

gospadin
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Everything posted by gospadin
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What was the other mirage announcement?
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beacons are client side already i never tested with having them in my saved games folder, if that's what you're asking problem (i think) is having access to these beacons in the map load flow, not sure how i would spawn access of the additional beacons without some kind of modification to the base file
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Looking for a kneeboard map with borders...
gospadin replied to fitness88's topic in DCS Core Wish List
what do you mean by border limits? -
A-10A with clickable cockpit?
gospadin replied to norbot's topic in Utility/Program Mods for DCS World
if the cockpit .edm file has already been animated (all gauges, dials, indicators, switches, etc.) then someone could code it up and make it clickable, but they'd lose all the ASM support (e.g. mavericks) and probably couldn't use the existing EFM either. Often there are hard-coded APIs between the systems code and the flight model. --gos -
The dynamic weather system is quite nice, and is the only good way to get weather that isn't constant throughout the map. It's obviously a bit tricky if you aren't used to it or don't understand how weather systems work. DAWS Weather and any explicit wind/cloud settings are universal for the entire map, whereas weather fronts/dynamic weather can make it rainy in one area and clear in another
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The best way to learn about the development cycle is to try to develop a module yourself. If you don't quit, I can gaurantee you'll become WAY more understanding of the difficulties various teams face.
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Magnetic Variation is periodically measured, and published on aeronautic charts. It's currently about 12°E near Nellis AFB, as indicated by the dashed magenta line ("isogonic line") running diagonally north of las vegas on this chart: https://skyvector.com/?ll=36.257365922903254,-114.92243356200005&chart=17&zoom=5 12°E means that magnetic north (0° magnetic) is 12 degrees east of True North (0° True) along that line. By the time you've traveled NW up to Tonopah Test Range (KTNX), the variation is about 12.75°E (aka 12°45'E or "12 degrees 45 minutes East") I believe the ME ruler uses true north, and the F10 map in-game uses magnetic north, but I could be wrong. I don't think there's any in-game way to access grid north (positive z axis).
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Only the beacons for the "active" runway (oriented properly for the current wind conditions) will broadcast at any given time, so if your wind is generally from the north or east, runway 04 would be active and if from the south or west, runway 22 will be active. Each airport has a preferred "calm wind" runway too, typically for use anytime the wind is less than about 5 knots. Beyond 5-6 knots of headwind they'll move traffic to the upwind facing runway, to ensure sufficient landing and takeoff roll margin. In general, you'd use the transit of the outer beacon as your point to turn to final, and the middle/inner beacon to fine-tune final runway alignment (if you didn't somehow already know the proper runway heading). In general, an "inner" beacon marks the decision point for cat II/III IFR approaches, and should be really close to the runway threshold. I think most "inner" beacons in Caucasus are technically "middle" beacons, as they're about 1km from the runway threshold. https://en.wikipedia.org/wiki/Marker_beacon When flying helicopters in DCS, I just tune the inner beacons when flying IFR and treat them as on-airport NDBs for navigation. --gos PS: My nav kneeboard mod marks the calm wind/primary runways for each airport, however, NTTR runway selection had a bug a while ago where the wrong runway would be active. Haven't actually tested yet whether that is fixed or not.
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Anyone is free to step up and develop a plane they want to see in DCS. All it takes is some skill and a few years of your free time.
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.type_ammunition = {4,4,11,127} represents the hierarchy of the weapon in DCS. There are 4 levels of hierarchy in the definition tree, and each level depends on the one before it. All weapons begin with 4. Within weapons, missiles are 4 (so 4,4,...) . Within missiles, surface-to-surface missiles use 11, so 4,4,11. Then the 9M14 is instance #127. These numbers are defined in wsTypes.lua: -- **************** 1 level *************** wsType_Weapon = 4 -- **************** 2 level *************** wsType_Missile = 4 -- **************** 3 level *************** wsType_SS_Missile = 11 -------------------------------------------------------------------------------- -- Surface-to-Surface Missiles. Ðàêåòû ïîâåðõíîñòü-ïîâåðõíîñòü MALUTKA = 127; -- Ðàêåòà Ìàëþòêà ÁÌÄ-1 è ÁÌÏ-1 As matches the name, it's a 9M14 surface-to-surface missile. https://en.wikipedia.org/wiki/9M14_Malyutka When adding your own weapons, if you get the first 3 digits correct for the class of weapon you're adding, it tells the engine what data to expect for the specific weapon definition table. Unless you're copying an existing weapon, you'd use WSTYPE_PLACEHOLDER as the 4th digit, which tells the loading engine to add a new entry to _G using your entry data. --gos
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November update 2016 Сообщество A-4E Обновление ноября Привет всем, спасибо за терпение, и добро пожаловать к нашему обновлению ноября 2016 года. В то время как никаких новых основных особенностей, чтобы показать в это время, в этом месяце мы сделали много мелких обновлений в различных областях нашего мода. Внешне kryb предпринимает постоянные улучшения в моделировании внешнего освещения. Это все еще не совсем готов, чтобы показать, но это улучшилось от того, где мы были всего лишь месяц назад. Наша ходовая часть разворачивать теперь почти завершена, и мы будем обновлять эти текстуры в ближайшее время. В кабине, куча мелких улучшений: Первое, что было фиксации материала настройки нашего экрана радара, чтобы исправить, как были применены мипмапов. Это дает нам последовательно плавный вид радара маркировки в то время как вы увеличивать и уменьшать масштаб, по сравнению с видео мы показали ранее, которые имели бы радарные маркировки "исчезают" или получить неровный, если вы масштаб изображения немного. С точки зрения кода, мы теперь должным образом блокируя движение рычага переключения передач во время стоянки на земле (что требуется нам выяснить, как динамически включить / отключить взаимодействие мыши), мы Протянувшись нашу электрическую систему дополнительных датчиков, которые полагаются на электрические власть, и мы анимированные элементы управления для нескольких новых систем, которые мы надеемся показать в следующем месяце. Gyrovague также выяснили, как сделать переменной ширины линии, поэтому он вновь закодированы писец линию на профиле режима APG-53А, что делает его гораздо легче увидеть (и ближе к фотографиям можно найти в Интернете). И, наконец, мы скорректировали подписи RCS и ИК, чтобы быть более точным (на основе данных, сравнение с другими воздушными судами, DCS), которые должны дать другие летательные аппараты гораздо более реалистичным дальность обнаружения А-4. (На данный момент мы масштабируется RCS, чтобы быть немного меньше, чем РЛС подписи F-16 и ИК подпись масштабируется по отношению к сухому вонзил F-16) Как всегда, не стесняйтесь задавать вопросы, и мы сделаем все от нас зависящее, чтобы ответить. --gos Original post: https://forums.eagle.ru/showpost.php?p=2969294&postcount=147
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I think that in general, we would prefer it if this didn't happen.
