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Wrench

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Everything posted by Wrench

  1. I think what you're noticing is the fidelity of the FLIR model. I don't know if they're using a dev version with the new FLIR model, or if it's just that the current generation model looks that much better in the new aircraft.
  2. Can we get an official state of multi crew support? I've seen a few people talking about some issues, but I'm not sure where development is, and if it's ongoing. The multicrew sync seems mostly okay, except engine and fuel. Can this be worked around currently, and is this going to be fixed by the devs? Thanks.
  3. Thanks for the shout out! If you read the above forum post, you'll see what features the script has to offer.
  4. I'm attempting to set up LOTATC for a server install, and the configurator always gives the error "LotAtc is correctly installed but not enabled' I've checked the config section of the configurator, the custom config lua file, and the options.lua from savedgames/dcs open beta server/options/ and by all accounts it should be enabled.
  5. Hey all, my vVF did a hangout/interview with Ward "Mooch" Carroll a while back, and I never thought to post a link to the video. There are a lot of great sea stories and technical discussions, as well as some good ol' fashion BSing. vVF-161 Fightin' Stingrays extends our gratitude to Mooch once again for taking the time to speak with us.
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  6. vVF-161 Fightin' Stingrays Recruiting Post, 7/2021 vVF-161 F/A-18C Sporting CAG Livery *best wags impression* Hello everyone! The vVF-161 Fightin' Stingrays are recruiting again. We're looking for 3-5 new recruits to fill in our second flight, and stand up a third. You can see our post on r/WingmanFinder here. We look forward to hearing from you! -Wrench, XO vVF-161 Brave men; proud simulators.
  7. So I'm trying to use " --quiet update" on a dedicated server build. Sure enough, it updates, but doesn't launch DCS like running the exe with no arguments does. Meaning a still have to micromanage it and start DCS DS after the update is done. This is of very little use to me. Is there a way to use " --quiet update" and still have it start DCS DS when its done, or if there is no update available?
  8. Bump. vVF-161 XO here. We're recruiting again, have a look at our new post on r/Wingmanfinder, here.
  9. Oh yes, using and empty table could cause problems. Just call it with (carrier,larc)
  10. So I'd had this issue twice so far, and both times required an RTB to realign. This is in a cold start jet. In the backseat (with a human pilot on MP) I selected NAVGRID on the CAP, then attempted to enter the YY pos. Instead of entering NGYY, it entered as OWN A/C and broke the INS. Given that the error was pretty huge, a TACAN fix wasn't able to solve the problem. We were also operating in the Novorossiysk region, so the nearest TACAN station is 200+ nautical away, making it much less accurate even if it could correct that error. So is there a rookie mistake that could lead to that issue, or maybe a bug with the AWG-9 logic? Is there some way I can know for certain what the coordinates I'm typing are going effect?
  11. I'll go ahead and second this. DCS is sandbox by nature, so why not? Could do some scenarios where Iran has purchased Chinese carriers or something.
  12. I'm gonna necrobump this instead of starting a new topic on the same subejct. To be clear: I have a livery which includes textures for some of the weapons. Let's take the case of the MK-82. I'd like to have sayings painted on the bombs like 'Free candy', '1 dose freedom: administer daily', and my personal favorite, 'as per my last email' among others from google searches/made up by my vSqn. I can load a texture with something like that easily enough, but the problem is every Mk-82 on every aircraft is always the same. I'd really like DCS to 'pick' a random texture file for each bomb loaded on each aircraft. If this can be done in description.lua, that would be my first choice. If not, can someone point the way to a DCS mod I could make that would do it whenever a Mk-82 is spawned in the sim or something?
  13. Hey all, Does anyone have a good breakdown of the RL controls? Like a picture of the HOTAS components with a legend for what they all do. This would also need to include the TEDAC controls.
  14. Unfortunately, the buttons are all copies.
  15. Hey, sorry for the late reply guys, the new forum wasn't sending me notifications. The S-3 tanker is no longer supported, there are a ton of DCS bugs that cause too many problems. As for the Tarawa it should be supported, but ED might have changed something that broke the detection. I'll look into it while I'm working on the issue posted above.
  16. ATTN math nerds: I'm looking to patch the script, but I need your help. The carrier script is taking a pretty big shortcut in calculating BRC and speed. I'm basically taking wind(direction)-180° + 10° (angle of the deck) for BRC, and 25(target relative speed)-wind speed to get carrier speed. I've tweaked away from the 10°offset to try to get close to 25 knots down the angle. The problem is, as the carrier drives forward, it creates a relative port wind. That port wind component is therefore proportional to the wind speed, so that and windspeed increases, port offset increases. This means that if the wind is less than 15 knots (the speed I assume the wind is going) there is a port relative wind, and if wind speed is greater than 15 there is a starboard relative wind. I tried using a vector transform where I rotate the vector of the wind from a North justified coordinate system to a BRC relative coordinate system, and then solve BRC for the relative wind x component =0. That's taken me in circles, so I'm asking you guys if you can come up with a formula to generalize the issue. I've also tried using the law of sites, but I can't get any results that make sense. Let me know if you understand the maths well enough to come up with a formula that works. I can set that up is a formula in Lua easily enough, but the maths are just a little above my pay grade. I'm starting engineering school after a long break from school (I left high school back In '08 and have worked in construction and automotive mechanic jobs since then) so I haven't gotten the this stage of Calc yet.
