids, only the missile seems right. My tube models are different than the ones in the vids. yufighter, different versions are planned, recce, hot, kuwait style for playability (canon, rockets and missiles). British and central Europe versions will be later. Lot of things are still to be done.
  6. CptSmiley, Yes, still the ka50 dlls. I wish you could help with the dll when time allows, please let me know. Lot of things still have to be done.
  7. Silver Dragon, I did them from some pictures and datas I grabbed from Google... I need more HOT3 missiles photos and datas. Hope I get some new pictures to give me a better idea. Here are the datas I put in 3dsmax : HOT 3 missile 150 mm diameter 1.30 m long Wingspan 31 cm I'm not sure they are the same version on your pics, I definitively need more docs.
  8. HOT3 missile session. Range 4300 m, it's going to be challenging to stay alive.
  9. Try this [1] = { typename = "collection", lights = { -- STROBE LIGHTS -- Tail Anticollision Light {typename = "natostrobelight", connector = "RED_BEACON", argument_1 = 193, period = 1.2, phase_shift = 0 } } }, DCS seems to hate same duplicated arg numbers... Check you didn't use the same arg number for different lights in different main collections i.e [1] strobe [2] nav ... From your first code sample you can't use arg#192 for nav lights and strobe lights at the same time. The RED_BEACON connectior name may help too Hope it helps a bit ...
  10. As I understood from your first post, you made a mistake in your 3D model. The light mesh and the fake light are two different things. The fake light is a rectangle in the 3D model and sets the light position too. Please read the post #4 carefully.
  11. For the Gazelle here's how I did. i.e left nav light 1) In 3dsmax I positionned a rectangle (the size of the rectangle sets the size of the light) where the light must be regarding the chopper 3d external model. Be careful, it's not the light mesh itself but a simple rectangle where the fake light will appear. 2) I assigned a material with bano-red.tga as diffuse and opacity maps. The material is tagged "fake_omni_lights" with ED's material attribute tool and opacity set to blend. 3) Arg Visiblity arg #190 set to -1/1 at time 1 4) Here's the code I wrote in the lua file [3] = { typename = "collection", lights = { -- NAV LIGHTS -- Left Position Light (red) {typename = "omnilight", connector = "BANO_1", color = {0.99, 0.11, 0.3}, pos_correction = {0, 0, 0}, argument = 190 }, 5) Important things Regarding the 3D model I never put a dummy with a tagged name (i.e "BANO_1") in my 3D model as I saw in ED's models, and it works. Here's what I guess : Only the arg visibilty number is needed for the light to appear in game, not any connector name, regarding the 3d model. I use the ka50 dlls. It could be different with other dlls. Regarding the lua file, it's different : The lights block defines the lights prototype for your plane according to the game lights prototypes described in the scripts\Aircrafts\_Common\Lights.lua file. Here the connector names must be the same as in the lights .lua according to the arg number. Only one light declaration in the lua file is needed to switch on all the lights in the 3D model with the same arg number. i.e the declaration at 4) will switch on all the lights with arg number 190 in the 3D model. All this is guess and try. I may have missed something, please correct me if it's wrong.
  12. Skate, Could you rephrase ? I'm not sure what you meant. EDIT: I guess you meant the thread has gone far from its original subject ? HOT means H=I don't remember O=out of T=thread ? It's true if the guys only want to have a dcs chopper flyable I don't hope so. It's false if they are trying to get a mod running by changing the lua files I started this way, trying to get a ka50 mod running and then replacing everything with my own files. Skate is right, this thread was about "is it possible/how to add a new chopper to DCS" and has to stay so.
  13. Hey trietnguyen, Try this one and let me know. UH1.zip
  14. Things are not as far as one could think. All you can see are basic shapes that allow me to work on the gauges and systems. I'll have to completely rework the models (external and internal) later. The textures are basic too, I made them on my own just to work on the mapping, they actually are not what I'd want to release. I hope a talented texture artist will help me at the end of the project. At this moment the collision model is not done (done just to the model to stay on the ground) and the damage parts are not done at all. More important, I still use the ka50.dll and its cockpit.dll, for the flight model and the systems. It only allows me to design the gauges and systems. I hope I'll be able to use custom dlls, and then I'll have to rework everything. At this time I didn't success in creating a dll working with helicopter. Pat.
  15. Small update. External model WIP plus The main Dashboard with 2 or 3 gauges and 2 or 3 buttons that work. Beginning of HOT missiles developpement.
  16. HungaroJet & beczl thanks, keep the tips coming. Now I have my gun nozzle well located. Trying to get it follow the hud pipper.
