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jib

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  1. According to these specifications the Tow missile seems much to slow after a short amount f time. it should still be traveling at 422mph after 8 seconds (2000 meters). http://www.aircav.com/cobra/towlife.html Throughout this sequence of events T equals missile launch time, not when the trigger is pulled. T -1.52 seconds When the trigger is pulled, three batteries are activated that provide power to the electronics, the Xenon or thermal beacon and the actuator subsystem. The attitude control gyro spins up to 42,000 rpm. Electronic signals are balance between the Missile Command Amplifier and the missile. T = 0.0 seconds The launch motor ignites producing 15,000 lbs. of thrust for 0.35 to 0.50 seconds. This causes the missile to accelerate to 250 ft/sec. The launch motor is completely expended before the missile exits the tube. The wings on the missile extend as it exits the tube and completes the circuit to activate the flight motor, which occurs about 7 meters from the launcher T + 0.5 TOW missile launcher stows 30 - 65 meters Warhead arms by acceleration G forces Upon capture, the TOW missile becomes a closed-loop system. The Xenon beacon and thermal beacon ( TOW 2, TOW2A ) are installed in the rear of the missiles and are detected by the Xenon detector or thermal tracker in the TSU. Two wire dispensers are mounted on the rear of the missile at 90 and 270 degree positions. These dispensers contain 3,750 meters of single strand wire. Control surface flippers respond to signals from this wire command link. Helium powers the control actuators. The attitude gyro, which limits yaw and roll, is driven by nitrogen T + 1.35 sec./ approximately 230 meters The IR sensors in the TSU switches from wide field of view (FOV) (+ 6 degrees) to medium FOV (+ 1.5 degrees). T + 1.6sec./ approximately 350 meters The flight motor burns out. Missile velocity is approximately 1,080 ft / sec. (639 knots or 735 mph). T + 1.85 seconds Automatic wire-cut occurs if no IR source. T + 2.0 sec./ 500 meters Minimum effective range T + 2.34 sec./ approximately 520 meters TSU IR sensors medium FOV (+1.5 degrees) end; narrow FOV (+0.25 degrees) begins. Narrow FOV IR sensor is contained in 13 power lens. T + 3.9 sec./ approximately 1000 meters Missile velocity is approximately 840 ft / sec (497 kts or 571.4 mph T + 4.325 seconds Control surfaces (flippers move at 12.5 cps instead of 25 cps to conserve helium gas in the high pressure bottle. T + 8.6 sec./ approximately 2000 meters Missile velocity is approximately 620 ft / second (367 kts or 422 mph). T + 14.8 sec./ 3000 meters Missile velocity is approximately 450 ft / second (266 kts or 306 mph). T + 20.5 sec./3750 meters Missile velocity is approximately 375 ft / second (222 kts or 255 mph). Missile is at maximum range of the wire. Automatic wire-cut happens at the tube when the wire breaks. T + 23.04 seconds Automatic wire-cut occurs if no wire-cut signal has been previously received. T + 23.12 seconds Trigger reset for the next missile. I noticed it seemed very slow compared to hellfires.
  2. Yeah I get the same thing I just posted about it here: http://forums.eagle.ru/showthread.php?t=96035
  3. I am getting a Mission Editor CTD when trying to add any actions in the advanced way-point properties on Su25T and KA50. Screen just before crash. Crash logs attached Im running windows 8 build 8400 Nvida graphics card. Crash logs.zip
  4. Are people not reporting lots of crashing in Windows 7?, I can't get through the first 5 mins of the Ka50 campaign first mission without a CTD (Although other missions don't crash as much) and it crashes to desktop evey time I exit mission (but that seems to be a given with windows 8 and 1.2.1)
  5. Building with canopy's/porches are frustrating because you can see through some parts but when you try to shoot through parts that you can see though the shells hit an invisible wall.
