

swither
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Everything posted by swither
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Unfortunately, the DCS patch schedule is not up to us. But don't worry about the shadow bug, the cockpit still looks awesome! :pilotfly:
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External sounds will come in a later update :)
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Bunyap has it. :)
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Waypoints are limited, but there's different types of waypoints which use seperate memory. M for targets, L for landing , Bx are for special points such as recce areas and RB15 steer points (steer down, turn, target and self destruction) Here you can see a typical RB15 setup (in swedish unfortunately, but bx8 is where the target is supposed to be)
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Nine is the TAKT code used to designate a waypoint as a target point. So pressing 9 and then B2 (brytpunkt 2 = waypoint 2) just tells the system that this is the target :) :joystick:
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***DCS: AJS37 Viggen Now Available for Pre-Order!!***
swither replied to swither's topic in DCS: AJS37 Viggen
Haha, believe it or not but its a bug, not PS :joystick: -
Swinoujscie, Poland December 23rd 2016 – DCS: AJS-37 Viggen is now available for pre-purchase! Leatherneck Simulations, in association with The Fighter Collection and Eagle Dynamics, are pleased to announce the AJS-37 for DCS World is now available for pre-purchase! The pre-purchase provides both a 20% discount off the retail price and access to the Early Access coming in early 2017. Get a standalone or limited edition bundle copy at the Heatblur store http://www.heatblur.com! Ordering at the Heatblur store also enters you into an exclusive chance to be one of 14 lucky simmers to get your name and callsign painted on one of the official liveries for the upcoming DCS F-14 Module! (winners chosen on AJS-37 Release Day)<<<<<<< DCS: AJS-37 Viggen will launch on January 27th for $59.99. Pre Purchase now for $47.99 and save 20%! The AJS-37 Viggen is a Swedish double-delta supersonic attack aircraft from the late Cold War. It was the backbone of the Swedish Air Force during the Cold war, serving as the main attack and anti-ship platform. The AJS is the 90’s upgrade of this 70’s era aircraft, adding several advanced weapons and systems functionalities. The aircraft was designed around the pilot, with an excellent man-machine interface, supporting the pilot through the smart use of autopilot systems, radar and HUD symbology in order to deliver the ordnance onto targets from treetop level with high speed attack runs. The aircraft is armed with multiple weapon systems ranging from programmable stand-off weapons such as the RB-15F antiship missile to the BK90 Cluster munitions dispenser to various bombs, rockets and missiles for a wide range of target types. The aircraft can also carry gun pods and the Sidewinder series of infrared-guided missiles for air defence and self-protection purposes. Key Features of the DCS: AJS-37 Viggen include: Key Features of the DCS: AJS-37 Viggen include: Highly detailed and accurate 6-DOF (Degrees of Freedom) cockpit. Extensive and highly detailed aircraft modelling systems such as: CK37 aircraft computer with navigation data, time on target, and fuel calculation systems. Data input / output interface and pre-planned data cartridge functionality. Automatic dead reckoning navigation and terrain contour matching position update system. Flight instrument systems. Electrical and hydraulic systems. Advanced RM-8A jet engine modelling with thrust reverser, compressor surges and stalls. Sophisticated high-resolution air-to-ground radar technology modelling the PS-37/A radar including: Multiple radar amplifications and filter settings. Obstacle detection mode. Memory mode. Air-to-Air mode. Highly accurate advanced flight model based on real performance data and documentation. Maritime reconnaissance capabilities to determine position, course and speed of vessels. Advanced programmable weapons such as the RB-15F anti-ship missile with multiple waypoints and the configurable BK-90 “Mjolnir” Cluster munitions dispenser. Detailed modelling of over 14 unique weapons and miscellaneous stores with multiple versions and delivery methods, ranging from rockets, bombs, to advanced air-to-ground missiles such as the command-guided RB-05A and the TV-guided RB-75 “Maverick” missiles. Comprehensive 400+ page flight manual. Extensive interactive & voiced training tutorials. Several campaigns and missions including: Caucasus campaign Mini NTTR DACT campaign Mini Caucasus introduction campaign. Instant action and single player missions. This is the product of several years of passion and dedication and we are incredibly excited to bring it to life in DCS World! We hope that you will have as fun learning and flying the aircraft as we have had in recreating it. Minimum system requirements: OS 64-bit Windows 7/8/10; DirectX11; CPU: Core i3; RAM: 8 GB; Free hard disk space: 30 GB; Video: 2 GB RAM card, DirectX11 - compatible; requires internet activation. Recommended system requirements: OS 64-bit Windows 7/8/10; DirectX11; CPU: Core i5+; RAM: 16GB; Hard disk space: 30 GB; Video: NVIDIA GeForce GTX780 / ATI R9 290 DirectX11 or better; Joystick; requires internet activation.[/indent]
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Yeah it's the old CVN-77 mod. Since i work a lot on the F14 FM i want as many different carriers as possible to do testing on :)
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Note that we're still tweaking the radar (e.g. return strenghts of materials, objects, and the graphics), so this is not necessarily representative of the release build! This is in the Log gain mode and with the shortest range setting (15km).
