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gospadin

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Everything posted by gospadin

  1. 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.
  2. 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.
  3. Unfortunately, that'll likely be way more expensive than ordering one already printed.
  4. http://www.sportys.com/ http://www.mypilotstore.com/mypilotstore/ The sectionals are about $8-9 each, and shipping will probably be $15-20 to various European countries. If you're gonna get a sectional, you might as well get the Las Vegas TAC as well, and maybe the SouthWest Chart Supplement AFDSW. That may be more than you want to pay, hard to say since you didn't define what unreasonable meant. --gos PS: Chart Supplements can be downloaded from the FAA as .pdf files too, so only buy one if you want a paper book.
  5. Looking forward to the update, good luck!
  6. If your torrent is slow (because of not many other people seeding content) you can hit cancel, and it'll switch to HTTP download. That may be faster.
  7. Originally I thought it would be nice if RAZBAM implemented their easy-comms as a "jump to the correct switch settings if you use the radio," while still allowing the user to manipulate the switches. However, what they implemented is a much more visible confirmation that easy comms overrides radio state, so I've come to appreciate the design choice. It just took a while. =P
  8. Thank you! --gos
  9. How many gigabytes is all those mods put together?
  10. Instead of including the mods, it'd be way better have something like a wiki page linking to the various forum threads for each individual mod, and a "compatible-with" or "last-updated" notation
  11. Hawkeye60, are you going to watch all of the included source mods regularly and make sure your super-mod is up to date? I don't want to be a downer, but every time someone puts one of these mod compilations together, it always seems to rot to non-functional within a few months, since it's not uncommon for weekly DCS updates to change file layouts, etc.
  12. In theory yes (or really, any time after we release the mod ourselves)... however, I think the only usable bombs for those 2 would be the AN-M30A1 and the AN-M81/88. The rest are too heavy. We haven't spoken to them about any of that, so please don't think there's any actual plans... we simply thought the lineup should be filled out, and it would potentially be useful for other planes of the era. --gos
  13. I also hope they support existing 3DS going back to 2014 for a while at the same time, after the new format has been released. At least long enough to let us transition gracefully... --gos
  14. Is it expected that Normandy will be part of the same Alpha that houses NTTR? Or will we need an additional, separate installation to use it?
  15. We spoke internally about that, and offering the weapons we've made back to ED is something we discussed internally, as many would be useful in WW-II or Korean War-era conflicts attached to other aircraft as well. It'd be silly for every team to make their own essentially-identical versions of the same bombs. Not sure if they're up to ED's latest standards (their remakes have all been awesome) but we think we did a decent job. A little bit of touch-up remains (and back-and-forth arguing about the warhead setup code) but they're basically complete at this point.
  16. I agree, but the challenge is that the time:value ratio on making missions tends to be very low. Many of the script enhancements are nice (MIST, CTLD, MOOSE, etc.) but everyone would be helped a ton if AI could be made a bit smarter with less explicit coding, which would allow more of people's time to be spent on the story versus the technical guts.
  17. We still have a bunch of 3D changes for the cockpit in-progress, and 5-6 more systems that need at least an initial implementation. There's also a bunch of tuning and testing as well. "2 weeks" is the typical joke, but at our rate of progress, it's multiple months at a minimum. Appreciate the positive comments though, for sure! --gos
  18. Oh, and for those curious, here's an old promotional video for the CBU-1 system: mKfyAaqqYaI We're still discussing how to properly alter the per-tube configuration of the CBU-1/A and CBU-2/A weapons in-game, and will post an update if we think of an interesting way to do it. (An on-the-ground trick like the M-2000C countermeasure configuration using the kneeboard would be awesome, but that's outside our current technical abilities.) --gos
  19. December 2016 Update: https://forums.eagle.ru/showpost.php?p=3001235&postcount=177 Включает в себя следующие действия с фотографиями и видео: AN-series Бомба от WW-2 Mk 4 Mod 0 HIPEG пистолет стручок CBU-2/A кассетная бомба диспенсер A115g6bkgho Enjoy! --gos