  6. You could use Axis controls with big curves on, that is what I am doing with my peddles. See this thread for details: Ground unit axis controls http://forums.eagle.ru/showthread.php?t=95452
  7. Yes if you switch to a waypoint and press the uncage Shkval button (the one you use to move Shkval to the head mounted sight position) then it will move to the waypoint/Target point. Make sure you have the helmet mounted sight off at the time. It is sometimes a little ways you on the distance so you have to re-lase and move the Shkval up a bit. It works well in conjunction with the KA50 JTAC mod: http://forums.eagle.ru/showthread.php?t=93228&highlight=ka50+jtac
  8. I managed to fix it. I am just using the normal export method (ie without icemaker's code) but I deleted the alternate names in the Shkval and ABRIS int_lua's. So I can now use both LEFT/RIGHT_MFCD and ABRIS SHKVAL in the same monitor.lua. so I can have different Export configurations for both KA50 and A10C while switching within the same mission. PeterP, I know you have asked ED to do this before. it would make life a lot easier!
  9. Thanks PeterP I have been trying to sort it with this code put directly into SHKVAL_init From here: http://forums.eagle.ru/showthread.php?t=70716 -- Code below is used for the rendering when no viewport has been created purposes = {render_purpose.GENERAL, -- Rendering in 3D View render_purpose.HUD_ONLY_VIEW, -- Rendering In HUD only View render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, -- Rendering in External View render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- Rendering in In cockpit view but NOT in 3D cockpit -- End of rendering configuration screenspace_scale_initial = 3; screenspace_diplacement = {0,0} local x_size = 1 local y_size = 1 function update_screenspace_diplacement(zoom_value) screenspace_scale = screenspace_scale_initial + zoom_value; if screenspace_scale < 1 then screenspace_scale = 1 end local screen_height = 2.0; local screen_width = screen_height * LockOn_Options.screen.aspect; local scaled_width = SelfWidth * screenspace_scale local scaled_height = y_size * scaled_width -- for indicator all sizes is function of width scaled_width = x_size * scaled_width screenspace_diplacement = { 0.5 * screen_width - 0.5 * scaled_width, -0.5 * screen_height + 0.5 * scaled_height} screenspace_diplacement_arcade = {screenspace_diplacement[1], 0.5 * screen_height - 0.5 * scaled_height} end update_screenspace_diplacement(0) function set_full_viewport_coverage(viewport) local w = LockOn_Options.screen.width local h = LockOn_Options.screen.height local a = LockOn_Options.screen.aspect local x = (-1.0 + 2.0 * (viewport.x / w)) * a local y = 1.0 - 2.0 * (viewport.y / h) local width = (viewport.width / w) * a local height = viewport.height / h local scl_hgt_K = y_size * SelfWidth -- size always function of SelfWidth local scl_wdt_K = x_size * SelfWidth -- size always function of SelfWidth screenspace_scale_x = 2.0 * width / scl_wdt_K screenspace_scale_y = 2.0 * height / scl_hgt_K screenspace_diplacement = {x + width, y - height} screenspace_diplacement_arcade = screenspace_diplacement -- The code below is used for rendering When you use viewports comments are same as above for rendering purposes = {render_purpose.HUD_ONLY_VIEW, --render_purpose.GENERAL, --Uncoment this line by removing the "--" to render in 3D cockpit. render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always -- End of rendering configuration render_target_always = true end -- try to find assigned viewport local multimonitor_setup_name = "Config/MonitorSetup/"..get_multimonitor_preset_name()..".lua" local env = {} env.screen = LockOn_Options.screen local f = loadfile(multimonitor_setup_name) if f then setfenv(f,env) pcall(f) local vp = nil vp = env.JIBS_SHKVAL if vp ~= nil then dbg_print("ok we have directly assigned viewport to CDU\n") set_full_viewport_coverage(vp) end end It does work sort of, I can make it have different exports for different aircraft but the exports I have made myself only export to a small upper left conner of the screen no matter what values I put in and the in cockpit version disappears as well which is not what I want.