  17. The easiest way is to download some livery mods and look at what they did. I'm sure there's a guide out there, but it's not too hard to learn. The quick-and-dirty version is that you: Get notepad++ (a text editor that won't break .lua files) Open the aircraft in MV and press this button to save a "description.lua" file, save to desktop. Open that file in N++ and add two hyphens (--) to the beginning of each line (attached example) Find the right folder name of the aircraft you want to create a livery for, by either Either go to D:\DCS World OpenBeta\CoreMods\aircraft\<whatever aircraft>\liveries and look at what the next folder name is e.g. A-10CII, FA-18C_hornet, or Check someone else's livery mod for that plane Create a folder of that name in C:\Users\%username%\Saved Games\DCS.openbeta\Liveries e.g. C:\Users\%username%\Saved Games\DCS.openbeta\Liveries\FA-18C_hornet note that if you copy and paste that address into windows explorer it should take you there Create a folder for the livery you're making, name it what you want the livery to be called. e.g. "MorristheCat Custom Pilot" Copy livery textures and description.lua into that folder (don't change the .lua file name, leave it description.lua) Uncomment and change each line for which you are including a texture, and change the second string (in " quotes) to match the texture's file name. e.g. {"pilot_a10_body", DIFFUSE , "morrisTheCatCustomPilot", false}; Don't include ".dds" Once you've done that, it'll show up in the list of available liveries in the mission editor. Once you've done it a few times it's actually not that bad. In order to test your liveries in the MV, you'll have to set it to look in the saved games directory for liveries, for some reason it doesn't by default any more. To do that, copy the attached autoexec.lua to C:\Users\%username%\Saved Games\edModelViewer2 Then load the model in MV, open the liveries tool (from the "tools" drop-down menu in MV) then find the plane you're working on in the list, find your livery and double click. A few more MV tips: You can reload the textures if you're iterating changes, there's a small blue button with the tooltip "reload textures" that started working again about a year ago. If you change the description.lua file you'll have to restart MV. As for navigating to where the texture is stored, that's this button here: PS after typing all that a realized you weren't really asking about how to create a livery. But it took a long time and it's good information so I'm not deleing it. lol description.lua autoexec.lua
  18. You can press RCTRL + NUMPAD 2 to lower your view, then RALT + NUMPAD 0 to save it if you don't like the default. That way, it'll be at that position in every mission. Note that if you're using trackIR it will also include the directtion information from that, so turn it off first. In VR it doesn't matter. I'd assume the default is pretty close to how most pilots would set up since they spend most of their time looking at the ground.
  19. There's a trick with the model viewer (it's in the root dir/bin where dcs.exe is) you can load the edm file, either external models from coremods/aircraft, or cockpits from /mods/aircraft/%aircraft name%/cockpit/shape(s) Then there is a ui window called "textures" in the main view window. From there you can click on any texture in the list and select a "navigate" button, which will open the directory or zip file the texture is in. You can also generate a description.lua file from the MV to be sure you know what the material is called.
  20. The main thing I'm looking to do is change the background color scheme. I understand that the "layout" (i.e. the X,Y positions of the text) is hard-coded, so I'd really just like the option to choose our own background image.
  21. Seconded. I've used a modified version of Brickdust's cockpit since he released it, and I modified it to go in saved games, and pick it in the special menu. Can we get this option back?
  22. Affirm. The first version was 20x20.
  23. Hey Raus Firstly, thanks for create such a great application. I did want to ask though, is it possible to include the ability to either A change the background image or even better, B export a csv instead of the images? My vSqn has a standardized kneeboard template we've all become very accustomed to, and the default image, while there is nothing wrong with it per se, is the main reason we're not using it at the moment. Thanks again!
  24. There are 10 lines of text on the CDU screen, so the buttons are technically LSKs 3,5,7 and 9. But Deep is right, you'll typically see them referenced as what field they are tied to on the current screen. To make things simpler, in my vSqn we typically just refer to them as LSKs (Left/Right) 1-4. Here's an image from the hoggit wiki that outlines the lines/buttons configuration pretty clearly.
  25. No the pad size is hardcoded. Here's a larger 30x30 M version of the .edm file, you can just overwrite the version in /mods/tech/parkMadk/shapes padMark.edm
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