Jump to content

Wrench

Members
  • Posts

    800
  • Joined

  • Last visited

Everything posted by Wrench

  1. Here's a quick and dirty version. It'll go in C:\Users\%username%\Saved Games\DCS.openbeta\Mods\tech padMark.zip
  2. Let me look into it.
  3. Personally I wouldn't worry too much about manually trimming. The SAS will correct automatically anyway. I haven't looked in the -10 specifically for trim settings, but either way I wouldn't worry about it. If you do feel the need to trim, set T/O trim and confirm illumination first.
  4. There are certainly some interesting posts there, but from what I've seen nothing is made to dimensions. I'll have to see how some of those projects turn out. Thanks for the reply!
  5. Hello all, I'm looking for reference for the cyclic and collective sticks for the '64. I'm planning on starting a project to 3D print replicas and I could use your help. I'm looking for either good reference images with dimensions, or ideally, a scale 3D model. I'm sure an enterprising researcher can find archival reference from a test report, production contract, etc. Just be mindful of the forum's rules and ITAR. Please post anything you think I might find helpful below. Thanks!
  6. Multicrew is a make it or break it feature for me. A multicrew Kiowa is the upcoming module I'm most excited about. A non-multicrew Kiowa would be the only helicopter module I didn't buy, given I bought the gazelle when it 'had milticrew.'
  7. Turns out it does pass IC. It's for the huey, but the relevant line is easy to find. It's the first or second command. Copy that line to the appropriate files for other aircraft, they all work the same in this regard. I've checked it on the spit and the 109, I assume it works the same for everything else.
  8. Discord servers are being super dodgy right now, so I'll post this here: Does anybody know if there is a common problem that causes liberation to miss aircraft that are shot down, and show up in the json file? I've checked the json file and there's a whole big list of aircraft shot down, but liberation says "aircraft destroyed 0" The log is full of errors like this "2021-02-23 23:32:49,998 :: ERROR :: Could not find Flight matching unit|34|103|4|F-14A-135-GR| Pilot #1"
  9. +1 the technology existed in 1943. I know there's a mod out there, but I doubt it passes IC. *edit* It does pass IC, link below.
  10. For warbirds, the main advantages of using the flaps are that it I creases power required, which means higher RPM, which makes the engine more responsive to small corrections, and decreasing required AOA, which allows better visibility, and better "purchase" for the gear. Germans landed three-point, so if you land without flaps you can actually come down tail-wheel first. The spitfire pilots did the "British push" in which they landed on the main gear, then pushed forward on the stick slightly to "milk" the tailwheel down. The flaps on the spit reduce AOA enough to keep the tail wheel off the ground for that split second it takes to stabilize.
  11. I also saw other references to os.execute, so I belive it does in fact work. Note that if you start a process it'll come up "on top" of DCS.
  12. Failing that, you can have the script write to a temporary file, and have a batch file running through a loop to read it. That's how I have my server auto restart system working. This also required you to desanitize, but it's another option.
  13. I've tried the mod out, and for some reason aircraft don't collide properly. When starting on the deck, they spawn halfway though, and when landing they sink down too far.
  14. Will this work with this mod here?
  15. So does this also allow any aircraft to get carrier comms? I'd really like to be able to get clearance and LSO callouts in a spitfire.
  16. The TOT setting basically determines when to spawn the aircraft. Aircraft with an ASAP TOT will spawn at mission type. Let's say the ASAP comes to +10 minutes. If you then set the TOT to +20, the aircraft will spawn 10 minutes into the mission so that they'll reach their target at T+20. If TOT is set to 0, they'll spawn at mission start, and get to the target at T+10 since it's the fastest they can possibly get there. TLDR; Anything from T+0 to the default ASAP setting makes no difference in the mission. As far as getting aircraft airborne before the enemy arrives, note that you can edit the mission and it will still work. I copy the mission file and name the copy liberationNextTurnFixed. In the copy, I'll move the aircraft around on the ramp so that the aircraft I want in the air first (Like CAP flights) spawn closest to the ramp. Its also worth running the mission once so that you can be sure which runway the AI will use. You can also move the first AI CAP flight to 'takeoff from runway' or even make them airstarts, this will grantee you've got friendlies in the air.
  17. Get the HOTAS, it'll be worth it. There was a time, not that long ago, that old force feedback sticks where cheap on eBay. Unfortunately, nowadays it'll cost you as much as a new VIRPL. There are a ton of options out there, and if you don't want to annoy the better half too much you can find a Logitech extreme 3d pro just about anywhere. I got mine for $10 at a pawn shop. If you have a higher budget, there is no end to what you could get, but I always recommend the TM T1600M as the "budget" HOTAS. It even has a kit that comes with pedals on Amazon. You can get away with a twist stick, but I'd spring for pedals if you can make it happen, as a rotorhead you're going to be using them a lot.
  18. Hey I'm interested in giving this a go, have you made any tweaks?
  19. Agreed. I'm VR only for a few years now having given away my TrackIR. I'd sure like to be able to use the NS430. There are plenty of places in that cockpit you could bodge the Garmin.
  20. So I found that if you have the 'custom' type set in the mission editor, you can just replace the ["action"] part of each waypoint with 'custom' and it works.
  21. Hey all. I'm trying to use the "custom" formation type for ground forces, while adding waypoints via script. I'm currently using MiST. The function function mist.ground.buildWP() does work, but there is no "custom" option. I have used the custom option on waypoints inherited from the ME to great effect, such as having infantry move in a reasonable cover formation. Something like this: The issue is when given waypoints via script, that option is no longer available. Does anyone know how to get MiST to do this, or know of a similar function I can use that preserves this?
  22. Hey all, I'm trying to write a script in which I need to know when a round fired from an artillery piece hits the ground. the event_hit seems to only fire when a unit is actually hit by the shell, so I can't really use it. Does anyone know of a way to get the hit event handler to trigger anyway, or another event I can use?
  23. Might it have been added to the HMD settings page?
  24. Thanks snoop, you always have the skinny. And I knew the A-10 was better than the Hornet.
×
×
  • Create New...