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:joystick:
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Awesome! :pilotfly:
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Actually, you should definately not look at the hud when landing, the F14A manual states the following: "When the landing mode is selected, the AOA symbol on the HUD display is faulty." :doh:
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You'd be surprised, but you kind of get used to it. After flying for a little while you don't even think about the slow refresh rate.
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Hah, time to find a place to hide then... :pilotfly:
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Finally got the time to finish up the electronics for the caution panel :) My plan is to connect all panels through ethernet and to use Power over ethernet to power them, that way i can easily turn them all on at the same time. I'm working on a server software for managing the connections! Also bought bought a transponder panel and an intercom panel on ebay which i will interface! My next plan is to look into the CDU or the CMS!
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Hi! You would do this as a tech mod, i don't know of any tutorials unfortunately but there's a number of existing mods that adds vehicles and such that you could download and look through. Start by looking in the entry.lua file and follow the code from there :) It shouldn't be too dificult to add simple units!
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thanks for the quick reply :) declare_weapon seems to work in the tech environment but i can't find add_shape in either tech or aircraft mod environments?!? If I figure something out i'll definately post it!
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Hi! I'm working on a Visby Corvette (Wikipedia linik) mod and i've got it up and running (no textures yet) in DCS. Screenshots: Canon is working, but I'm having problems with adding the missiles (RBS 15 wikipedia) to the ship. I've declared the weapon like this: local RBS_15 = { category = CAT_MISSILES, name = "RBS-15", user_name = _("RBS-15"), Escort = 3, --tror detta styr om den har boosters Head_Type = 5, --Autopilot sigma = {3, 3, 3}, M = 800.0, H_max = 12000.0, H_min = -1, Diam = 500.0, Cx_pil = 1, D_max = 250000.0, D_min = 2000.0, Head_Form = 0, Life_Time = 7200.0, Nr_max = 17, v_min = 170.0, v_mid = 238.0, Mach_max = 0.85, t_b = 0.0, t_acc = 14.0, t_marsh = 7200.0, Range_max = 250000.0, H_min_t = 0.0, Fi_start = 3.14152, Fi_rak = 3.14152, Fi_excort = 3.14152, Fi_search = 99.9, OmViz_max = 99.9, Reflection = 0.3, KillDistance = 0.0, warhead = { mass = 800; expl_mass = 200; other_factors = {1, 1, 1}; obj_factors = {1, 1}; concrete_factors = {1, 1, 1}; cumulative_factor = 3.0; concrete_obj_factor = 0.0; cumulative_thickness = 0.9; piercing_mass = 50.0; caliber = 400, }, Damage = 50, exhaust1 = tail_solid, exhaust2 = tail_solid, --exhaust = {0.9, 0.9, 0.85, 0.3}, -- Tail smoke color format {R, G, B, alpha}. All values from 0 to 1 X_back = -1.872, -- exhaust X Y_back = 0.0, -- exhaust Y Z_back = 0.0, -- exhaust Z X_back_acc = -1.407, Y_back_acc = 0, Z_back_acc = 0.35, Reflection = 0.015, -- radar reflection cross KillDistance = 0.0, -- this distance is used to fire a fuze // type 428 proximity fuze shape_table_data = { { name = "RBS-15"; file = "rbs15"; life = 1; fire = { 0, 1}; username = "RBS-15"; index = WSTYPE_PLACEHOLDER; }, } }, declare_weapon(RBS_15)and defined the weapon system like this GT_t.WS_t.ship_RBS_15 = {} --GT_t.WS_t.ship_RBS_15.angles = { -- {math.rad(45), math.rad(-45), math.rad(-10), math.rad(45)}, -- }; --GT_t.WS_t.ship_RBS_15.reference_angle_Z = math.rad(60); GT_t.WS_t.ship_RBS_15.angles = {{ math.rad(180), math.rad(-180)}, {math.rad(-180), math.rad(180)}}; GT_t.WS_t.ship_RBS_15.moveable = false GT_t.WS_t.ship_RBS_15.LN = {} GT_t.WS_t.ship_RBS_15.LN[1] = {} GT_t.WS_t.ship_RBS_15.LN[1].type = 1 GT_t.WS_t.ship_RBS_15.LN[1].distanceMin = 2000 GT_t.WS_t.ship_RBS_15.LN[1].distanceMax = 250000 GT_t.WS_t.ship_RBS_15.LN[1].reactionTime = 5; -- Preload time 240s. GT_t.WS_t.ship_RBS_15.LN[1].launch_delay = 5; GT_t.WS_t.ship_RBS_15.LN[1].sound = { single_shot = "Weapons/MissileLaunch2", } GT_t.WS_t.ship_RBS_15.LN[1].external_tracking_awacs = true GT_t.WS_t.ship_RBS_15.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_RBS_15.