Jump to content

Raffson

Members
  • Posts

    49
  • Joined

  • Last visited

Everything posted by Raffson

  1. Interesting, thanks for pointing that out
  2. A temporary solution adding copies of original weapons would be much appreciated. I’ve noticed the AI will fire off ED’s counterpart of the weapon, if it exists obviously. I’m hoping for the Kh-31 A/P at least, as that would allow me to create default payloads for the Su-30 for all different tasks. I need this for integrating the Flanker-H into Liberation, without having to nerf its capabilities. The MKI variant is an example of what I’m trying to explain, i.e. it has 2 versions of the Kh-31P, one custom and one original. I’ve tested both and the original seems to work with AI. So if that could be applied to other variants then SEAD is handled. Another thing I tried with was changing the CLSID of the Kh-35 to the original one, though I did that in my payload file so the pylon didn’t show up but aside from that it also worked. Of course the ideal solution would be the AI firing off the custom AG weapons as well, that would allow me to customize the payload accordingly, e.g. let the MKI variant use the Rudra-M1 instead for SEAD. But until then it would be of great help if I’d have access to original KH-31s, both A & P models. I can do this myself, but that’s not a valid solution for integrating the Su-30 in Liberation
  3. I've been trying to get AI to do some SEAD and anti-ship strikes, however I'm having trouble with custom AG weapons. The AI doesn't seem to be able to use them, which I find really weird because custom AA weapons work fine. Any change I missed something?
  4. Deadzones might help with that. Also, I’m trying to imagine in which situations you need this and what means you have at your disposal, i.e. what stick are you using etc. I’ve tried it out myself and find this to be more accurate than making corrections with the stick when it comes to finetuning. Even though I keep the default bindings on the keyboard cause in the situations that I’ve used this I’m already in a “controlled attitude” which allows me to take my hands of the stick for these tiny corrections.
  5. Try out what’s already available, just map buttons for cyclic up, left, right and down. Depending on how sensitive you want the buttons to be, this could be your solution.
  6. In that case you might as well fly exclusively with a human CP/G… imo, if you’re flying with george, you’re already messing up the realism part anyway.
  7. +1 on a more detailed target list. Also, when there’s a lot of targets, the list can get pretty long, a “parent sub-menu” with categories would be handy, definitely speeding up the process of picking out specific targets.
  8. Now that sounds familiar Either way, the thought alone of having a DC keeps me excited
  9. Right, is there an english version of that page cause unfortunately I don't speak, read or write russian :s EDIT: nvm, google translated it for me xD
  10. I know i'm a little late, but has the C++ developer for avionics position been filled already? If not, I'm more than interested! Contact me in PM for more background info about myself.
  11. That’s cause a new version of SRS hasn’t been released yet.. if you want, you can always download the file needed separately and replace it.. https://github.com/Raffson/DCS-SimpleRadioStandalone/blob/master/Scripts/DCS-SimpleRadioStandalone.lua I believe my version of DCS-SimpleRadioStandalone.lua is currently the most complete one, though i’m still missing dcs’ in-game ptt controls, but eventually it will be included.. Hope this helps meanwhile :) EDIT: Your may want to grab a copy from LazyBoot instead cause possibly my version has too much code in it. Just received work that the backup controls should work automatically, though I'm not sure if all the controls from the backup panel will work so I need to do some testing later today..
  12. So I've forked the project to make some adjustments, mainly some code that will automatically detect the external ip for people who wish to host a temporary srs server of their own to fly with some friends.. Now I decided to take it a step further and incorporate the F16 (since it got released yesterday) so that it doesn't get recognized as a FC3 plane.. So first off, how do I allow dcs' cockpit controls for ptt cause currently only srs controls are recognized. Second, I'd like to confirm that both the AN/ARC-222 (VHF) and AN/ARC-164 (UHF) are using the KY58 for encryption cause I noticed in the code that the F18's VHF radio is not encrypted so I'm not sure what's correct here.. At last, I'm also wondering how I could read the frequency from the backup UHF, given that the C&I switch is set to backup instead of UFC.. The problem I'm dealing with is the fact that i don't see a separate device for the backup radio, so I'm not sure how to proceed on this one.. I've already figured out that it's possible to check whether the C&I switch is set to backup, but that's only half of the solution.. Any help would be much appreciated! EDIT: After looking at "clickabledata.lua" of the F16, I conclude that stuff is still missing in order to get the in-game controls to work with srs.. For the backup UHF I'm trying to get the frequency from "UHF_CONTROL_PANEL" since I'm assuming this must be the backup UHF cause