

VincentLaw
Members-
Posts
1621 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by VincentLaw
-
Wags flew over Papoose lake in the latest MiG-15 video. Your boot is not as visible in DCS as it is on Google maps, but it is definitely there. (click for screenshots from video with circled boot)
-
Don't make the mistake of assuming this is an OR replacement. I doubt it would be nearly as good at immersive virtual reality for things like DCS.
-
Poll for Civil Modules you would buy for DCS World
VincentLaw replied to Anatoli-Kagari9's topic in DCS Wishlist
Day one buy. -
Simple ground handling and belly landing explosions are a SFM limitation. Don't try field landings either. These things will be better with an EFM.
-
But I would need a good plan with a detailed proposal and probably a team and/or experience and examples of previous work. I just want to make silly maps like DCS: Moon, and that is exactly what ED wants to avoid.
-
Access to the terrain editor was actually the only reason I backed DCS WWII. (I would back DCS Cow if someone promised me a terrain editor) The Fw-190 is pretty nice though.
-
I am not sure why there is even a discussion about this here. I have never had any serious problems with DCS DRM. I agree with this.
-
Plan, yes, but no guarantee on how soon I will update it. I started work on this over a year ago, just doing a little bit at a time. Next part in development is a simulated turboprop model, but it isn't ready for release yet. I have the turbine engine itself done but I need to model the propellers and the governor system. I also plan further down the road to put the amphibious version into DCS. I've figured out how to detect when the plane is in water and I can simulate buoyancy forces from pontoons with an EFM. Don't expect that until after the new engine model (and maybe a new aerodynamics model). I kind of want to wait until DCS 2.0 anyway in case water detection changes. It depends upon where you get the model from. With the FlightGear model I had to convert the model to 3ds format, then reassign all the texture materials and build all the animations from scratch. Some FlightGear plane part models are centered at the origin with their position defined in separate files, so those have to be manually moved to the correct location. I also had to cut holes in the panel model for the instruments. Aircraft systems and flight modeling from FlightGear is obviously not compatible with DCS at all. In any case, Using a prebuilt model is definitely faster than making your own, and it could be ported to DCS pretty quickly if you used an SFM, but as bad as my EFM is, the SFM was simply unacceptable for the Twin Otter. The DCS SFM does not handle STOL props very well at all and can't do field landings. Don't expect any other planes from me any time soon, but maybe some day once this is fleshed out (or if a third party puts out a nice high quality Twin Otter for DCS) then I might switch to something else.
-
More things are wrong than right with this, and one of the updates broke a couple things since the last time I worked on it, but I figured some people might enjoy it anyway. I wanted to get this a little more complete before releasing it, but I don't have a lot of time to work on it. As some of you can probably tell, a lot of it is ported over from FlightGear. All mod assets are either under Creative Commons license or public domain, and a copy of the licenses and credits is included in the mod doc folder. This mod includes a (horribly bad) EFM so you can land and take off from almost anywhere. If the nose wheel gets "stuck in the mud" you can get it out by going full power and rocking the wheel left and right. One of the first features of the EFM you will notice is reverse thrust, so you can make extra short landings or reverse on the taxiway. 0% thrust is at 50% throttle, so keep your throttle centered on the ground if you don't want to reverse. Also avoid using reverse thrust in the air. The mod also includes an extremely rudimentary damage model, so the Twin Otter can be shot down by other airplanes, but there is no visual damage (other than fire). I don't recommend cold ramp start because the canopy close command is currently broken. The EFM also does not include startup/shutdown (but weapon damage can reduce the thrust of the engines). Lights don't work on the player aircraft so stick to day ops only. Fuel drain is sort of modeled (and drains too quickly) but nothing happens when you run out other than a couple caution lamps coming on. Also, nothing is clickable. Basically the only thing you need to worry about is throttle, rudders, ailerons, elevator, and flaps. Don't expect much, but have fun. Download here: http://www.digitalcombatsimulator.com/en/files/1228636/
- 36 replies
-
- 10
-
-
MiG-21Bis Dynamic Campaign: Guardians of the Caucasus
VincentLaw replied to MBot's topic in User Created Missions General
You can't add reputation to posts older than a couple weeks. Just rep his most recent post here instead. -
Leatherneck Simulations Monthly Update - January 2015
VincentLaw replied to Cobra847's topic in Heatblur Simulations
Actually, they can't. The catapult is not implemented for players, and the Vinson arrestor cables don't work properly... among other things that need to be fixed for carrier ops, but I don't need to make a list here because I think they are all known problems. -
Real life got it wrong. The ground looks too blue from up here!
