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Everything posted by Zabuzard
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I see what you mean. Worth noting that G affect the fuel distribution a lot since all tanks are connected in chain via gravity feed pipes. So for example tank 2 and 3, as well as tanks 4 and 5 are actually connected via one-directional gravity-feed pipes (despite not visually being shown in the EFB). So depending on how you fly (positive or negative Gs etc), the fuel will distribute quite differently. Which means that for these tests its crucial to actually fly the mentioned profile and not just active-pause+afterburner+time acceleration. Anyways, will try to figure out whats up there.
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[2.9.21.16552] Active pause causes cell 1 fuel to drop to 850 lbs
Zabuzard replied to Stickler's topic in Bugs & Problems
Fixed. Available for an upcoming update. Interesting one. The tank mass you saw were the ~850 lbs fuel that are naturally trapped in the lower third of the fuel tank 1 due to its shape to overcome phases of inverted flight from which the submerged fuel pumps at the bottom pull fuel to feed the engines. Essentially, this is for negative Gs and any other sort of forces that yeet the fuel out of the bottom part where the engine feed pumps are installed. The shape of the tank allows for roughly 850 lbs to be trapped there under most circumstances, so the engine can bridge negative G for some time. So far so good, this part is working correct. Two things werent correct and I fixed it: * The feed-tank switch was incorrectly displaying the actual fuel mass available to the engines instead of the tank 1 fuel mass, i.e. what the installed sensor would measure * Active-Pause should get a special case handling and simply ignore the fact that the tank doesnt sense positive forces anymore (remember, during active-pause the aircraft is frozen in motion, so the code measures 0G, so most of the fuel went elsewhere) -
Hard to guess what the problem might be without a track or detailed description. Have you pressed spacebar to uncage and blow the cover? Have you waited for the ARM light (full gyro spin, otherwise instantly and permanently bricked the mavericks as explained in the link)? Have you tried the MSL REJ switch? Have you selected/deselected the pylon?
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[2.9.21.16552] Active pause causes cell 1 fuel to drop to 850 lbs
Zabuzard replied to Stickler's topic in Bugs & Problems
Thanks for the track. Smells like you might have paused with Gs or some other kind of unusual force. The EFB pulls the numbers straight from the internal object, so those numbers are definitely the truth. Active Pause can be quite finicky to code though, so maybe some gremlins in the logic. Will have a look :) -
[NO BUG] Bombing table missing Certain weapons
Zabuzard replied to Flying_Osprey's topic in Bugs & Problems
added internally to the tool, available with an upcoming update: BL-755 SAMP-250 LD SAMP-250 HD CBU-52B BDU-45 Mk-84 AIR HD BLU-107/B Durandal HD -
You will likely see news when there is one :)
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the "no function" relates to twisting the bulb, the lamp does have a function. it is implemented. if it doesnt work, something is wrong. last time i checked it did illuminate though. thanks for the track
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GBU-8 and TV weapons do not release after long mission
Zabuzard replied to Kreutzberg's topic in Bugs & Problems
When you replay the track locally in the DCS replay menu, does it replicate the bug? If not, the track isnt helping us anyways - unfortunately. -
Persistent problem. My aircraft has stopped seeing the external fuel tank.
Zabuzard replied to ASW's topic in Bugs & Problems
As explained above, the ability to view the 3000+ properties of the aircraft that are affected by wear/tear is planned. But its challenging. -
Persistent problem. My aircraft has stopped seeing the external fuel tank.
Zabuzard replied to ASW's topic in Bugs & Problems
The idea in general is ofc great and also something we had in mind for the long run. But visualizations of the systems are currently quite tricky as the aircraft has over 3000 properties that are individually affected by wear/tear. The list is huge and not really "readable" to casuals in its native view. We will approach this step by step and potentially eventually arrive at something similar to what you shared The current goal for the persistence system was mostly to expand the wear/tear system in a way that campaign makers can benefit from it by making a series of missions where the player needs to use the same aircraft and take care of it. So something like "let me repair this and that" was out of the scope for this first step. -
Thank you for your finding, we will have a look.
