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Chlebakus

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Everything posted by Chlebakus

  1. Nevermind. I solved it. It was my new Thrustmaster Warthog trolling me. I had APU start rocker in forward position, which changed tank fuel setting from MW to regular fuel unnoticed right at the start of mission. It killed the engine in several minutes.
  2. Hello everyone, I keep encountering same strange engine behaviour over and over again after like 3 minutes of being airborne. Maybe someone will help me, because I am running out of ideas. I am no rookie in DCS and maybe two-three weeks ago everything worked as it should. After like 3 minutes of flight, my engine just shutoff with no apparent reason. Propeller keeps spinning, manifold pressure reacts to throttle, but the engine does not respond and cannot be restarted. I am running out of ideas why. Temperatures are allright, pressures allright. ATA about 1.2 (or under) in cruise level flight. I do not make any wild throttle inputs and I do not stress engine at takeoff (like 1.3-1.4 ATA). I have my prop pitch on auto. I tried flight with MW boost, without MW boost. I tried it in cold start mission, tried in hot start mission, tried to properly heat the engine prior to takeoff. I tried to turn off the battery after TO (someone recommended). I triple checked controls for some mistakes. Nothing. I went into mission editor to check out the fuel quantity and possihle preset failures. Also with no result. I take off and engine shuoff after about 3 minutes. Every time the same story. Two weeks ago everything was working well. And I fly 109 quite regularly. And as far as I remember, this occured at my FW190 first. Does anyone have an idea what is going on?
  3. But it is also nothing impossible. Understanding lua driven scripts is quite easy once you get enough information. I would not consider myself even a noob programmer and I have my WIP mod with clickable cockpit, SFM and all lua driven. SFM is not the best model, but on the other hand, lua driven devices provides a lot of possibilities. Try to find as many code samples you can. It helps a lot. Your gear up/down code will work as you mentioned, but will not draw animation. You will need to add animation loop like gear_state = gear_state+0.2 SetCommand function and if scripts in --notes can be used. I will send you some sample in PM, if I won't forget. You probably just have some mistake in clickable code.
  4. You must use visibility animation with argument number 114 (if I remember it correctly) for your external cockpit. Value 0 is visible, value 1 hidden. Game will handle the animation automatically when you have human cockpit model present. Try some searches. There are loads of info about modding in these parts.
  5. EDIT: I solved this using dispatch action. Maybe I was just confused by using variable name in it. Command defs value of the defined keyboard command reacts fine. It is just raw code without any systems checks. If anyone were interested: Command_defs line is iCommandLeftEnginesStart= 311, --Keyboard command name and engine start command value from Export.lua systemname.lua working code is local m701c = GetSelf() local update_time_step = 0.1 make_default_activity(update_time_step) local sensor_data = get_base_data() local iCommandLeftEnginesStart= 311 -- I think this variable is not necessary local Button_10 = 3010 -- I think this variable is not necessary m701c:listen_command(3010) --Command value of engine start clickable start=0 function SetCommand(command,value) if command==3010 then start=1 end end function update() if start>0 then dispatch_action(nil,311) end end
  6. Hello, Is it possible to send a key command (or whatever else command) from Av Lua device in my cockpit systems? And how? I.E. iPlaneEngineStart (Not sure I wrote it right) What should I declare in command_defs.lua and in the systemname.lua? I am searching and searching and it is still not clear to me. Just a little hint would help me a lot. I already understand everything I need by now (clickables, listening commands, sending arg values, params...) except how to send a command from device.
  7. Hello, I wonder if it is possible to animate certain map amount. In example, I have material with diffuse and self illuminating map. I want to animate visibility of the illuminating map. It would be handy in making instruments lightting. I already tried it with Arg based visibility in Curve editor, which I added as a controller at illuminating map amount. It is even able to add animation visibility frames when I try to animate it in viewport and material editor. But Model Viewer already showed me that it is not going to work properly. Maybe I made some mistake. Do you have some experience with this, or can you point me in some direction? I have no exact idea how cockpit instrument lights are made. Should I rather go for either duplicating objects or learn something about multi layered textures?
  8. Systems and flight modelling should be very different. But speaking of 3D model, the level of detail is the only thing that prevents you to port a model into DCS - if it is not in sufficient quality. Texture unwrap works the same, animation changes are done quite fast. As long as you have source data, it is quite easy to export model into whatever you want. Maybe there is some additional work with damage model or so. I really don't know how this works in FS.
  9. I am surprised that so many members are excited like if Harrier is going to be released tomorrow. RAZBAM didn't even say they refreshed development of it for DCS! I doubt it will ever come into DCS. The developer was pretty annoying with its 6 or so announced modules. Every new forum member was like: "Eeeeh, loook, we are gonna have Harrier, Corsair, F-15E..." Then they went angry as hell when they realized that the development is dead. Over and over again the same story, questions and no replies. It has nothing to do with the other developers and I don't want to compare them. But agree, VEAO have also ability to make people upset.
  10. Yes, I have. It is in progress with no deadline. And what do you think about Harrier? RAZBAM have very, very bad history in DCS community and I am surprised that it looks like everyone forgot it.