-
Papoose Lake is right by Groom Lake, so yes.
-
A-1 Skyraider mod in dev
VincentLaw replied to Starway's topic in Utility/Program Mods for DCS World
Sorry, I have not done any modding with clickable stuff before. -
A-1 Skyraider mod in dev
VincentLaw replied to Starway's topic in Utility/Program Mods for DCS World
Here, working prop animation for the player. I used sensor_data.getEngineLeftRPM() to calculate prop RPM so no fancy mathematics were required (much better than using thrust values). I didn't set any negative animation values for the blurred prop disk because your model didn't include one. A-1.rar -
A-1 Skyraider mod in dev
VincentLaw replied to Starway's topic in Utility/Program Mods for DCS World
I wont have access to my desktop until next week. if no one else gets it working before then I can probably take care of it for you. for now I recommend working on other parts of the mod instead of wasting time on the propeller. Sorry my instructions are not really complete. -
A-1 Skyraider mod in dev
VincentLaw replied to Starway's topic in Utility/Program Mods for DCS World
The question is fine, but my answer was incomplete. You actually need to make the script a custom lua cockpit device. It goes with your other cockpit scripts but it won't actually control any cockpit systems, just the propeller animation. You can find an example of how to make a custom cockpit lua device in the wunderluft sample here (the device named TEST): http://forums.eagle.ru/showthread.php?t=89164 you need to edit devices.lua and device_init.lua, and add your custom script in the path you designated in device_init.lua I'll include a simple example below using the wunderluft files with the code I added in blue: (devices.lua) local count = 0 local function counter() count = count + 1 return count end -------DEVICE ID------- devices = {} devices["TEST"] = counter()--1 devices["WEAPON_SYSTEM"] = counter()--2 devices["ELECTRIC_SYSTEM"] = counter()--3 devices["CLOCK"] = counter()--4 devices["ADI"] = counter()--5 devices["RADAR"] = counter()--6 [color="Blue"]devices["PROP_ANIMATION"] = counter()--7[/color] (device_init.lua) mount_vfs_texture_archives("Bazar/Textures/AvionicsCommon") dofile(LockOn_Options.script_path.."devices.lua") dofile(LockOn_Options.common_script_path.."tools.lua") -- items in <...> are optional -- -- MainPanel = {"NAME_OF_CLASS", -- "INIT_SCRIPT_FILE", -- <{devices.LINKED_DEVICE1, devices.LINKED_DEVICE2, ...},> -- } --MainPanel = {"ccMainPanel", -- LockOn_Options.script_path.."mainpanel_init.lua", -- {{"engine_system",devices.ENGINE_SYSTEM}}, -- } layoutGeometry = {} MainPanel = {"ccMainPanel",LockOn_Options.script_path.."mainpanel_init.lua"} -- Avionics devices initialization example -- items in <...> are optional -- -- creators[DEVICE_ID] = {"NAME_OF_CONTROLLER_CLASS", -- <"CONTROLLER_SCRIPT_FILE",> -- <{devices.LINKED_DEVICE1, devices.LINKED_DEVICE2, ...},> -- <"INPUT_COMMANDS_SCRIPT_FILE",> -- <{{"NAME_OF_INDICATOR_CLASS", "INDICATOR_SCRIPT_FILE"}, ...}> -- } creators = {} creators[devices.TEST] = {"avLuaDevice" ,LockOn_Options.script_path.."test_device.lua"} creators[devices.WEAPON_SYSTEM] = {"avSimpleWeaponSystem" ,LockOn_Options.script_path.."Systems/weapon_system.lua"} creators[devices.CLOCK] = {"avAChS_1" ,LockOn_Options.script_path.."clock.lua"} creators[devices.ADI] = {"avBaseIKP" ,LockOn_Options.script_path.."adi.lua"} creators[devices.ELECTRIC_SYSTEM]= {"avSimpleElectricSystem",LockOn_Options.script_path.."Systems/electric_system.lua"} creators[devices.RADAR] = {"avSimpleRadar" ,LockOn_Options.script_path.."RADAR/Device/init.lua"} [color="Blue"]creators[devices.PROP_ANIMATION] = {"avLuaDevice" ,LockOn_Options.script_path.."prop_animation.lua"}[/color] -- Indicators indicators = {} indicators[#indicators + 1] = {"ccIndicator" ,LockOn_Options.script_path.."HUD/Indicator/init.lua" ,nil,{{"PNT-HUD-CENTER","PNT-HUD-DOWN","PNT-HUD-RIGHT"},{sx_l = 0,sy_l = 0,sz_l = 0,sh = 0,sw = 0}}} --HUD indicators[#indicators + 1] = {"ccIndicator",LockOn_Options.script_path.."RADAR/Indicator/init.lua",--init script nil,--id of parent device { {}, -- initial geometry anchor , triple of connector names {sx_l = 0, -- center position correction in meters (forward , backward) sy_l = 0, -- center position correction in meters (up , down) sz_l = 0, -- center position correction in meters (left , right) sh = 0, -- half height correction sw = 0, -- half width correction rz_l = 0, -- rotation corrections rx_l = 0, ry_l = 0} } } --RADAR then name the first script I gave you prop_animation.lua and drop it in the same folder. -