  20. Community A-4E Update, December 2016 "Merry Brrrrrrrrrrrrrtmas" Hi everyone, and welcome to our December 2016 Community A-4E update. This month’s theme is Merry Brrrrrrrrrrrrrrrrrrrrrrrrtmas. :gun_smilie: However, before we get to the fun stuff, a quick announcement... DrMarianus has decided to step away from the team for a while, as he’s got too many other ongoing projects that need his attention right now. He’s been a good member of our team since the beginning and we wish him all the best! First, a short list of the smaller refinements and improvements... Unwrap and texture for the landing gear (this had to be re-done completely due to unwrap changes) Fix for the pitch and yaw trim indicators, along with our own custom trim system and horizontal stabilizer animation to match. This makes level flight much easier at all speeds, independent of elevator and rudder authority in the SFM Fix for rocket alignment to gunsight angle when attached to pylons 2, 3 or 4 Fix for the gunsight night/day modes and brightness knob More cockpit control panel texturing, to get ready for system implementation In addition to the above fixes, we finally are able to show off some of our modeling work, which is mostly in the weapons category. WW-II bombs We went ahead and implemented a number of WW-II era AN-series bombs, to round out the 500lb AN-64 that’s already available in-game. Ranging in weight from 100 pounds to 2000 pounds, the AN-series mostly saw use by A-4s early in the Vietnam conflict, or when the supplies of the low drag Mk-82 and Mk-83 bombs were low. They were also used for bombing practice by squadrons training in the US. The models we implemented include: AN-M30A1: 100 lb GP HE AN-M57A1: 250 lb GP HE AN-M65A1: 1000 lb GP HE AN-M66A2: 2000 lb GP HE AN-M81: 260# Fragmentation Bomb AN-M88: 216# Fragmentation Bomb The AN-M81 and AN-M88 are very similar, except the casing on the M88 is thinner allowing for 13 pounds of additional Comp. B explosive inside. These wouldn't be complete without some pictures, too: AN-M30A1: AN-M57A1: AN-M65A1: AN-M66A1: AN-M81: AN-M88: Our AN-M66 and AN-M65, alongside ED's AN-M64: While the AN-M30, AN-M65 and AN-M66 are limited to one per station, the fragmentation bombs and the AN-M57 are rackable on pylons 2, 3 and 4, allowing up to 18 to be carried at a time. Mk 4 Mod 0 HIPEG The next major weapon system we implemented was the Mark 4 Mod 0 HIPEG gun pod system. This system allows up to three gun pods to be carried at a time, on pylons 2, 3 and 4. The HIPEG system is charged and enabled by a special modular weapon control panel on the left hand console, just in front of the throttle. Each pod may be individually enabled or disabled as needed. Each pod contains a pair of Mark 11 Mod 5 cannons with 375 rounds of 20x110mm ammunition each. We modeled the ammunition as well, with a default mix for each pod of 50% High Explosive, 25% Armor Piercing, and 25% Armor Piercing-Tracer. 3x Mk 4 Mod 0 pods and a pair of Mk-20 Rockeye cluster bombs: 3x Mk 4 Mod 0 pods and a pair of Mk-82 Snakeyes in flight: Each Mark 11 cannon fires at 2100 rounds/minute, for a cumulative rate of fire of 12,600 rounds/minute and a total ammunition capacity of 2250 rounds. This offered a huge improvement to the CAS-capabilities of the A-4 against personnel and lightly-armored vehicles. These cannons also proved to be much more useful and reliable than the A-4’s internal guns, which while based on a similar action, only hold 200 total rounds of ammunition and frequently jammed. Unleashing the HIPEG system on a column of trucks: CBU-2/A And finally, another weapon system that saw action in Vietnam was the CBU-2/A cluster munition system. It consists of a SUU-7/A dispenser that holds 360 BLU-3/B “pineapple” fragmentation bomblets. These bomblets are ejected from the 19 tubes on the back of the dispenser, where the vanes open into a high drag configuration as they exit the tubes. Each bomblet is intended for anti-personnel or light armor, and weighs 1.7 pounds, containing 0.35 pounds of RDX explosive and 250 steel pellets. BLU-3/B fragmentation bomblet with vanes closed: BLU-3/B fragmentation bomblet with vanes open: This cluster munition is designed to attack soft targets spread in a line. They can be configured (on the ground) for a total delivery period of between 5 and 15 seconds. At 400 knots in the slow release configuration, this means they can cover a swath up to 3km long, and about 150m wide, perfect for saturating a convoy of trucks. Additionally, we plan to implement the CBU-1/A cluster munition as well. Also intended for anti-personnel use, this system uses the same SUU-7 dispenser loaded with 509 BLU-4/B bomblets. Those bomblets weigh 1.2 pounds each, and contain 0.18 pounds of RDX each. For performance reasons, we’ve had to adjust the bomblet unit count down by 5x (along with a corresponding 5x increase in explosive power per bomblet) since having 360 explosions in a few seconds crushes our frame rates. We’ll keep working on tuning as we go forward to come up with a good balance. And now, we’ll end this month’s update with a video of one of the first tests of the CBU-2/A system. A115g6bkgho Thanks for following our progress, and have a Merry Brrrrrrrrrrrrtmas! --gos and the entire Community A-4E team
  21. Shouldn't be quite that big. ~25-30GB per map with T4/T5 mesh, plus another 15-20GB for everything else. Maybe 100-110GB total, at least until more maps or more higher-resolution terrain shows up.
  22. That is recommended to minimize the chance of errors. You can sometimes use 2x or 3x, but I find keeping the speed slow and not touching anything gives the best results. --gos
  23. Are you using the latest tacview?
  24. You can also adjust the brightness rheostat to zero.
  25. How about modeling the western half of Colorado, from Grand Junction to Durango on the west side and Fort Collins to Pueblo on the east, for a Red Dawn scenario? =P
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