  11. Screenshot does not make module. Let's remind RAZBAM Harrier history. Harrier was announced maybe three years ago, had its own thread here on forum and it was deleted maybe a year ago because of community anger and no progress. I don't believe it will ever be released into DCS. Maybe yes, but RAZBAM will not be a part of it. RAZBAM works mainly on FSX modules and after 3 or 4 years of their licensed developer status there is no released aircraft, not even close to release. But yes, ooooooh, they keep DCS in mind. Let me tell you something. Me too. :pilotfly:
  12. Unfortunately, this will not let you to procceed to next mission, because you played only the record :) But Leatherneck, why we must fly the first (or the second version of it) over and over again when we die? I was always pretty frustrated when there were extremely difficult missions or not enough tested missions in campaign. This is even worse scenario.
  13. You should also be aware of velocity loss during climb. No matter how much you keep some nice speed, steep climb will bleed it. I killed my engine several times because I forgot to lower throttle at climb top.
  14. Hi to all, Sorry if it was reported before. I just cant find similar thread anywhere and it does not look like it was solved. I would like to report some conflicts in controls for Su-27 and F-15 modules. It regards to Czech localization. F-15 is more important as it really affects gameplay. This module uses two weapons triggers but they are equally named in controls options and one of them just cannot be mapped to joystick. No matter of the weapons mode in-game it always uses only cannon. Other weapons must be deployed using keyboard and it looks like it fires them despite no valid lock. F-15 and Su-27 Sensors menu has some radar range setting with words "Přiblížit" and "Oddálit". I do not know exact english therms, sorry. The first one works fine. The second one have conflict with Cockpit view menu. There is also "Oddálit". Pressing assigned button on joystick performs full zoom-out action instead of moving anything on radar. It is possible that A-10A bindings would have same issue with diplicated weapons trigger as it also has two weapons controls. I am attaching screenshots with mentioned issues. Eagle Dynamics, please, take look on this problem. I suppose it is not so hard to fix it. And it should be a part of future update. I think these problems are part of each Czech version of these modules. I would not like this thread to be spammed with ideas how to fix it by myself. It is major mappig malfunction which should be fixed with more attention. These two are from Sensors menu. This regard to conflict with zoom function. This is from F-15 Weapons menu. These two triggers are just equally named.
  15. Extremely important! Especially WW2 aircrafts needs it. These aircrafts are extremely small compared to Flaming Cliffs jets. Just because I got used to the bad visibility doesn't mean the AA fighting is satisfying experience. I am getting really tired of unability to spot Mustang which is 3 miles ahead of me isolated on clear sky.
  16. Hello man, Try some tutorials on Youtube. This is very good for the beginning Take a look at all the parts. It seems to be quite old version of Max, but the functions are almost same. There are several approaches how to unwrap your model. You will find many of them in the tutorial. But don't be mad now. Unwrap always looks like a mess in the beginning. 1. You can define edges where you want your mesh to be cut, then select defined faces and peel them. This gives nice results, but requires some preparation. 2. You can use auto flatten function (dont know exact name) in UW editor. It is quite nice feature especially for simpler objects. You just enter degree treshold and it will flatten it for you. But you will have to stitch back some broken edges. 3. I don't know other good approaches but there's one of mine when I am lazy. Sometimes I just use the automatic flattening, then I stitch some lost faces and then I peel the selected mesh again.
  17. Hello, I have some work done in adding my own modelled aircraft and I would like to ask some questions about what functions are actually available in LUA without using aircraft own DLL since I am pretty new to programming. 1) Clickables - Does they work using clickabledata.lua now? I can see my connectors in ModelViewer. They all react to mouseover action, but no use in game. Cursor seems to ignore them. Maybe it is because of bad element declaration in LUA, maybe because they just won't work without DLL. Is there an examle of valid elements string i.e. for default button? (I know there are some on forums, but none of them worked for me. All pretty old.) 2) Commands - I think I understood command defs mechanics, but I found some information that commands will not react without mod DLL presence. I.e. my canopy just won't move when Lctrl+C is pressed. I have gauge created in mainpanel_init.lua. Does commands even react to inputs? 3) Getting and setting sensor data - Can I use these in AvLuaDevices? example - sensor_data.getRadarAltitude() example - dev:listen_command (again problem with triggering input-command) 4) Getting/setting aircraft args (get_aircraft_draw_argument_value(...) and the set_... one) through AvLuaDevice - Does this work without mod DLL? It should be quite easy to move something like elevator if this and getting sensor data works. 5) Will this - get_param_handle("WHATEVER") still create custom device output? Thanks for any clarification. I would just like to know, what I can manage through LUA these days and what I should not try and leave it to some future programming research.
  18. I figured it out already. There was problem with wrong hierarchy. And, also I didnt know I must link parent bone to bounding box.
  19. Hi, I am not sure but I think this Mav is equipped with electro-optical sight which is pain to lock sometimes. It usually locks 3-4 nm from the target and often miss moving targets. I recomment you to use Mavs with infrared seekers.
  20. If this is reply to my question, it is not the problem. I already figured out there is no use for IK, but it keeps crashing even when I in example need rotating or moving bone for object. I somewhat figured how to make some animations without bones. But I still wonder why this keeps crashing. It has something to do with Skin modifier.
  21. Hello, This thdread is one of the few related, so I will post here. I have pretty annoying issue with using bones. Same as already mentioned here, 3ds Max crash during export to EDM when I use Skin modifier. I have working bounding box to include bones within animations. I assume you have more experiences in EDM exports and animations. I can provide any more info about it. There are many animations I can handle using basic rotation, but some of them would be nearly impossible without even simple bone chain. It works in Max, but doesnt export. When I delete Skin modifier, export is possible (with error message that there are unused bones). Is there some rule in using envelopes or something?
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