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jib

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Everything posted by jib

  1. I am trying to make my DHSK Human controllable but it says Unable to enter vehicle: Wrong Vehicle type. Does anyone know if the drive-able vehicle types are Hard-coded in the CA .DLL's or where you can change it in a .lua somewhere?
  2. I have added: DHSK ground unit model with the mods folder. But I deleted my DCS World folder without backing it up so will have to learn how to do it again. :mad: You probably want to search This part of the forum not in this thread This Thread helped me when I was stuck on adding ground units. and someone posted a tank mod example but I can't find it anymore and the Wunderluft Sample is the best start for any new modeler. It is a real shame there arn't any good tutorials on making new stuff for DCS. Edit I found my file: Now this doesn't give a working ground vehicle but it is a step in the right direction, i think it doesnt work because of "set_recursive_metatable(GT, GT_t.generic_stationary)" but I don't know what else there is possible to put in there. and if i comment back in "make_flyable('DSHK')" DCS doesn't load at all. Entry.lua declare_plugin("DSHK by Jib", { installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, version = "1", state = "installed", info = _("Test of Adding New Ground Units to DCS"), binaries = { "GroundCockpitBase", "CombinedArms.dll", }, LogBook = { { name = _("DSHK"), type = "DSHK", }, }, InputProfiles = { ["DSHK"] = current_mod_path .. '/Input', }, }) dofile(current_mod_path..'/DSHK.lua') --make_flyable('DSHK') --if I comment this back in DCS doesn't load at all. plugin_done()-- finish declaration , clear temporal data ) DHSK.lua -- Jibs DSHK 12.7 mm Machine Gun mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1 GT.visual.shape = "DSHK.EDM" GT.visual.shape_dstr = "" --Burning after hit GT.visual.fire_size = 0 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 0 --burning time (seconds) GT.time_agony = 180; -- weapon systems GT.WS = {}; GT.WS.maxTargetDetectionRange = 5000; local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].center = 'CENTER_TOWER'; GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-4), math.rad(17)} }; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; GT.WS[ws].omegaY = math.rad(17); GT.WS[ws].omegaZ = math.rad(10); GT.WS[ws].pidY = {p=10, i=0.07, d=5, inn = 1.5}; GT.WS[ws].pidZ = {p=10, i=0.02, d=4, inn = 1.8}; --GT.WS[1].LN[1] __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_7_62);--coaxial __LN.PL[1].ammo_capacity = 2000; __LN.BR[1].connector_name = 'POINT_MGUN_01'; __LN.fireAnimationArgument = 45; __LN.customViewPoint = { "genericAAA", {-0.26, 0.1, 0.1 }, }; --GT.WS[1].LN[2] __LN = add_launcher(GT.WS[ws], GT_t.LN_t.tank_gun_105mm); -- temporary, to fix, must be 100mm D-10T2C cannon __LN.PL[1].ammo_capacity = 20; __LN.BR[1].connector_name = 'POINT_GUN'; __LN.customViewPoint = { "genericTankred", {-4.0, 0.3, 0 }, }; --GT.WS[1].LN[3] __LN = add_launcher(GT.WS[ws], __LN); -- HE rounds __LN.type = 6; __LN.distanceMin = 300; __LN.distanceMax = 8000; __LN.PL[1].ammo_capacity = 14; __LN.PL[1].shell_name = {"UOF_412_100HE"}; __LN.customViewPoint = { "genericTankred", {-4.0, 0.3, 0 }, }; ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].base = 1; GT.WS[ws].center = 'CENTER_MGUN'; GT.WS[ws].angles = { {math.rad(180), math.rad(86), math.rad(-8), math.rad(40)}, {math.rad(86), math.rad(59), math.rad(20), math.rad(40)}, {math.rad(59), math.rad(-180), math.rad(-8), math.rad(40)}, }; GT.WS[ws].drawArgument1 = 25; GT.WS[ws].drawArgument2 = 26; GT.WS[ws].omegaY = math.rad(40); GT.WS[ws].omegaZ = math.rad(30); GT.WS[ws].pidY = {p=10,i=0.02,d=4, inn = 1.5}; GT.WS[ws].pidZ = {p=10,i=0.02,d=4, inn = 1.5}; GT.WS[ws].reference_angle_Y = math.pi; __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_12_7_utes); __LN.type = 10; -- AA Machinegun __LN.BR[1].connector_name = 'POINT_MGUN'; __LN.fireAnimationArgument = 44; __LN.customViewPoint = { "genericAAA", {-2.0, 0.2, 0 }, }; __LN = nil; --Name Stuff GT.Name = "DSHK" GT.DisplayName = _("DSHK") GT.Rate = 1 GT.Sensors = { OPTIC = {"TKN-3B day", "TKN-3B night", "TSH-2-22 day","TPN1 night"} }; GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = { wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericTank, "Tanks", "Old Tanks" }; GT.category = "Armor"; add_surface_unit(GT) I have attached the zip put it in /mods/tech You will need to copy over your own Combined arms dll.s from your install.