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ship_RBS_15.LN[1].PL = {} GT_t.WS_t.ship_RBS_15.LN[1].PL[1] = {} GT_t.WS_t.ship_RBS_15.LN[1].PL[1].ammo_capacity = 1 GT_t.WS_t.ship_RBS_15.LN[1].PL[1].type_ammunition = {4,4,11,[color=Red]121[/color]} GT_t.WS_t.ship_RBS_15.LN[1].PL[1].name_ammunition = "RBS-15" GT_t.WS_t.ship_RBS_15.LN[1].PL[1].reload_time = 1000000; -- never during the mission GT_t.WS_t.ship_RBS_15.LN[1].BR = { {pos = {0, 0, 0} } } and i add the ws to the ship like this: ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_RBS_15 ) GT.WS[ws].animation_alarm_state = {time = 3, arg = 30} GT.WS[ws].center = 'MissilePoint1'; --GT.WS[ws].angles = {{ math.rad(0), math.rad(0)}, {math.rad(0), math.rad(0)}}; GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1; -- unlimited GT.WS[ws].LN[1].PL[1].ammo_capacity = 1; GT.WS[ws].LN[1].BR = { {connector_name = 'MissilePoint1'}, }The problem is that i can't seem to find a way to add an entry to the shape table (the shape thing in the weapon definition is just something i was testing to solve this). I can get the missile model in game by naming it p-15m.edm and using type_ammunition 121, but that of course is not really what i'm after since it will just replace the termit model and use that. So my question is: How would i go about adding the shape data and using that for my weapon system in a tech mod? Addition question: Is it possible to define more than one booster nozzle location? (X_back_acc is only for one)
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Hi! I'm playing around with making an aircraft mod and everything seems to be working fine excep that the input profile i've created isn't used. It shows up in the control configuration but when i run a mission it defaults back to the su-25t profile!?!?. The array indices and such all seem to be the same so i'm somewhat clueless here. Any ideas of what could cause an error like this? I've been searching the forums with no luck!
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Animations not working while piloting aircraft
swither replied to swither's topic in How To Mod for DCS World
Ok! I've played around a bit now and this is what i came up with and implemented as a cockpit device: local dev = GetSelf() local update_time_step = 0.02 make_default_activity(update_time_step) -- enables call to update local sensor_data = get_base_data() function post_initialize() print("ext. anim. post_initialize called") for key,value in pairs(sensor_data) do print("found member " .. key); end end function update() --Test set anim argument -- local temp = sensor_data:getStickPitchPosition() / 100 local temp2 = sensor_data:getStickRollPosition() / 100 set_aircraft_draw_argument_value(15, temp2) -- left elev set_aircraft_draw_argument_value(16, temp2) -- right elev -- print(temp) print(temp2) end Which seems to work :). Only strange thing is that getStickRollPosition seems to give pitch, and vice verse, any thoughts on this? But is this really the proper way to do it? This way AI-aircraft animation is handled totally different from player aircraft!?!? Is there any other way to do this other than through the cockpit scripts , which will apply both to AI aircraft and player aircraft? Thanks again for the help! -
Animations not working while piloting aircraft
swither replied to swither's topic in How To Mod for DCS World
Thanks for the reply! Is there a Lua function for setting values of existing animation arguments? Like setting flaps animation position? Also, do I need to use the makeflyable function even if I use the dofile on my cockpit script? -
Animations not working while piloting aircraft
swither replied to swither's topic in How To Mod for DCS World
Thanks for the answer. Is there an example somewhere of how to do this? Do i write this code in the cockpit scripts or somewhere else? Another question: The hud you made is very nice, is there any resources on how to use c++ for modding DCS? I thought it was restricted to third party devs. Or do you just use binary functions written in c++ from LUA? -
I'm playing around with adding a new aircraft to DCS (made 3d model and i've based the scripts on wunderluft) but i'm having an issue where all my animations (rudders, flaps, etc) are working if AI is controlling the plane, but if it's player controlled they just won't animate at all. Any ideas? :) All help appreciated :):joystick:
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It's actually not one chip per led, the LED's have the same footprint as a DIL16 package though. I use TI TLC5940 16 channel driver chips (so 6 in total). :pilotfly:
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thanks for all the nice feedback :) Just got the circuit boards i designed for the caution panel from the manufacturer. They look great! The boards will basically hold all the LED panels and their controllers. I've gone with PWM controllers so that i can control the brightness of each LED individually. Will start assembling the board and testing it as soon as i have some spare time :) As you can see i had to order a minimum of 5 boards, so if anyone is interested i might sell a couple of them fairly cheap (with instructions).