

gospadin
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Everything posted by gospadin
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Mine was fast, 8GB in just a few minutes. Normally that torrent would take about 90 minutes. bravo ED!
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That's quite the pop filter on your mic. =P
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As I think I said, Hawk navigation implements its beacons in the module itself, if I remember correctly, similar to how the MiG-21 works. I guess M3 updated the MiG-21 for Normandy, while the Hawk hasn't yet been updated. I'm sure it'll get updated at some point. --gos
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I know in the mission editor you can broadcast a .ogg or .mp3 file over AM radio, and at least in the Huey, you can home in on this signal. I haven't tested it in other modules. Beacons placed like that are, I believe, separate from the beacons.lua that I edit in this mod. --gos
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ahah same, was about to post it too
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Half the fun of long XC flights in the Mi-8 is being able to still get the lawn mowed haha.
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So there's definitely oddities with standalone VOR stations in the code, which isn't really a function of my mod per-say, but it's (I think) limitations in the base navigation code. I noticed similar issues flying with the A-10C before. Can you give me a specific test case on a specific beacon (and how your cockpit is setup) and I'll look into it in more detail? So the L-39 can use NDBs for navigation, and I did add a bunch of those. As to RSBN, since there were never any RSBN stations in England or France, I don't really have plans to support those, sorry. Note that the MiG-21 (which also has RSBN) doesn't use these beacons at all, it has its own hard-coded RSBN system built into the module itself. It doesn't care what beacons exist in beacons.lua. So I read this page: https://en.wikipedia.org/wiki/Luftwaffe_radio_equipment_(Funkger%C3%A4t)_of_World_War_II ...but details are scarce. If you have any information on which fields in Normandy might have had these installed, then I'd be happy to investigate adding them. I do own the ww2 planes, so I could do some testing myself if you had data. As to low frequency/ADF in the P-51D/TF-51, apparently that's not simulated per Lino's equipment summary document. --gos
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Mid-80s would be A-4M, Kahus, or A-4H/N models used by Israel. Those require the SDK even more than an A-4E would require them.
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Mk-82 Snake Eye mod anyone?
gospadin replied to uscstaylor's topic in Utility/Program Mods for DCS World
The problem isn't with the mod, it's that the base F-16A doesn't allow the Mk-82 Snakeye. To change this, edit this file: Scripts\Database\planes\F-16A.lua and add this line: { CLSID = "{Mk82SNAKEYE}" }, in the sections for pylons 3,4,7,8 Look for the string "BCE4E030" and put it on the lines after those, since those are the normal Mk-82 bombs. --gos -
My understanding is that spoilers were retrofitted to most A-4E, per multiple sources. If you have data to prove otherwise, please share. Nosewheel steering currently exists because it's hard-coded in the SFM and we haven't yet implemented a way to fake differential braking. We plausibly could have NWS via another AFC, however, most (all?) navy A-4s had NWS disabled because it tended to break during carrier landings. Ultimately, and I don't want to be rude because we do enjoy engaged people, we're going to implement what we want to implement, which is a late A-4E. Yes, it winds up being very similar to an A-4F, and that's okay. Even with what we've modeled so far, people familiar with both variants should be satisfied it's not an A-4F based on some of the cockpit instrumentation. --gos
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Mk-82 Snake Eye mod anyone?
gospadin replied to uscstaylor's topic in Utility/Program Mods for DCS World
You would need to add the proper CLSID values into the allowed weapons for the appropriate weapon pylons in the main data definition .lua file. -
Mk-82 Snake Eye mod anyone?
gospadin replied to uscstaylor's topic in Utility/Program Mods for DCS World
Mk-82 Snakeyes are already in-game. I'm not sure what is being asked. -
Yea, I own the book you linked. TBH, we haven't tried to do any RWR yet. Not sure what's possible there yet. We know there existed cockpit interfaces more complicated than a single under-glareshield warning light, but we have yet to find any photos. --gos
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Per wikipedia, IFLOLS was first tested on CVN-73 in 1997 and became standard in 2004. The last Forrestal-class carrier decommissioned was the Independence in 1998.
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To do this "right" you really need dynamic mission generation and the ability to freely swap in and out of AI slots, IMO. Mbot's work is awesome, but this would ultimately need to be a core DCS capability.
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Okay, I'm jealous.
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neutral just means that there's no hydraulic or electrical force being applied to move them
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CLICKABLE PAK FA COCKPIT ADVICE ANYONE?
gospadin replied to cubanace's topic in How To Mod for DCS World
The minimum for an avLuaDevice handler is something like this: local dev = GetSelf() -- gives you a handle for calling built-in handler functions make_default_activity(0.1) -- tells the engine to execute update() every 0.1 seconds dev:listen_command(XYZ) -- replace XYZ with your key / clickable device ID function post_initialize() -- called after initial setup, allows you to change default state based on starting conditions end function SetCommand(command,value) -- handles all input end function update() -- called at the default activity interval above, to update animations end need_to_be_closed = false You'll need to populate the 3 main function bodies above with your own avionics logic (or whatever else you're working on). This handler is bound from device_init.lua with a line similar to: creators[devices.AVIONICS] = {"avLuaDevice", LockOn_Options.script_path.."Systems/avionics.lua"} Where devices.AVIONICS was created in devices.lua with something like: devices["AVIONICS"] = counter() In the above, counter() is just a local function to increment and return the next integer. --gos -
Thanks!
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nice try!
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(Sorry for starting a new thread, I couldn't find the other one that discussed this...) Personally, I'd like to see the coastline mapping for Normandy be fleshed out beyond the current region, especially around Cardiff, the Brest peninsula, and the eastern English Channel. It'd be nice to have Alderny Island too. Default height of 1m or whatever is fine to me, but I find the land-filled edges to be a bit immersion-breaking when flying at high altitude where I can see them. Similar to how Caucasus models terrain and some basic height mapping for the entire black sea coastline. From 40,000' that's enough information to maintain immersion on long flights.
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This would be good, I agree. Right now Normandy feels very "generated" to me. About a year or whatever after the first NTTR alpha release we got a huge update to it that gave us the new airfields, etc. I doubt anyone considers Normandy complete, so there's probably still some room for integrating improvements like this to polish it. --gos
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So all our lighting artifacts are bad interactions in our model with the new deferred lighting. That being said, the new engine is awesome:
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Approach into Nellis on a summer evening, showing the good (functional, some of our lights) and the parts that need work (glass surfaces)
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Btw, the team wants to give a huge shout-out to SkateZilla, who helped us figure out why our mod had been crashing in all 2.x builds since March. We're finally up and running in the new engine again, though admittedly we've got zero time with the new graphics so it looks pretty awful for now. At least it's functional again, however! --gos