  3. Amazing Video +1 for the time and effort. Hopefully videos like hat will bring more people to DCS. Couple of questions, how did you get the camera in first person infantry view? also was that the stock F16 mode? it looked to good.
  4. It could well be in the text files. But my guess is that there is some sticking point about controlling infantry, or why else would ED not have done it?
  5. Is there ever going to be any way to get JTAC to work with Russian side? It is annoying you have to completely rebuild the stock missions to put in a NATO JTAC. It would be easier if you could change the coalitions around. I might have to look at modifying coalitions in mission files with a text editor. On another note, ED should really add this to the default DCS World there is no reason not to it is so great. Thanks TurboHog.
  6. It is working great still for me.
  7. Yes and this is the thing that is still broken in DCS 1.2.3 on the Logitech G940! Unless you use Sim FFB,By average_pilot
  8. Thanks TurboHog, I just wanted to check before i installed it and it messed up. I will give it a go!
  9. Is version 1.3 of Ka50 jtac working properly with DCS world 1.2.3?
  10. They still havn't fixed that trim button doesn't release the trim forces when using the G940 which is a real shame, :( I guess we will have to continue to use simffb to fix it when flying the shark,
  11. I'm sure it must have been noticed in internal testing. I just saw a flight of 2 A10's launch all there mavericks (that was 8 missiles) at 1 tank I told them to attack. It was spectacular, but a waste of ammo. I will try and post the track in a bit
  12. Think of Touch Control as a possible alternative to iControl DCS if you want to create your own layouts and add support for new modules as they come along. Sorry iOS only no Android support.
  13. jib

    Lobby

    I think he means a global scoreboard/leaderboard.
  14. I got stuck on how to make it fire and how to get the AI to control it. We need a good guide to making ground units (and 3d models in general) Maybe with all these new 3rd party developers, someone will be kind enough to make some good tutorials. Also I'm going to be working on my KA-50 touch control app some more soon, adding the radio's so I can use my new 4th gen iPad with jtac for Ka-50 mod:joystick: get it here:Ka-50 For Touch Control (iPad App) Edit:I forgot I had also updated the Muzzle and the sight on the model to the more modern version like in the pictures. If anyone wants to play with the model files, feel free, they are here: .edm .max
  15. I'm not sure why lots of people are complaining about the recommended 16 player limit on servers for good game play. when ever I look at the mp server list only a few servers have 10-14 players and most have 1(the server) or just 2 or 3 players. Maybe more people will play MP if it more stable now :)
  16. Yeah this happen to me the other day.
  17. If you go into the files you can do anything. Like I assigned a modifier and TrackIR to turret rotation. I sometimes use it to look around. Remember CA is still in Beta so hopefully they will give us more control of default keys in the final release.
  18. I really like having it in the middle. I "project" my Skhval onto the bottom part of my screen anyway, so it is not obscured ( or you could just flip the HMS off). and when my HUD was damaged earlier I could still target my cannon while fully zoomed in with just the HMS, that would have been hard if it wasn't centered.
