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secret8440

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Everything posted by secret8440

  1. hey guys... sorry about the delay. I still dont a have a clue on how to add new heliports any idea how we can do it? I think i will make some models and use it just as a "vehicle" i dont even remember if we can land on it. So... i will start again making some 3d stuff.
  2. Thank you guys. I think Upuaut just remplace some .lua in the original installation. I trying to do it from the mod folder but i think there is no way ATM. I will keep working and i let u know if there is any news. Thanks again!
  3. Well, no luck so far. Looks like it is just limited to one Heliport. I tryed a lot of differents combinations of sintaxis, but DCS World not even start, or not show any heliports in mission editor. So this is one of the code that start the sim without problems but only show the default FARP. db.Units.Heliports = { Tasks = { [1] = { WorldID = "15", Name = _("Nothing"), }, -- end of [1] [2] = { WorldID = "15", Name = _("Nothing"), }, -- end of [2] }, -- end of Tasks Heliport = { [1] = { CLSID = "{24FC9197-F225-4f2a-8A31-BD51DC7BDAB6}", Name = "FARP", DisplayName = _("FARP"), }, -- end of [1] [2] = { CLSID = "{49CCB1EE-8285-4191-B474-71180D24192A}", Name = "Hospital", DisplayName = _("HospitalH"), }, -- end of [2] }, -- end of Heliport DefaultCategories = { [1] = { CLSID = "{E6490BAB-7129-4d23-9023-1CFE810886EF}", Name = "Heliport", }, -- end of [1] [2] = { CLSID = "{E6490BAB-7129-4d23-9023-1CFE810886EF}", Name = "Heliport", }, -- end of [2] }, -- end of DefaultCategories }; -- end of Heliports I even tryed trough the mod folder (the right way to do it) editing the lua file but no luck. I take a look into the wsTypes.lua to see what WStype i need for the heliport but the sim ignore it. I will keep trying.
  4. Thank you Roadrunner i will give it a try. :thumbup:
  5. Hi guys. I am working on a Hospital with an helipad on it for some medevac missions. I think this was asked before, but i wonder if there is any way to make this model show as an "Heliport" in mission editor so we can spawn on it. I can place it as a ground vehicle (by the MODS folder) but it is not the best way to place an heliport :P I just started modeling it today, so there is a lot of work to do. I can use some advice on the design itself. Thanks guys!
  6. I guees it'll be from the inside. But you may explain what you have in mind :D
  7. After so many hours flying the huey fighting with the stabilizer bar, torque, translational lift and shaking all over the cockpit i cant even think to turn off the AP on the KA 50 xD My left foot is killing me :lol: I found a good way to manouver the KA 50 overriding the AP channels by keep pressed the trim button. I dont know if this is a realistic thing to do, but it works for me. Right now i love the Shark even more than before.
  8. +1 We need those templates. I manage to change the colour of the helmets by using the "tone/saturation" option in photoshop. Exclude the parts that will remain in the same color by selecting them. Make an inverse selection then apply the tone/saturation option to the desired colour. It's a work around but i manage to get some decent results :P Until those templates comes it's a pain in the a-- xD
  9. Hi guys. Skull... dont let this little issue stop you from enjoying the sim. What ever you choose is real. I also love to go as real as it is, but we are on a PC :P For example: I trimm the huey on the ground before hover check but just the ciclic, while in a hover i just keep pressed the rudder to the left and thats all. I bet some real life pilot dont use it and some other use rudder trimm. It is just a preference :)
  10. Of course it is! I love VFR and traditional navigation. But the huey still flying these days with some upgrated avionics. It could be great to keep it up to date! Just a wish :)
  11. I know is too much, but at least a moving map with waypoints capability could be useful. You think that classified on the "free" category? :megalol: BTW: My name is Christian not José ;)
  12. I think this is too much to ask right? We need just one... Pleeaase?? xD
  13. Well the only way to fire accurate rockets for now i guess is trial and error. I made a mission with a couple of target at different range. Take a good reference point on the map like a cross road and use the ruler to set your target. Fire a pair of rockets at the reference point see where they hit correct the elevation sight, turn around and make another run. A good start is about 2000m (2km) 1500ft 90 knots 20 elevation sight. You need to climb at about 300ft more than 1500ft (1800ft) and maintain 70 knots. When you come to the reference point or fire point u will have to pitch down so u lost altitude and gain speed. Then you cross and fire at 1500 ft 90 knots at a range of 2km
  14. There is a switch to select "left, right, both" I dont know if it is for the mini guns only or they work with rockets as well. In that case u must switch left, fire, switch right fire and so on. Or shot all the rockets on the left side then fire the right side. But i dont think thats gonna be a good idea for the balance of this baby lol
  15. Unless i am doing something wrong, that chart was pinpoint accurate for the miniguns. I tryed to use it for rockets but they hit way too far (up) For a range of 2000 m and 1500 ft (above target) the elevation set is -20. The rockets hit 40 mils up. So the correct elevation set is (+) 20 I test the miniguns at the same config. Range 2000m 1500 ft -20 mils and the tracers were pinpoint accurate.
  16. Nice to heard that. I will give it a try later.
  17. I think that chart it is for miniguns only. Altitude (feet) Range (meters) a 40 mils elevation will be acurate at close range up to 1000 meters (1km) Is not perfect but they will hit close enogh to correct before you run out of ammo
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