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[2.9.21.16552] Battery seems to have unlimited capacity
Zabuzard replied to Stickler's topic in Bugs & Problems
Aaaaand fixed Man, I love sim-fidelity. I just watched the battery go down in time acceleration and could literally see how the in-cockpit-lighting slowly got dimmer and dimmer over time because of the reduced voltage output from the battery, until the lights eventually faded completely -
[2.9.21.16552] Battery seems to have unlimited capacity
Zabuzard replied to Stickler's topic in Bugs & Problems
Thanks for the track. This seems to indeed be a bug. Something triggers the Reset() function on the battery every ~3s. We are investigating. -
Mh, so I just checked the code and unfortunately I do have bad news. The materials.lua is indeed the file controlling the color as expected. But the C++ code seems to just overwrite it in order to make the day/night-mode work. The colors used by that C++ logic are defined inside C++, so there is no way for you to alter them at all - unfortunately. The code could of course be changed in a way that the color-control is still up to the lua. Its not super trivial but doable, Ill put it as feature request on the never ending list, cheers.
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Correct, we announced this year that we started working on it. No timeline or anything has been shared yet. On the horizon are currently A6 AI and the MSFS F4.
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That one isnt around the corner. Please adjust expectations accordingly
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Dont rename it, only change the numbers. Your first line also has a comma too much. Id suggest to grab the original file and start touching a single line only, just change one of the numbers at the end of the line :) The code still looks for the material named HUD_GREEN, so when you rename it it wont find it anymore and hence crash. It needs to retain the name (or alternatively you would need to rename all usages of HUD_GREEN in the hud files). The numbers are what make the color, not the name. The name doesnt really play a role for the color, so it can just stay as HUD_GREEN.
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It sounds more scary than it actually is, the tldr is to open the file DCS/Mods/aircraft/F-14/Cockpit/materials.lua in a text editor and edit line 5 that says HUD_GREEN. Just give it different numbers at the end and it changes the color, that's all. I just tried to additionally explain how it all works and how to find these things, so you can do it for any aircraft in DCS regardless of how the module devs decided to code it.
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Im gonna take that as a joke because anything else sounds silly to me.
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Regarding the HUD color, you essentially "just" have to understand the code in order to edit it. Let me give you a hand (Im doing this from mobile, so I couldnt test it, but it should work [emoji3481]) Stuff that is dynamically rendered on in DCS is called an "indicator", they are defined in lua (accessible to you), the entry point is always in: DCS/Mods/aircraft/NameOfTheAircraft/Cockpit/device_init.lua. We can find the HUDs indicator for the Tomcat for example here: That then also leads you to the file DCS calls when this indicator is to be started, its init file in Scripts/HeadsUpDisplay/Indicator/init.lua. In that file you can find the "page setup", which corresponds to the sub-lua files in the same folder that DCS uses to render the individual pages of the indicator: The page of interest here is HUD_MAIN. Scroll up 10 lines and you can see the definition and which lua file is responsible for HUD_MAIN, its Scripts/HeadUpDisplay/Indicator/indication_page.lua. Thats the lua containing all the elements that are drawn on the HUD (the actual logic that plays these elements is in C++, not lua. Those are called "controllers"). Anyways, if you scroll a bit through that file you will see that all elements on the HUD use the material HUD_MAT: Materials are what defines the look and feel of these elements, including the color. Now you need to find the place where HUD_MAT is defined. If you scroll all the way up to the start of the file, you can see it including a lua file called materials.lua. So lets visit that file and check: HUD_MAT uses the color HUD_GREEN. Where is that defined? At the beginning of materials.lua, so scroll up aaaand: Edit that to your liking and it should hopefully work (the format is red, green, blue, alpha/opacity) [emoji106] (Btw, for indicator changes its enough to reload the mission, no need to restart DCS, just LCTRL+R or was it LSHIFT+R, sth like that) Cheers