there's no such panel for VHF, though I'm afraid this device does not have a "get_frequency()" method because it's not working.. Any thoughts on how to work around this? EDIT2: turns out ciribob already fixed the F16, except for the things i'm having trouble with... EDIT3: ok so seems like a misunderstood the backup radio.. turns out it's not a separate radio but rather backup controls for the UHF in case the UFC is down.. thus that last question no longer requires an answer :D EDIT4: Backup UHF controls are done, will ask for a pull-request once i figure out how to adjust the installer to copy-paste http.lua & url.lua (located in LuaSocket) into a folder called "socket", otherwise it won't the http module needed for retrieving your external ip.. ciribob, if you can I did this correct, that would be awesome ^^
  13. Yeah well, I guess I just had to :p So I think I understand the issue though I can't help you out here since these "functions" are "hard-wired" into the code. The next best thing is probably to make a switch for the AGC/MGC button but since it's a toggle with 3 states it might not be ideal to have a switch. As for the Laser/Focus button, the Laser part is a toggle with 2 states so a switch could work, though I'm not sure about the Focus part...
  14. Currently 2 options are available for PTT axis controls: -ICS Button ICS (Intercom) PTT (axis threshold) -ICS Button MIC (UHF) PTT (axis threshold) If you haven't tried those out I suggest you start there, if that doesn't suit your needs I can try some tricks but no guarantees it'll actually work...
  15. So as I thought, I got something to work though you'll have to tweak the axis-tune: {action=device_commands.WINGSWEEP_EmergencySweepLever, cockpit_device_id=devices.WINGSWEEP, name=_('Emergency Wing Sweep')}, Either I'm missing something fundamental, or these bindings are already available...
  16. You mean the axis commands? Cause I'm not following what you're trying to say.. Not sure if there's a toggle function for the handle but I can surely make it a switch, as for binding the axis, I'll give it a try later cause I have an idea that might work..
  17. I've been looking at the controls and noticed it's still not there after the last update so meanwhile you can copy-paste this line into "Mods\aircraft\F14\Input\F-14B-Pilot\joystick\default.lua", right around line 148 if you haven't touched the file so far: {down = device_commands.FUELSYSTEM_Refuel_Probe, up = device_commands.FUELSYSTEM_Refuel_Probe, cockpit_device_id=devices.FUELSYSTEM, value_down = 1, value_up = -1, name = _('Refuel Probe extend, Refuel All, else Retract Probe'), category = _('Fuelsystem Control Panel')},
  18. Assuming you're looking for a switch that turns to hot mic if you turn it on and back to cold when you turn it off, as in "HOT MIC, else COLD MIC" sort of control, then I got you back :D Made a switch for that too, code goes as follows: {down = device_commands.RADIO_ICS_Func_RIO, up = device_commands.RADIO_ICS_Func_RIO, cockpit_device_id = devices.ICS, value_down = 0, value_up = -0.5, name = _('ICS Function HOT MIC, else COLD MIC'), category = _('Radio')}, I noticed the values -0.5 and -1 for cold mic, 0 for hot mic & 0.5 and 1 for override work, so my guess is it's coded "if value < 0 then cold mic, else if value == 0 then hot mic, else override" EDIT: damn, you said RIO.. I just realise the same thing now... looking at command_defs.lua, I'm trying to find RADIO_ICS_Func_RIO or something alike, but can't see it.. EDIT2: nvm, I'm blind... code's edited.. should work now, though I'm gonna test it real quick to verify... EDIT3: k so works on my end, and it makes me realize you could create a RIO-trainer control set where you could flip switches for the pilot from the back seat, even though that takes all realism away I guess it could be good from an educational point of view.. for example the instructor having the ability to adjust trim.. dunno but there's potential there :p
  19. Noticed a similar issue with the "Fuel Dump On, else Off" switch... Glad you like it! If you're interested, I can always break it down to you how the lua files work regarding controls...
  20. Came across this post and realized I want some buttons that make life easier for getting in and out of oversweep. So I broke down the TO/LDG into the following parts: TO -> open cover and extend handle, set lever to 68 degrees, lock the handle and close the cover LDG -> open cover and extend handle, set lever to 68 degrees, lock handle, go to oversweep and extend the handle again This leads to 4 buttons: 1) a button to open the cover and extend the handle, for which the code looks like this: { up=device_commands.WINGSWEEP_EmergencyLeverExtended, down=device_commands.WINGSWEEP_EmergencySweepCover, cockpit_device_id=devices.WINGSWEEP, value_up=1.0, value_down=1.0, name=_('Emergency Wing Sweep Open & Extend'), category=_('Throttle')}, Now for takeoff I noticed that a hot start has overswept wings with the handle locked and the cover closed and I'm wondering if this is a consistent state of the cockpit because in a normal case where the wings are in oversweep, I would assume to find the cover always open with the handle extended. But yeah, not sure what's considered correct here so... 2) a button to bring the wings to 68 degrees sweep, lock the handle and close the cover: { up=device_commands.WINGSWEEP_EmergencySweepCover, down=device_commands.WINGSWEEP_EmergencySweepLever, pressed=device_commands.WINGSWEEP_EmergencyLeverExtended, cockpit_device_id=devices.WINGSWEEP, value_down=0.30, value_pressed=0.0, value_up=0.0, name=_('Emergency Wing Sweep to 68°, Lock & Close'), category=_('Throttle')}, Note that you have to press the button long enough for the handle to lock in properly before releasing, otherwise the cover won't close and you'll have to press again. 