  19. Thanks guys that was just the ticket +1
  20. Before you used to change the HMS retical offset Here: Scripts\Aircrafts\Ka-50\Cockpit\Devices_specs\Helmet.lua by doing this: v_angle_shift = 0 --math.rad(11) The new code is below It doesn't seem to have an offset set, but when in game the HMS retical is not in the middle when you zoom right in. This means it is hard to mark tagets with it using TrackIR dofile(LockOn_Options.script_path.."HUD\\HUD_definitions.lua") --[[ grid = CreateElement "ceTexPoly" grid.name = "grid" grid.vertices = {{-0.54, -0.837}, {-0.54, 0.295}, {0.54, 0.295}, {0.54, -0.837}} grid.indices = default_box_indices grid.material = "INDICATION_HUD_KA50" grid.tex_params = {0.52658, 0.22868, tex_scale, tex_scale} Add(grid) --]] dofile(LockOn_Options.script_path.."Devices_specs\\HELMET.lua") SetScale(METERS) radius_ring = (198.5 - 140 )/256 radius_ring_meters = math.tan(2.0 /(180/math.pi)) scale_helmet_x = radius_ring/radius_ring_meters scale_multiplier_y = 2/(139/128) local frame_size = 4 * radius_ring_meters local frame_k = (55/128) /(frame_size * GetScale()) local frame_y = ((512 - 57)/512)/(frame_k/4) local frame_x_min = (60/128) /(frame_k) local frame_x_max =-(68/128) /(frame_k) frame_mover = CreateElement "ceSimple" frame_mover.name = "frame_mover" frame_mover.init_pos = {0,frame_y + math.tan(v_angle_shift),0} frame_mover.controllers = {{"frame_moving",math.rad(90)}} Add(frame_mover) frame = CreateElement "ceTexPoly" frame.name = "frame" frame.vertices = {{-frame_size,frame_x_min}, {-frame_size,frame_x_max}, { frame_y ,frame_x_max}, { frame_y ,frame_x_min}} frame.indices = default_box_indices frame.material = "HELMET_FRAME" frame.parent_element = "frame_mover" frame.tex_params= {57/512, 60/128, (frame_k/4), frame_k} frame.init_pos = {0,-frame_y,0} frame.init_rot = {90,0,0} Add(frame) local STENCIL_LEVEL = 8 frame_stencil = CreateElement "ceMeshPoly" frame_stencil.name = "frame_stencil" frame_stencil.primitivetype = "triangles" set_circle(frame_stencil,0.75*frame_size) frame_stencil.material = "GREEN_2" frame_stencil.parent_element = "frame" frame_stencil.h_clip_relation = h_clip_relations.REWRITE_LEVEL frame_stencil.level = STENCIL_LEVEL frame_stencil.isvisible = false Add(frame_stencil) ring = CreateElement "ceTexPoly" ring.name = "ring" ring.vertices = {{-radius_ring_meters,-radius_ring_meters}, {-radius_ring_meters, radius_ring_meters}, { radius_ring_meters, radius_ring_meters}, { radius_ring_meters,-radius_ring_meters}} ring.indices = default_box_indices ring.material = "INDICATION_HELMET_KA50" ring.tex_params = {198.5/256,0.5,scale_helmet_x,scale_helmet_x*scale_multiplier_y} ring.init_pos = {0,math.tan(v_angle_shift),0} ring.controllers = {{"ring_logic"}} ring.additive_alpha = true ring.h_clip_relation = h_clip_relations.COMPARE ring.level = STENCIL_LEVEL Add(ring) cross_size =(69.5/256)/scale_helmet_x cross = CreateElement "ceTexPoly" cross.name = "cross" cross.vertices = {{-cross_size,-cross_size}, {-cross_size, cross_size}, { cross_size, cross_size}, { cross_size,-cross_size}} cross.indices = default_box_indices cross.init_rot = {45.0,0,0} cross.material = "INDICATION_HELMET_KA50" cross.init_pos = {0,math.tan(v_angle_shift),0} cross.tex_params = {69.5/256,0.5,scale_helmet_x,scale_helmet_x*scale_multiplier_y} cross.controllers = {{"cross_logic"}} cross.additive_alpha = true cross.h_clip_relation = h_clip_relations.COMPARE cross.level = STENCIL_LEVEL Add(cross) Anyone Know how to change it now?
  21. Are you using 3rd party software to program the buttons? I was thinking that maybe your gear up/down button was setting on some modifier and not turning it off.
  22. It was fun! I managed to kill 2 sets of KA-50 and one set of A10-C the first time around. A few got away very damaged: and not before doing alot of damage to my platton The Shilka's seem much easier than the valcans at killing things. You do not need to start in the Su25 you can use the radio commands from within the units in combinded arms, just make sure you put in a blue ground commander so people can control the units. Attached the changes: http://forums.eagle.ru/attachment.php?attachmentid=77531&stc=1&d=1361622032 vulcan_shilka_pratice_v1.miz
  23. I have updated some of the key combinations on the weapons panels, I had to recreate the Shkval screen to get it to work. The autopilot buttons seem to go invisible which they never used to, I will look into that. Everything else seems to be working except the tv-black white switch which I cannot get working, Touch Control doesn't seem to want to give the Rshift and Rctrl + B key combination and it messes up. http://sdrv.ms/UTP7PQ
  24. Do you want to post it so others can have a go?
  25. You could do what I have done with my logitec G940 and cut the padding out of the Center of my chair and slotted it in so it is flush with the top of seat. I also extended the joystick a little.
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