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Xeno426

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Everything posted by Xeno426

  1. Yeah, the F10 map markers don't seem to update to the data cartridge anymore, ever since the route tool update. Further, the kneeboard's list of waypoints only gives the take-off and landing points. Sometimes a target.
  2. Currenthill's stuff looks cool, but they lack any LODs. That puts a serious crimp in using them in anything beside SP missions.
  3. Very cool. Generally, to avoid getting hit by the Blowpipe, fly faster than 300 kts (>400 is recommended), and don't fly in a straight line. Even some basic maneuvers can mess up the shot. The things are making constant little corrections that have a chance to introduce error in the interception. A pure head-on shot is more likely to hit as well. It's quite nasty against helicopters, but the manual control of the missile and constant corrections makes flying super low much more useful. There's a chance the missile will impact the ground. However, getting hit once is likely going to leave you seriously damage, if not destroyed. The warhead on the Blowpipe is rather larger than those found on the Strela-2 or Redeye.
  4. We've got an updated test version, downloadable here. Encyclopedia entries have been created for the units and weapons. The FIM-43C and Blowpipe have had numerous tweaks to them. The Redeye is dangerous to targets traveling slower than 400 knots, which is more in line with documentation. However, it has been modified to overall be less accurate; experiments suggest slightly less than 50% hit chance against a Su-27 flying straight at 360 kts at 3000 feet and not dropping flares. The Blowpipe has been tuned to be even less accurate, as testing suggested it was hitting far too often. Given that with over 100 shots during the Falklands War by both sides, only two fixed-wing aircraft were shot down, it should have extremely poor accuracy against a fast moving aircraft. The Strela-2 and 2M were slightly modified so that they are less likely to be launched at a very vertical angle, and a slight delay in firing to make it more likely that a fixed-wing aircraft is shot from the rear. This makes the missiles slightly more likely to track, but does result in a shorter time before the aircraft leaves the WEZ. Please post any issues with this test version, along with as much detailed information on the circumstances of the issue as possible. If the weapons still seem to accurate, please post the test/use case setup.
  5. If they hit, they can still be quite deadly. The Blowpipe in particular tends to take things out in one hit... but there's a bit "if" regarding the actual hit. I've noticed it tends to salvo off rather quickly. I might need to increase the time between shots. I should add, any feedback or bugs are welcome. Please post them here or the Github, and provide as many details as you can.
  6. The Low Digit MANPADS (LDM) is a simple IC compliant mod that adds in the Strela-2, Strela-2M, Shorts Blowpipe, and FIM-43C. It lacks any art assets of its own, instead using current in-game Stinger and Igla models, making the pack extremely small. Further, it uses good naming practices to ensure that it will never have any compatibility issues with other mods. This work is based on the High Digit SAM's Strela-3 implementation, and owes its creation to the work put into that mod. The mod can be downloaded here. Mod Authors: Des-mundo (original mod author, Strela-2 and Strela-2M) @Xeno426 (Blowpipe and FIM-43C) How to Install Download the latest release from the GitHub repository. Extract and copy the Mods folder into your C:\[Username]\Saved Games\DCS\ folder Featured systems Strela-2, SA-7 "Grail" The Strela-2 is an early, light IR-homing MANPADS produced in the thousands and proliferated in most major conflicts of the 70s. The mod attempts to simulate its limited capability - stemming from the uncooled IR seeker, single channel autopilot and contact fuzing. The 9M32 missile is susceptible to flares and allows for rear aspect launches. Damage output is limited due to the light, 370g explosive filling of the warhead. Strela-2M, SA-7B "Grail" The Strela-2M is a significantly improved system with capability increases across the board. It is much more likely to successfully engage fast movers. Shorts Blowpipe The Blowpipe is a mid-70's MCLOS missile from the UK, widely exported to nationa like Canada, Argentina, and even Afghanistan. It was infamous for its difficulty to use and its abyssmal hit rate during the Falklands war. Its biggest advantage is that the missile is entirely immune to countermeasures. The Blowpipe uses some of the SeaCat code to simulate the MCLOS targeting and the resulting missile trajectory. FIM-43C Redeye The Redeye was an early US-based MANPAD. The first two itterations of the weapon system (FIM-43A and B) were produced in very low numbers (only a couple hundred for the FIM-43A), and both together were less than a quarter of the FIM-43C production. It was still a mostly rear-aspect weapon, though its cooled seeker on the 43C version could potentially provide some limited front-aspect capability. In gameplay terms, these missile are dangerous to helicopters and low flying cargo aircraft. Fast jets will rarely be hit if they do at least one of the following: stay above 4500 ft use flares, especially pre-flaring (not applicable to the Blowpipe) fly fast (>300 kts, or >400 kts for Redeye) avoid flying dead straight Known Issues: the AI will attempt side-aspect launches as of now, which will almost always miss. The issue seems to be with AI behaviour, not so much as with the system's capability. the motor characteristics need tuning to better reflect the characteristics of the actual booster and 2-stage rocked motor used in the 9m32 and 9m32m The Strela-2 and Strela-2M may be overperforming, based on discussions with SMEs regarding the engagement envelope of fixed-wing aircraft, and is still being looked into. The Blowpipe may be too accurate. However, the stats are based on *extremely* limited data, and some guesswork (plus fiddling with weapon code not originally meant for MCLOS weapons) means the weapon isn't a great representation of the actual system. But it's hoped this is "good enough" for gameplay. This post was made with the permission of the original mod author, who does not have an account on the forums.