  17. @HungaroJet, Please, what do you mean by ..need to be "aimed" ? Is there a tag or something to set a dummy "aimed" in max ? Thanks.
  18. Did you get it to work by hex editing or another way ? (just to confirm my guess)
  19. You'll have to change them accordingly (names and args) to the clickabledata.lua and your 3d shape in 3dsmax.
  20. I guess we posted at the same time, Have a look one post above your's.
  21. trietnguyen, Have a try with the attached file. It's only a sample, you'll have to change some things (names, weapons ...). Put your own original ka50 bin,Cockpit,FM,l10n,Liveries complete folders in the mod folder. You'll have a fully working helicopter (UH_1_H, UH-1H, AB-212,UH1... you may encounter different names in dcs, it depends, they designate different things). One texture file is missing "uh_1_rotor.bmp", I didn't have time to locate in the DCS world folders and zip, it's up to you. You'll have to change some lines in the persoH.lua to allow the weapons. Pat. PersoH.zip
  22. I tried to launch my mod with the cockpit folder removed (trying to isolate crash source) I guess the trouble comes from the dll not declaring essential basic scene definitions. My dll would be missing some definition functions calls. Please, could someone help ? Here's the crash log I got # C0000005 ACCESS_VIOLATION at 3FD13E74 00:00000000 00000000 00000000 0000:00000000 3FD13E74 0014EAE0 0000:00000000 3FD2C4DA 0014EB10 0000:00000000 3FD2CEE9 0014EB90 0000:00000000 EE73A637 0014ECD0 0000:00000000 ?DrawObjects@SceneManager_Implement@@AEAAHIPEAVsmCamera_Implement@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z@Z()+507 EE73AE7F 0014ED60 0000:00000000 ?DrawObjects@SceneManager_Implement@@AEAAHIPEAVsmCamera_Implement@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z@Z()+D4F F449D82F 0014ED90 0000:00000000 ?TestAndInsert@viSearch_Implement@@UEAA_NPEAVviObject@@_N@Z()+5F F4491C86 0014EE00 0000:00000000 ?serialize@MovingHandle@@UEAAXAEAVSerializer@@@Z()+5E6 F449BC5F 0014EE40 0000:00000000 ?GetSegmentList@viObjectManager@@QEAAHAEBVVector@E3@@0PEAPEAVviObject@@HI@Z()+8AF F449AFC4 0014EEF0 0000:00000000 ?GetObjects@viObjectManager@@QEAAHPEAVClipVolume@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z3I@Z()+44 EE73B295 0014EF50 0000:00000000 ?ParseObjects@SceneManager_Implement@@AEAAHPEAVsmCamera_Implement@@_N@Z()+295 EE751ABD 0014F0B0 0000:00000000 ?Preload@SceneManager_Implement@@UEAAXAEBVdPosition@@W4vCameraType_e@@@Z()+58D 3FE5FA97 0014F3A0 0000:00000000 3FE57FC2 0014F600 0000:00000000 F11F512A 0014F630 0000:00000000 ?sendOutputSymbol_@FSM@Common@@AEAAXI@Z()+2A F11F5DA5 0014F660 0000:00000000 ?enterToState_@FSM@Common@@AEAAXI@Z()+B5 F11F7371 0014F690 0000:00000000 ?onSymbol_@FSM@Common@@AEAAXI@Z()+1B1 F11F745E 0014F6E0 0000:00000000 ?checkSymbolsQueue@FSM@Common@@QEAAXXZ()+AE 3FE5C210 0014F740 0000:00000000 3FE732B4 0014F770 0000:00000000 3FE731A9 0014F7D0 0000:00000000 3FEF8098 0014F840 0000:00000000 3FEF94D8 0014FD30 0000:00000000 3FEFBEBF 0014FDE0 0000:00000000 772CF56D 0014FE10 0001:0001E56D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 77503281 0014FE60 0001:00032281 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21
  23. Hello, I compiled a dll, it works with the wunderluft sample. The game loads and no error message. I can't get it to work with my helicopter mod which works fine with the ka50.dll The game crashes. No error in the main log, access violation in the crash log Do someone have an idea ? Thanks.
  24. trietnguyen, There are mistakes in your uh-1h.lua file Be careful sometimes you call it uh1h and sometimes uh-1h UH-1H = { add_aircraft(UH1H) It won't load in game, put in the same name The sfm data block isn't necessary for helicopters Don't forgte to add the ka50 bin and cockpit folders to your mod Check the cockpit folder is right in entry.lua and uh-1h.lua If you forget only one single comma the game won't load the mod and eventually will crash Check your logs files
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