

gospadin
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Everything posted by gospadin
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In fairness, there really hasn't been much of that at all. We're really hard on ourselves, and we hope that translates well into something everyone enjoys flying.
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Posted version 1.1 including minor camo fix and updated detail layer from BST's public template
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Updated shark camo to version 1.1 using BST's new detail layer Oops, 1.2 also uploaded to fix the wingtips... --gos
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Just uploaded version 1.2, updated using BST's details layers from their now-published template.
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A penny per vertex, that's all I ask
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Lua allows table items to end with a comma, even the last item. It's generally preferred syntax, as I understand it. Edit: that fixed it ? Wierd.
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FAA publishes their Helicopter Flying Handbook, should be a free download in .pdf format, it's a good start.
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I am not sure any of us see the point in having SDK access without having the proper plans, structures and agreements in place to make a for-pay module. We'd be signing NDAs but without the possibility to realize revenue. As we've been digging in for a year, we've discovered that the standard system and flight models are capable of some very accurate behaviors. We've certainly come further than we expected to on day 1. If someone complains about a missing feature in a free mod, well, they can pound sand. =P That's the best part of this whole effort, frankly... our only real commitments are to ourselves. --gos Edit: I was speaking for myself above. Other members of the team may or may not feel identically.
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I don't believe you can override launch authority on anti-radar missiles, but I could be wrong. There wouldn't be much point in firing them without a lock anyway. Edit: as Kryb pointed out, the immediately detonate when they don't have a target Either way, we're not using any Su-25T avionics. We've done our own from scratch in Lua, and thus we don't have access to any of the internal C/C++ capabilities unlocked with the SDK. --gos
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Cool, thanks for looking. (Wasn't trying to saddle you with work, was simply hoping someone else had the magic trick up their sleeve they could share) thx! --gos
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Hey, is there a trick to getting SRS to work properly on the 104th? I can't seem to connect to your SRS server, but other servers I have no issue with. Am I missing the port number or another configuration step specific to 104th?
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Rockets and CBUs won't be a problem, per our December update. :pilotfly:
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It makes perfect sense for them to implement different defaults per map, I would expect something similar to what you describe. It's not "fair" to force mission authors to hand-set the frequencies for all aircraft.
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No, they don't behave the same to my knowledge. Short-range IR missiles are always seeking, whether you tell them to or not. This is built into ED's engine. Thus far, the anti-radar locking/targeting mechanism is unique to the Su-25T. Once the Hornet is available, we may see a more generic architecture. In all likelihood though, the capability would not be exposed to SSM (Lua) mods.
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LOAL? We don't know what we will or will not be able to make work without any documentation. All we know is what we know. =P --gos
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We're still experimenting with the SSM targeting limitations. I don't know yet what we'll be able to get functional, and we've made no RWR progress at this time. It's safest to expect that the Shrike will not function properly. If we have a breakthrough, believe me, we'll let people know.
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I too don't see the difference between those two pictures, maybe you could clarify what you think is good or bad about each picture? As an aside, I made some changes to the rotor textures, both fixed and moving, on my USCG skin for the Mi-8. Fundamentally, the trick is that it's extremely hard to get, say, the yellow on the blade tips to come through the way I wanted, without making them too vibrant. The video below is basically where I decided to stop tweaking and just push what I had, and while I like it, I don't think it achieves the right real-life look to it. How our eyes perceive motion and fill in details on blurry subjects is fascinating, and requires someone better at photoshop than me to capture. --gos gaMgjmvEVK0
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I will publish a full list of supported weapons in the next few weeks. As SirBunker said, we do not expect players will be able to use the AGM-45 Shrike. It should, however, work for AI pilots. --gos
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Yea, they've been in the game for a long time. Which aircraft have them available as payloads, though, I'm not sure.
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Your Elements.ShapeName doesn't match your shape_table_data.name. They both need to match your .edm file name. That being said, you don't actually need a working model to be visible in the mission editor. Did you add it to the appropriate plane .lua file on the proper pylon?
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Shrike is already in-game.
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Oh, and I'd recommend manually downloading the various official 3rd party modules into your installation. You won't have a license key, but you can look at some of their lua techniques and they may prove useful.
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If you do decide to attach more than one of a weapon to a pylon, it's basically done by declaring a container at the top level that uses the MER/TER model, then placing the bombs you want at the positions you want relative to the MER/TER geometry. The Elements subtable has the parent container shape at offset 1, then the attached bombs at offsets 2-N. On our plane there are many variations of bombs you can rack, the quantities you want, which positions get loaded or skipped based on the side, etc. so we wound up writing functional code to determine these items from a lookup table, to generate the weapon loadouts. Took a day or two to get right, but saved a TON of time in the long run.
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I don't know how to do it in the context of a tech mod, only in the context of an aircraft. Basically, you need 4 things: First, I imagine the tech mod has an entry.lua, and you could use that to call your weapon creation lua file. This file is an argument to dofile() within your entry.lua. The second, is to create a table that you'll pass to declare_weapon(). This adds your weapon to the database at startup. The third thing you need is to pass that weapon to declare_loadout(). This is what makes the weapon available in the mission editor. The table content depends on the type of weapon you're trying to create. However, you cannot add your new weapon payload to any aircraft without modifying its payload list. Adding the new CLSID from step 3 to your aircraft's valid payload list is the final step. I don't know how ordering dependencies would be resolved with a tech mod.
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Printed aviation charts of Las Vegas and Caucasus in Europe?
gospadin replied to Asset's topic in Military and Aviation
Unfortunately, that'll likely be way more expensive than ordering one already printed.