  7. Sure, here you go. This is based off 2.01 version of High Digit SAM mod. It's kind of a hack job, but if you flare the FIM-43 and 9M38M will almost always miss. Without flaring, they still tend to miss. The Blowpipe just almost always misses, but it's immune to countermeasures. So that's nice, I guess. Extra HDS Units.7z
  8. It might be time to update your DCS version...
  9. Here's the changes I made. Added some gun pods, added some more controls to the joystick options, added some weapons to the A-29 selection. Couldn't figure out how to get the gun pods to use different sounds, though. A-29B changes.zip
  10. So, I figured out how to get the guns to shoot in controlled bursts. I now have a working Giat 20mm cannon pod working, using the AKAN gun pod as a model stand-in for the NC 621. I noticed there's no LODs. As an interim, I used some of the FW 190D's LODs for distances greater than 1.5km. Seems to work fine. Can't seem to figure out why the chaff and flare pop out of the pilot's head. It doesn't seem to be respecting my adjustments to the position.
  11. See the previous page. Someone already posted fixed files.
  12. I didn't edit them, an acquaintance did. He just opened up the files, set the alpha channel to "1", and saved them again (with mipmaps). That fixed the issue.
  13. I posted some fixed livery files over on the A-29B thread. https://forum.dcs.world/topic/265017-a-29-super-tucano/?do=findComment&comment=5396149
  14. Yeah, the {AIM-9L-ON-ADAPTER} is the AIM-9 the aircraft should use, along with 9M or whatever other variant is desired. Have to wonder about how realistic the CBU-97 is for the A-29B. Seems the CBU-87 is closer to the BLG-252.
  15. I tried the HIPEG (from A-4C mod), GIAT M261, and FN 400 (last two from the Gazelle). I even created a Giat NC 261 pod (using the AKAN model). The issue is that the guns cannot be selected. There's no code for changing guns in the GUNS weapon mode. Best I can think of is to add them to the rocket code like you did the AGM-65 and APKWS. I added various rockets because we've been using aircraft like this and the OV-10 over in some AirGoon missions where there's incentive to use simpler, older aircraft and munitions to do the job (it's a mercenaries campaign, smart weapons are expensive). Stuff like different smoke rockets are very useful, as are illumination rockets. Oh, and I changed the AGM-65E reference to {F16A4DE0-116C-4A71-97F0-2CF85B0313EC}, since that one includes the launch rail. Did the same to the AIM-9 entries, so they're on the proper launch rail as well. EDIT Well, I tried setting it up as a rocket launcher, and a single press will fire all the rounds. No way to get it to stop.
  16. Oh, woops. Try this link instead. https://www.mediafire.com/file_premium/qlgt5i1uat4qp16/Fixed_Liveries.7z/file
  17. Can confirm, that's 100% the issue. We edited the liveries to set the alpha to 1 and it fixed the issue. If you get a weird issue where the darkened side (facing away from a light source) gets black super fast, that's just the roughmet having the same bug. https://drive.google.com/open?id=1FTNja5nL0ciM7uIc13ZNMsc-5L-wAjv9&usp=drive_fs That's a link to a bunch of fixed livery files. Hopefully the creators will fix them up later. Second seat does not work. Very nice, thanks. You can probably expand this to include more rocket pod options. I went and added all LAU-68 and LAU-3 variants, plus added in all the Matra F4 pods as stand-ins for the SBAT-70 pods. I tried adding gun pods, but those don't work. Sad. I can share if with you if you want to include it with yours in an update.