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We would like to give back to the community, beyond just the mod. We are still figuring out how we might do so. Our most recent idea is maybe an addendum to the awesome BGDAM which was what we used to get started. A few of us have also written various blog posts or howtos for certain things, but you'd likely have to scour the forums to find each one. If we go the addendum route, maybe we'll include a link to all those works as well. --gos
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There is an AFC for nosewheel steering, that could be applied to the A-4E, as gyrovague mentioned. We don't yet know whether gyrovague's code will work or not, and it's helpful to have a realistic fallback explanation. Some A-4E received it, though as I understand, they were mostly USMC squadrons using land bases in Chu Lai. Some A-4F had their nosewheel steering removed (via a different AFC) for carrier use, because it tended to break. The free-castoring nosewheel was ultimately more reliable. As to removing the pylons, we're not currently planning on that being an option. --gos
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Community A-4E November Update Hi everyone, thanks for being patient, and welcome to our November 2016 update. While there are no new major features to show off at this time, this month we made a lot of small updates in various areas of our mod. Externally, kryb has been making continued improvements to the modeling of external lighting. It’s still not quite ready to show off, but it’s improved from where we were just a month ago. Our undercarriage unwrap is now almost complete, and we’ll be updating those textures shortly. In the cockpit, a bunch of small improvements: The first thing was fixing the material setup of our radar screen to fix how mipmaps were applied. This gives us a consistently smooth view of the radar markings while you zoom in and out, versus the videos we showed previously which would have the radar markings “disappear” or get jagged if you zoomed out a bit. From a code perspective, we are now properly blocking movement of the gear lever while parked on the ground (which required us figuring out how to dynamically enable/disable mouse interaction), we’ve plumbed our electrical system to additional gauges that rely on electric power, and we’ve animated the controls for a few new systems that we hope to show off next month. Gyrovague also figured out how to do variable width lines, so he re-coded the scribe line on the APG-53A profile mode, making it much easier to see (and closer to the photos one can find online). Lastly, we’ve adjusted the RCS and IR signatures to be more accurate (based on comparison data with other DCS aircraft) which should give other aircraft a much more realistic detection range of the A-4. (For now we’ve scaled the RCS to be slightly smaller than the F-16’s radar signature, and IR signature is scaled relative to the F-16’s dry thrust) As always, feel free to ask questions and we’ll do our best to answer. --gos
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not at this time
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It would be relatively realistic for a GBU-24, but you're correct that the GBU-12 has a much narrower engagement envelope. Not sure of the exact source of the picture at the bottom: http://www.globalsecurity.org/military/systems/munitions/gbu-24.htm
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I believe it is, but I could be wrong.
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+1 for "fly high enough" Basically, you should know (from your flight planning) which heading you should be flying between waypoints, and you continue on that course until the new TACAN signal can be picked up. If you're at low altitude you need some form of inertial navigation, or you need to navigate by using pilotage (visual identification of mountains/roads/towns/etc.). On the real charts, every navaid has specific notices about minimum bearings/distances/altitudes at which the signal cannot be received. For example, the LAS VORTAC: https://www.airnav.com/cgi-bin/navaid-info?id=LAS&type=VORTAC&name=LAS+VEGAS includes the note: If you parse this out and plot it on a sectional, you'll see that these correspond to various mountain obstructions around the Las Vegas basin. --gos
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I'm sure it's P3D based like most everything else.
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OV-10B with F15C cockpit Flyable
gospadin replied to Hawkeye60's topic in Utility/Program Mods for DCS World
If you think about it, it's a good thing for DCS in the long run. Otherwise there'd be no incentive for anyone to make a module for DCS, knowing the community could trivially "decompile" the in-game assets for their own modification and use. -
Exactly, there are two options: 1) Everything would need to be handled by the mission scripting, and not specifically by the airplane or weapon itself. 2) Wait for ED to develop new weapon code and capabilities, to allow something like a mine to continue to exist underwater until a ship of the proper tonnage and draft got close enough. We are planning to model a few of them (from a 3D/visual perspective) but obviously coding new behaviors isn't up to us. --gos
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The MiG-15 default is a single 4K tile for the aircraft, and a separate 2K tile for the fuel tanks.