  10. So is there any clever way to configure /MonitorSetup .lua's do be different in A10C and KA50. So that when I jump between the two in a multiplayer mission I dont have to quit-load single player-change to setting and rejoin. I have Two Thurstmaster MFCDs for the A10 and export the MFCDS to them but when you switch the the KA50 they are the wrong aspect ratio size and position for what I want. is there a way, or is it going to happen in the future of having different exports for different planes?
  11. I fixed it by deleting the cockpit folder. But then I didn't have any cockpit so I copyed my Ka50 cockpit folder back in and it worked! They must have been slight different versions or something. It is cool to fly around, just need to get the miniguns working!
  12. I know you probably don't want to spend loads of time supporting this mod but... I have put AH1G files directory in C:\Program Files\Eagle Dynamics\DCS World\Mods\aircrafts\AH1G copyied all files from C:\Program Files\Eagle Dynamics\DCS World\Mods\aircrafts\Ka-50\bin into C:\Program Files\Eagle Dynamics\DCS World\Mods\aircrafts\AH1G\bin configured the controls in options but when I try to start in or jump into the AH1G the simulation just freezes and I have to kill it with task manager. any ideas? thanks.
  13. Great job it seems to be coming along quickly. Need any beta tester yet? :smilewink:
  14. The Ground units are "inheriting" some axis controls from planes after switching from plane (tested with A10) to ground unit. This could be more of a feature in the future but at the moment you can only use rudders to control the left/right movment of tanks if you first jump into a plane and back to a ground vehicle.
  15. I have found that pitch is the axis for accelerator and brake. add it to your axis assignments of you joystick or peddels file if you want an analog gas peddel! {combos = {{key = "JOY_Y", filter = {saturationX = 1, saturationY = 1, deadzone = 0.1, invert = false, slider = true, curvature = {0}}}, }, action = iCommandPlanePitch, name = "Pitch"},
  16. right, I have found out the if you add: axisCommands = { {action = iCommandPlaneSelecterHorizontalAbs, name = "Rotate Turret"}, {action = iCommandPlaneSelecterVerticalAbs, name = "Turret Elevation"}, {combos = {{key = "JOY_RZ"}, }, action = iCommandPlaneRudder, name = "Rudder"}, }, } to [user]\Saved Games\DCS\Config\Input\ground_unit\joystick - I added it to my rudder peddels file. then you can use an axis to control left right movement of ground vehicles and even set-up deadzones and curves in the axis options. I'm off to figure out how to work the accelerator!
  17. yeah I want to be able to configure these axis controls to. I might be able to mod it in for now. I'm sure it will become a proper feature soon.
  18. I am getting similar issues with 1.2.1, with parts of planes disappearing it happen after I have been in the mission a while ( usdally effects F16 model most noticeably, might happen more if I have to alt-tab out and back in.
  19. From memory, it is supposedly your wingman (or is it ground troops?) designating targets (not sure how) if you take away the wing-man the diamonds will disappear (i think). there is a detailed thread about it somewhere.
  20. yeah I have noticed something in multi player. If there is a mission where JTAC becomes available later in the mission and you have to quite and rejoin you will not be able to get the jtac on the radio menu. Maybe the mission creators need to redesign the triggers to reassign the JTAC every 1-5 mins when he is active.
  21. I think I remember them saying buildings where 10x stronger around the time CA came out. I will try and find the link Edit
  22. Yeah the F16 model looks no where near as good as the F15, Hopefully someone will update the model when they make a 3rd party project for it and make it flyable!
  23. Cool, its got a lot of information cramped into one app. I like the team speak server viewer. Is there a way to customize the server list?
  24. Looks cool, It would be good if you could find a player controlled way to turn the radar on and off.
  25. Yeah I get a crash every time I exit to. Windows 8 Build 8400 Version 1.2.1 with latest auto updates Nvidia Graphics Card I notice what went i right click on Saved games/DCS the attributes are set as read only and if I change them it just changes it back. any help would be great because I can't do any campaigns!
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