  18. I've been attempting to create several extra warhead types for the Zuni, basing it off the existing Zuni values. While the HEAT and smoke rounds work fine, I've found the illumination rounds to be confounding. So far I've got something that doesn't crash the game on startup, but other rockets on the aircraft won't fire and trying to shoot the illumination rockets crashes the game without any obvious errors in the log. Though on startup, it gives me an odd error in the logs. ALERT wInfo (Main): While loading weapons.nurs.ZUNI_MK33_OV10: Error while loading ./Scripts/Database/Weapons/schemes/rockets/nurs-light.sch: Parameter not defined: launcher.server Here's the current code I've got for the illumination rockets. local LocStr = { mm = _("mm"), PodZones = _("Pod Zones"), Type = _("Type"), UnGdRkts = _("UnGd Rkts"), HE = _("HE/FRAG"), HEAT = _("HEAT"), ILUM = _("IL"), SMKWT = _("Smk Wht"), WP = _("Wht Phos"), RP = _("Rd Phos"), SMKRD = _("Smk Rd"), MK33_name = _("Zuni MK 33 IL"), MK34Mod0_name = _("Zuni MK 34 WP"), MK34Mod2_name = _("Zuni MK 34 RP"), MK32_name = _("Zuni MK 32 ATAP"), MK33_name_sh = _("Zuni Mk.33"), MK34Mod0_name_sh = _("Zuni Mk.34Mod0"), MK34Mod2_name_sh = _("Zuni Mk.34Mod2"), MK32_name_sh = _("Zuni Mk.32"), } local LAU10_mass_empty = 47.6 local LAU10_cx = 0.001708984375 local ZuniFM = { I = 27.744, L = 2.4, Ma = 0.50851, Mw = 3.28844, caliber = 0.13, cx_coeff = { 1, 1.5, 0.68, 0.7, 1.75 }, freq = 7, mass = 57.8, rail_open = false, shapeName = "zuni", wind_sigma = 10, wind_sigma_z_coeff = 1, wind_time = 2.1, } local Mk71Mod0 = { boost_factor = 1, boost_tail = 1, boost_time = 0, fuel_mass = 24.5, impulse = 205, nozzle_orientationXYZ = { { 0, 0, 0 } }, nozzle_position = { { -1, 0, 0 } }, smoke_color = { 0.9, 0.9, 0.9 }, smoke_transparency = 0.1, tail_width = 0.13, work_tail = 1, work_time = 1.4, length = 1.94, total_mass = 36.1, } ZUNI_MK33_FLARE_XENO = { category = CAT_BOMBS, name = "ZUNI_MK33_FLARE_XENO", user_name = _("Zuni Flare"), wsTypeOfWeapon = {4, 5, 49, WSTYPE_PLACEHOLDER}, --{wsType_Weapon, wsType_Bomb, wsType_Bomb_Lighter, WSTYPE_PLACEHOLDER}, class_name = "wAmmunition_viHeavyObject", scheme = "bomb-light-2", model = "s-8_om_parashut", type = 2, mass = 3.17, hMin = 25, hMax = 2000, VyHold = -50, Ag = -5, fm = { mass = 3.17, caliber = 0.13, cx_coeff = {1, 0.39, 0.38, 0.236, 1.31}, L = 0.237, I = 1 / 12 * 3.17 * 0.237 ^ 2, Ma = 0.68, Mw = 5.6, chute_diam = 0.64, chute_Cx = 3, chute_open_time = 1, chute_Ma = -1, chute_Mw = 5, chute_Kmx = 1, wind_sigma = 0, }, light = { start_time = 2, duration = 70, light_position = {0.225, 0, 0}, light_color = {0.55, 0.55, 0.55 * 0.8}, light_attenuation = 675, -- * 3 ! smoke_position = {0.225, 0, 0}, smoke_color = {0.952, 0.952, 0.952}, smoke_transparency = 200 / 255, smoke_width = 1, }, anim_constraints = { main_chute_min_arg_val = 0.8, lead_chute_min_arg_val = -1 }, anim_constraints_check_delay = { delay_par = 1 }, lead_chute_draw_arg_anim = { K_t = 2 }, shape_table_data = {{ file = "s-8_om_parashut", username = "ZUNI_MK33_FLARE_XENO", index = WSTYPE_PLACEHOLDER, }}, targeting_data = { char_time = 20.5 } } declare_weapon(ZUNI_MK33_FLARE_XENO) ZUNI_MK33_XENO = { --traditional rocket setup category = CAT_ROCKETS, name = "ZUNI_MK33_XENO", user_name = _(LocStr.MK33_name), display_name = LocStr.MK33_name, display_name_short = LocStr.MK33_name_sh, scheme = "nurs-light", class_name = "wAmmunitionNURS", model = "zuni", mass = Mk71Mod0.total_mass + 20.8, wsTypeOfWeapon = {4, 7, 33, WSTYPE_PLACEHOLDER}, cx_pil = 0.00016444708447773, shape_table_data = { { name = "ZUNI_MK33_XENO", file = "zuni", life = 1, fire = {0, 1}, username = LocStr.MK33_name, index = WSTYPE_PLACEHOLDER, }, }, control = { delay = 15.1 }, Launcher = { ammunition = ZUNI_MK33_FLARE_XENO, ammunition_name = "ZUNI_MK33_FLARE_XENO", delay = 15.1, }, dist_max = 5000, dist_max_ballistic = 8000, dist_min = 1000, max_TOF = 15.5, -- exaggerated a bit to avoid AI overshooting the target due to non-instant deceleration of the flare element properties = { dist_min = 1000, -- min range, meters dist_max = 5000, -- max range, meters dist_max_ballistic = 8000, max_TOF = 15.5, -- exaggerated a bit to avoid AI overshooting the target due to non-instant deceleration of the flare element }, fm = ZuniFM, engine = Mk71Mod0, } declare_weapon(ZUNI_MK33_XENO) declare_loadout({ category = CAT_ROCKETS, CLSID = "{LAU10_MK33_XENO}", wsTypeOfWeapon = ZUNI_MK33_XENO.wsTypeOfWeapon, attribute = {4, 7, 32, WSTYPE_PLACEHOLDER}, Count = 4, Cx_pil = LAU10_cx, Picture = "LAU10.png", displayName = "LAU-10 pod - 4 x " .. ", 127" .. LocStr.mm .. " ZUNI, " .. LocStr.UnGdRkts .. " MK 71, ".. LocStr.ILUM, Weight = LAU10_mass_empty + 4 * ZUNI_MK33_XENO.mass, Elements = { { ShapeName = "LAU-10" , IsAdapter = true}, --rockets itself { ShapeName = "zuni", Position = {0.1, 0.049, 0.072} }, { ShapeName = "zuni", Position = {0.1, 0.049, -0.073} }, { ShapeName = "zuni", Position = {0.1, -0.095, 0.072} }, { ShapeName = "zuni", Position = {0.1, -0.095, -0.073} }, }, JettisonSubmunitionOnly = false, }) I've tried adding explicit entries for both Client and Server, but that hasn't had any effect either. Though it does have the advantage of not causing crashes when trying to fire: it just doesn't fire at all. ZUNI_MK33_XENO = { --traditional rocket setup category = CAT_ROCKETS, name = "ZUNI_MK33_XENO", user_name = _(LocStr.MK33_name), display_name = LocStr.MK33_name, display_name_short = LocStr.MK33_name_sh, class_name = "wAmmunitionNURS", model = "zuni", mass = Mk71Mod0.total_mass + 20.8, wsTypeOfWeapon = {4, 7, 33, WSTYPE_PLACEHOLDER}, cx_pil = 0.00016444708447773, client = { category = 3, class_name = "wAmmunitionNURS", control = { delay = 15 }, displayName = LocStr.MK33_name, display_name_short = LocStr.MK33_name_sh, engine = Mk71Mod0, fm = ZuniFM, launcher = { ammunition = ZUNI_MK33_FLARE_XENO, ammunition_name = ZUNI_MK33_FLARE_XENO, server = 0, }, model = "zuni", name = "ZUNI_MK33_XENO", properties = { dist_max = 5000, dist_min = 2000, max_TOF = 15.1 }, scheme = "nurs-light", shape_table_data = { { name = "ZUNI_MK33_XENO", file = "zuni", life = 1, fire = {0, 1}, username = LocStr.MK33_name, index = WSTYPE_PLACEHOLDER, } }, user_name = _(LocStr.MK33_name), wsTypeOfWeapon = { 4, 7, 33, WSTYPE_PLACEHOLDER } }, server = { category = 3, class_name = "wAmmunitionNURS", control = { delay = 15 }, displayName = LocStr.MK33_name, display_name_short = LocStr.MK33_name_sh, engine = Mk71Mod0, fm = ZuniFM, launcher = { ammunition = ZUNI_MK33_FLARE_XENO, ammunition_name = ZUNI_MK33_FLARE_XENO, server = 1, }, model = "zuni", name = "ZUNI_MK33_XENO", properties = { dist_max = 5000, dist_min = 2000, max_TOF = 15.1 }, scheme = "nurs-light", shape_table_data = { { name = "ZUNI_MK33_XENO", file = "zuni", life = 1, fire = {0, 1}, username = LocStr.MK33_name, index = WSTYPE_PLACEHOLDER, } }, user_name = _(LocStr.MK33_name), wsTypeOfWeapon = { 4, 7, 33, WSTYPE_PLACEHOLDER } }, shape_table_data = { { name = "ZUNI_MK33_XENO", file = "zuni", life = 1, fire = {0, 1}, username = LocStr.MK33_name, index = WSTYPE_PLACEHOLDER, }, }, control = { delay = 15.1 }, Launcher = { ammunition = ZUNI_MK33_FLARE_XENO, ammunition_name = ZUNI_MK33_FLARE_XENO, delay = 15.1, server = { category = 3, class_name = "wAmmunitionNURS", control = { delay = 15 }, displayName = LocStr.MK33_name, display_name_short = LocStr.MK33_name_sh, engine = Mk71Mod0, fm = ZuniFM, launcher = { ammunition = ZUNI_MK33_FLARE_XENO, ammunition_name = ZUNI_MK33_FLARE_XENO, server = 1, }, model = "zuni", name = "ZUNI_MK33_XENO", properties = { dist_max = 