3) a button to do the same as 2, except closing the cover: { up=device_commands.WINGSWEEP_EmergencyLeverExtended, down=device_commands.WINGSWEEP_EmergencySweepLever, cockpit_device_id=devices.WINGSWEEP, value_up=0.0, value_down=0.30, name=_('Emergency Wing Sweep to 68° & Lock'), category=_('Throttle')}, 4) a button to bring the handle to oversweep and extend the handle: { up=device_commands.WINGSWEEP_EmergencyLeverExtended, down=device_commands.WINGSWEEP_EmergencySweepLever, cockpit_device_id=devices.WINGSWEEP, value_up=1.0, value_down=0.0, name=_('Emergency Wing Sweep to Oversweep & Extend'), category=_('Throttle')}, Now your takeoff sequence would be buttons 1 & 2 while your post-landing sequence would be buttons 1, 3 & 4. Hopefully this is useful to someone else except myself :D
  21. In my earlier posts I mentioned that I've used noip in the past which is basically the same thing.. But anyhow, I've got a solution posted in one of the previous messages so currently I'm sorted out..
  22. Not necessarily outside the DCS World directory, just within a new folder called "socket" within the "LuaSocket" folder that's located in the DCS World directory.. Anyway, up to the next challenge, getting rid of http and using UPnP to discover the external IP since I don't feel like being dependent on a website xD
  23. Actually, the country doesn't match, but close enough to know what "Teringzooi" means :thumbup: Got it to work so no worries anymore, well, actually, you could try my solution & see if it also works for you cause maybe it only works for myself but yeah, can't really test that out :lol:
  24. OMFG finally, I got it to work! This is how my AutoConnectGameGUI.lua looks like now... -- Version 1.2.9.2 -- ONLY COPY THIS FILE IS YOU ARE GOING TO HOST A SERVER! -- The file must be in Saved Games\DCS\Scripts or Saved Games\DCS.openalpha\Scripts -- Make sure you enter the correct address into SERVER_SRS_HOST below. -- You can add an optional Port. e.g. "127.0.0.1:5002" package.path = package.path..";.\\LuaSocket\\?.lua;" package.cpath = package.cpath..";.\\LuaSocket\\?.dll;" function externalip() local http = require("socket.http") local json = loadfile("Scripts\\JSON.lua")() local resp,code,headers,status = http.request("[url]http://ipinfo.io/json[/url]") if code ~= 200 then return nil, "Failed fetching external IP; "..tostring(status) end local data, err = json:decode(resp) if not data then return nil, "Failed fetching external IP; "..tostring(err) end if data.ip then return data.ip else return nil, "Failed fetching external IP; no ip field was returned" end end -- User options -- local SRSAuto = {} local ipaddr, err = externalip() net.log(string.format("%s:%s", tostring(ipaddr), "9987")) --verify your IP in dcs.log SRSAuto.SERVER_SRS_HOST = tostring(ipaddr)..":9987" --change ":9987" to whatever port you're using SRSAuto.SERVER_SEND_AUTO_CONNECT = true -- set to false to disable auto connect or just remove this file -- DO NOT EDIT BELOW HERE -- SRSAuto.unicast = false -- Utils -- local HOST_PLAYER_ID = 1 SRSAuto.MESSAGE_PREFIX = "SRS Running @ " -- DO NOT MODIFY!!! local socket = require("socket") SRSAuto.UDPSendSocket = socket.udp() SRSAuto.UDPSendSocket:settimeout(0) SRSAuto.logFile = io.open(lfs.writedir()..[[Logs\DCS-SRS-AutoConnect.log]], "w") function SRSAuto.log(str) if SRSAuto.logFile then SRSAuto.logFile:write(str.."\n") SRSAuto.logFile:flush() end end -- Register callbacks -- SRSAuto.onPlayerConnect = function(id) if not DCS.isServer() then return end if SRSAuto.SERVER_SEND_AUTO_CONNECT and id ~= HOST_PLAYER_ID then SRSAuto.log(string.format("Sending auto connect message to player %d on connect ", id)) net.send_chat_to(string.format(SRSAuto.MESSAGE_PREFIX .. "%s", SRSAuto.SERVER_SRS_HOST), id) end end SRSAuto.onPlayerChangeSlot = function(id) if not DCS.isServer() then return end if SRSAuto.SERVER_SEND_AUTO_CONNECT and id ~= HOST_PLAYER_ID then SRSAuto.log(string.format("Sending auto connect message to player %d on switch ", id)) net.send_chat_to(string.format(SRSAuto.MESSAGE_PREFIX .. "%s", SRSAuto.SERVER_SRS_HOST), id) end end DCS.setUserCallbacks(SRSAuto) net.log("Loaded - DCS-SRS-AutoConnect") Figured out that you must copy-paste some files within the DCS installation directory.. To get this to work, you must go to DCS-Installation-Folder/LuaSocket & create a new folder called "socket".. Then copy http.lua, ltn12.lua, mime.lua & url.lua into that folder.. All those files are available in the LuaSocket folder so it's really easy, but for some reason this particular script couldn't find it when it was in LuaSocket itself.. Beware, don't delete/move the files from LuaSocket cause they might be referenced from a different place so instead do a plain copy of those files into the "socket" folder that you've created in LuaSocket..
×
×
  • Create New...