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gospadin

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Everything posted by gospadin

  1. Folks who play on MP servers have a point. As it stands, the mission designer has to do all the planning, which doesn't really account for the evolution of the battlefield over a few hours of multiplayer activity. Being able to meet up in the lobby of a server with reserved slots and do some flight planning would be quite useful. Shouldn't work in the air or when already taxiing (at those times you'd need to use the onboard capabilities) but prior to taxi, makes sense to me. --gos
  2. Sorry about that, I apparently got distracted for 3 months. It's now reported. thanks for the reminder! --gos
  3. Community A-4E: December 2017 Update Community A-4E: December 2017 Update Hi everyone! This month we're sharing (1 day early!) a bit of in-progress work to create a set of sight tables for the A-4E. As most of you know, Vietnam-era A-4s did not have "modern" ranging gunsights with computer calculated impact projections. Merely a collimated reflector site, that the pilot was responsible for manually setting to the proper amount of sight depression. Since that'll be about the only way to get accurate weapons-on-target, we realized that we needed to create a set of our own tables to match in-game armaments. We do have a copy of the official pocket guide, and were able to test the published values for a variety of armaments. However, due to slight variations in the flight model, ejection force, or other details, we found the published values are off by 10-20% for slick munitions, and 5-7% for high drag munitions. Adding to that, it's very difficult to manually hold a perfect 10 degree dive to a target point with an exact release height of 3000' and a velocity of 450 knots true! To first do the calibration to generate our own tables, we needed a way to exactly maintain radar altitude. To do this, we added a debug mode of the altitude hold AFCS that used the radar altimeter instead of the barometric altimeter. (I also cheated and added tuning functions to climb or descent to even multiples of 10'). From there, we set airspeed to published values (350, 400, 450, 500 KTAS) and dropped weapons manually based on targeting with the gunsight in level flight. (You will also see our debug console in use here, to confirm TAS, radar altitude and gunsight calibration while flying.) This first video is of an early test I did with a full compliment (18) of Mk-81 iron bombs. Gunsight is set for 175 mils. In this run, the altitude gets away from me (the AFCS altitude hold disengages if the instantaneous pitch correction becomes too great). Additionally, I am low and a bit fast, but with a bit of climb present, so the bombs ultimately get lobbed and land a few hundred feet long. This is mostly an example of how not to test. =P In this 2nd video, this time I have the radar altitude hold working at 1500'. Speed is almost exactly set properly at 450 KTAS, and there's an additional 2 mils to account for the increased AoA with this payload. I'm dropping a string of 5 Mk-82 bombs with quarter-second intervals, started a few hundred feet in front of the target trucks. As you can see, in this case the bombs land a tiny bit short of the intended target. (2nd bomb in the ripple was dropped "on target" but landed about 250' short.) The 4th bomb in the string was within 50' of the center of the target. Ultimately, we'll try to build a set of useful tables for common configurations (Mk-81, Mk-82, Mk-81 Snakeye and Mk-82 Snakeye) plus a few others, so that folks will be able to have a shot at delivering weapons accurately in controlled conditions. In other news, a number of other little changes ongoing... First, we're still in the midst of the conversion to the 2.2/2.5 engine and PBR, which has us altering almost all our existing textures from the ground up to use RoughMets instead of the old spec maps. More unwrap and texture work continues, and as we texture the new parts, it often exposes little errors that require correction. (Did anyone notice the gunsight knob textures being slightly mis-calibrated? These are the little things we need to nail down!) We still have some modeling changes in-flight, though I don't think any of them are obvious in the above videos. We've made some payload fixes, to work with ED's recently published high resolution LAU-10 rockets and BRU-42/43 weapon racks. We had originally created our own models, but there's little reason to ship our own versions anymore now that the ED models have been updated. Thanks again for everyone's support, and hope everyone had a great 2017! --gos
  4. I knew you'd be the first one to post here =P Merry Christmas. Hopefully we'll have an update in the next few days. --gos
  5. How would you handle cases where, say, the gear behaves wildly different? E.g. on the MiG-21, you un-cage the switch then apply up/neutral/down hydraulic pressure, then return it to neutral before re-caging.
  6. Search box in the upper right. There's even an F-111 thread on the front page.
  7. ED has stated before that improved ATC is coming. You're correct that it'd be useful for parallel runways.
  8. Silver_Dragon maintains an unofficial roadmap tracker here: https://forums.eagle.ru/showthread.php?t=116893
  9. Found it. Wing flex is #280 (on that model). No idea what the standard is, my latest is probably the same as yours from the BGDAM thread.
  10. Dunno, but found these via trial-and-error for the Tu-22: 452 - rear machine gun vertical 451 - rear machine gun horizontal 432 - rear machine gun 428 - tail vent
  11. For a B-17, AI gunners like the Huey would more than suffice for most of the stations. Having to switch seats to use the radio and navigate would be entertaining though.
  12. Yup, A-4E/F allows 1 rocket launcher tube on the outboard stations, 2 on each of the inboard stations, and 3 on the centerline. A-4C has the same allowances on the inboard and centerline. Allowed types are the LAU-3A/A (19-tube 2.75"), LAU-10A (4-tube 5" 'zuni') and LAU-32A/A. It's quite the capable bomb & rocket truck. --gos
  13. There's a mod out there to convert blue text to bright green, it works wonders. Alternate colors *really* should be part of the base configurability... chat size and color.
  14. Unfortunately, that's not part of my mod. =P
  15. The best thing a user can do to help something get fixed is to report it. Ody and I do read this forum basically daily, so when we see something new that isn't fixed yet, we can make sure it's properly reported to bring it to the attention of the developers. Yes, other testing is going on, but my use cases for the NS430 may not match someone else's, so reporting can only help. Worst thing that can happen is that we'll tell you it was already reported. --gos
  16. I filed the request in the internal tracker. --gos
  17. Correct, but because of those required lua changes, I still have to package it as a base-install-modifying mod. Once RAZBAM fixes that, as you pointed out, it will happily live in Saved Games. --gos
  18. I'm glad the latest version worked out for you! --gos
  19. P210N judging by the windows =P
  20. gospadin

    Removed

    So.... a few months after the M-2000C launched, I asked about an included English cockpit and was told it was "imminent" or something like that. Any update? If RAZBAM's plans have changed and you're no longer planning to do this, can you at least add the cockpit livery scan functionality to your entry.lua, so that my cockpit mod doesn't need to modify any of the lua in the main installation directory? This prevents me from installing my cockpit mod into the Saved Games folder.
  21. There are three publicly-available branches of the codebase right now. You won't lose anything, per say, but if you're limited on disk space you may only be able to install one at a time. Modules (and asset packs) you buy work on all branches. The "stable" and "beta" branches only includes the Caucasus terrain for now. The "alpha" branch includes NTTR and Normandy. Once the updated Caucasus map is ready, it would likely be available first in the alpha branch alongside NTTR and Normandy.
  22. Correct. The fixes haven't (yet?) made it into the "stable" branch. They're only in alpha/beta.
  23. The developers define the full range of capabilities. Users can then select from those capabilities. For example, the M-2000C from RAZBAM has a height-adjustable seat. If a dev wanted to make the mirrors movable, they could I would think.
  24. This is up to every individual airplane creator. Those elements are defined in the model's animations itself, along with whatever supporting code is needed.
  25. I replied in my cockpit thread in the liveries folder. In short, I cannot reproduce your problem. let's discuss it there, though, if you have more data (or if others can reproduce it).
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