A-1 Skyraider mod in dev
VincentLaw replied to Starway's topic in Utility/Program Mods for DCS World
You should be able to write a lua script to control the propeller animation when the player is piloting it. I don't have any of my mod stuff with me on my laptop, but I whipped up this simple example code anyway (untested so it might crash). As I say in the code comments, you will want to either get a sensor for prop RPM or write your own prop acceleration so the propeller motion looks more natural. local propeller_animation = GetSelf() local update_time_step = 0.0166 --about 60/second make_default_activity(update_time_step) local sensor_data = get_base_data() local DRAW_PROP = 407 local COMMAND_THROTTLE = 2004 local throttleSetting = 0 local propState = 0 local propDiskLimit = 0.8 local propMultiplier = 0.0166 --controls prop speed. should go 1 revolution / second with this value propeller_animation:listen_command(COMMAND_THROTTLE) function SetCommand(command,value) if command == COMMAND_THROTTLE then --I think DCS throttle is from -1 to 1. If it is from 0 to 1 then make it --throttleSetting = value throttleSetting = (value+1)/2 end end function update() --this is just a simple example. You will want to include propeller RPM and accelerations --instead of just making it go a certain speed based on throttle setting. --maybe there is a sensor you can use for prop RPM if you are not using your own EFM. propState = propState + propMultiplier*throttleSetting --adds to the propeller position to make it rotate propState = propState - math.floor(propState) --keeps it between 0 and 1 if throttleSetting > propDiskLimit then --checking if it is above a certain speed. You should use prop RPM instead of throttle. --you will want the prop to change to a blur when it starts spinning fast enough for aliasing. (it looks like it is going backwards) propState = -1 --I think negative numbers for propeller animation make the blur disk for high speed end set_aircraft_draw_argument_value(DRAW_PROP,propState) end -
What general era are you most interested in?
VincentLaw replied to Leviathan's topic in DCS Wishlist
World War 1 because I want to shoot down an F-35 in a Spad S.XIII. -
CA in current state, is it any good for SP?
VincentLaw replied to a1adin's topic in DCS: Combined Arms
CA is good when you just want to mess around and have fun. I enjoy it, but not in the same way I enjoy DCS: A-10C. Sometimes I want to play DCS seriously. Sometimes I just want to drive an Abrams off the roof of an apartment building. -
Next DCS (US) Fixed Wing Aircraft Wish List
VincentLaw replied to diecastbg's topic in DCS Core Wish List
Neither of those were made by ED. As you said, they are working on the F-18, but modern fighters take a lot of work. They also recently added a PFM to the Su-27. Still waiting on my civil aviation and WWI fighters. (and train simulator) It is much more stimulating to the third party development environment, which means more airplanes for everyone faster. The weakness is only perceived. -
Adding a Huey style copilot to th Ka50?
VincentLaw replied to Stratos's topic in How To Mod for DCS World
That would be extremely challenging, but technically possible. The AI could be run as a separate program with extensive computer vision capabilities for visually recognizing instrument states and target types. IFF with tags off would be difficult because Georgia and Russia operate the same equipment. -
So we can actually walk around plane
VincentLaw replied to DB 605's topic in DCS World 1.x (read only)
I have not tried it in a while, but hopefully this still works: -
Absolutely correct. The DCS API tools that are available to the general public (no NDA required) are more than enough to implement your own realistic harrier VTOL physics. You have to write it all from scratch though.