5000, dist_min = 2000, max_TOF = 15.1 }, scheme = "nurs-light", shape_table_data = { { name = "ZUNI_MK33_XENO", file = "zuni", life = 1, fire = {0, 1}, username = LocStr.MK33_name, index = WSTYPE_PLACEHOLDER, } }, user_name = _(LocStr.MK33_name), wsTypeOfWeapon = { 4, 7, 33, WSTYPE_PLACEHOLDER } }, }, dist_max = 5000, dist_max_ballistic = 8000, dist_min = 1000, max_TOF = 15.5, -- exaggerated a bit to avoid AI overshooting the target due to non-instant deceleration of the flare element properties = { dist_min = 1000, -- min range, meters dist_max = 5000, -- max range, meters dist_max_ballistic = 8000, max_TOF = 15.5, -- exaggerated a bit to avoid AI overshooting the target due to non-instant deceleration of the flare element }, fm = ZuniFM, engine = Mk71Mod0, } declare_weapon(ZUNI_MK33_XENO) Has anyone else been successful at creating their own illumination flares or rockets? It'd be nice to look at something that works to compare and see where I've gone wrong.
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  19. I'd actually argue those tags should go at the end of the name so that the unit shows up in the proper alphabetical order in the ME drop-down list. While the display_name and username fields determine what it shows up in the game, the "name" field and the unit's entry name determine where it shows up in the drop-down list. Quite a few mods don't do this and that's why stuff like the OV-10 appears before the C-130 entry in the ME list rather than after the Mirage 2000.
  20. Sure thing. This includes updated lua files that try to add all the weapons it has. Some parts are commented out because they lack appropriate animation arguments or connectors. Most of them include comments for what the ideal name/argument would be to allow the item to work correctly. Given the size (and detail) of these models, it would be *very* helpful if we could get some simplified LOD models of the ships. WWII Japanese Yamato Class.7z
  21. Very cool. Feel free to use those Yamato/Musashi files I posted. I also updated the current version with some custom sounders. I can share it if you want.
  22. Could you share that with me as well?
  23. Pretty much. Head-on shots almost never hit, and usually goes for flares. It'll get the occasional hit in, but testing with Hinds had them spoofing a good dozen missiles before they take one. I've considered using the code that the GWS-22 uses to make a Blowpipe MANPAD, since it has a very erratic flight path and the GWS-22 likes to miss enough on its own. I'm sure it can be used to make a MANPAD that almost never hits *anything*. As an aside, the SA-14 is part of the High Digit SAMs mods. Unfortunately, that mod needs editing to work with the most recent patches. Notably, the SON-9 and KS-19 need to be disabled, and the 5V55R model needs to be renamed (and the unit lua that references that shape needs to be edited to reflect the changed name). Probably a good example of why mods and models should have some identifier in their name to make them unique. Kinda like HeatBlur added "HB" at the start or end of their missile names to ensure they don't conflict with anything.
  24. Does that include the Yamato models?
  25. USS Oak Hill (LSD-51) v1.0.3 is missing the following textures: lcs_wep black_chimney_t deck_t hull_gray2 lcc_struc hull_stacks windows lcc_cws weld deck It's also missing some connectors that the older version had. Notably, CENTER_TOWER_01, CENTER_TOWER_02, then CENTER_TOWER_05 through 12. Also, CENTER_TOWER_03 and 04 were changed from being attached to the 25mm autocannons on the side, to being attached to the RIM launchers (which did not have any such center connector in the older version). There are two "FWD Helo" connectors as well.
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