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gospadin

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Everything posted by gospadin

  1. Maybe it's your terminator eyeball?
  2. I think it's returning the height of the model center, so you need to subtract the length of the landing gear + radius of the wheels/tires.
  3. We have the Sidewinder 1A/GAR-8 which is the same as the AIM-9B. I can't recall if we're using our own model or not. I don't believe the lock tone works, but last I checked it would track, just with a very narrow field of view. It's unlikely we'll get the lock tone to work. Hopefully this won't be too much of a realism bust, as I don't believe the A-4E carried the sidewinder in anger, at least not in Vietnam. We recognize though that people want it for dogfighting too. As to the cockpit display, the display right of center on the A-4E is purely for air-to-ground terrain (non-targeting) radar. We're still investigating what we can implement in that area. We are not implementing the IP-906A Television scope for Walleye guidance, which would definitely require the SDK. I don't know yet if we can implement RWR. We do have chaff and flares working.
  4. August 2016 Update Hi everyone. It's been another month so we're posting another update on the progress of our A-4E. First and foremost, we decided to redo our cockpit, both model and texture. A new base model and geometry was integrated into DCS, and then we migrated our existing gauges and animations from the old cockpit to the new one. In the process, we fixed a lot of small indicators and gauge needles to improve readability and accuracy, as well as prepping the way for instrument lighting (both backlight and flood) in the future. On top of the ported gauges, we've added many new gauge animations that are just waiting on systems programming. Second, we've implement the Aircraft Weapon Release System. This is used to configure the modes for rocket and bomb delivery, and has a number of features: Quantity selector, from 2 to 40 Drop interval, from 10 millseconds to 2 seconds between releases Step single, step pairs, step salvo for manually-timed delivery Ripple single, ripple pairs, ripple salvo for computer-timed delivery The AWRS allows for a wide variety of weapon deliveries, whether bombing a column of trucks with Mk-81 Snakeyes, launching a salvo of 40 rockets at a SAM site, or dropping a single Mk-83 on an enemy bunker. Third, with a bunch of modeling and programming trial and error, we have the dynamic clipmask for the adjustable gunsight working. It still requires calibration per the pocket tactical manual drop tables, but we'll try to achieve as much accuracy as possible. Additionally, brightness and day/night configuration of the gunsight are implemented too. From a systems perspective, we have a bunch of small features and improvements since last month: Emergency power is now provided by an external generator (ram air turbine) with a placeholder model and animation. This is deployed from the cockpit via a T-handle. Low Altitude Warning System (LAWS) altitude indexer and on/off knob is implemented, along with proper behavior on emergency power and at high bank angles or altitudes. Spoiler now behaves correctly on emergency power. Emergency speedbrake control now properly allows deploy/retract without DC electrical. Gear overspeed damage is now modeled. Adjustable projected gunsight and animated reflector glass with dynamic clipmask is implemented. This includes gunsight day/night switch and brightness control. Emergency weapon release T-handle w/ 7-way function selector (WING,1,2,3,4,5,ALL) Master test switch behavior is implemented, to test warning lights, oxygen and fuel gauges. Pilot shoulder is now implemented correctly to fix over-the-shoulder view angles. Some caution lights are implemented: speedbrake, spoiler, LAWS, WHEELS Adjustable mach/airspeed indexers. Adjustable standby attitude horizon. Canopy modeling improved, to include seal lever animation. Cabin pressure altitude and liquid oxygen remaining are now modeled and reported on the appropriate gauges per NATOPS. Simple engine start is implemented. From a weapons perspective, we're currently integrating a number of weapons from the SAC. Mk-77 mod 0/mod 1 napalm bombs are fully modeled, though coded as dumb bombs Mk-81 Snakeye has a placeholder model, though is fully-coded in-game. SPPU-23 and UPK-23 pods are functioning placeholders for the Mk-4 gun pod M257 parachute flares act as placeholders for the SUU-40/44 flare dispenser Thanks to Jack Jewell, we have a head start on modeling a number of WW2-era bombs, which would have been used in training missions or early in the Vietnam War: AN-M30A1 100 lb GP HE AN-M57A1 250 lb GP HE AN-M65A1 1000 lb GP HE [*]We also have planned the AN-M66A2 2000 lb GP HE bomb, AN-M81 260 lb fragmentation bomb, and the AN-M88 216 lb fragmentation bomb, though they just have code at this time. Lastly, I made a short video to demonstrate the use of AWRS. I'm sure there's more improvements we forgot to list that you can see in the above video, but I'll leave those as a surprise for viewers or next month's update. =P Thanks everyone for your support, we appreciate it a ton! --gos
  5. I personally don't use Target. It shouldn't be needed unless you're trying to merge controllers into a single device, but DCS handles multiple input devices just fine, and even supports controller hotplug now.
  6. You're supposed to say that after we've landed. =P
  7. Essentially yes.
  8. Thank you again for your help getting started in the early days. --gos
  9. Silver_Dragon bumped this thread, and it was a great one to start with. Whatever my problems were in the past, we definitely have solved them and have dozens of custom commands to go with our cockpit. We (A-4E) were thinking of helping to update the documentation for the beginner's guide, because there's definitely more things we learned that don't seem to be covered or written down anywhere.
  10. The abstract of your first document states: "... from a technological strategy perspective, the PAK-FA renders all legacy US fighter aircraft, and the F-35 Lightning II Joint Strike Fighter, strategically irrelevant and non-viable after the PAK-FA achieves IOC in 2015." Another interesting quote: "The best illustration of how much more effective Russian systems development philosophy is, is that the development of the PAK-FA, with a projected budget in the order of US$10 Billion, was launched officially in 2002, concurrently with the launch of the F-35 Joint Strike Fighter program, yet the latter has experienced repeated delays in schedule, repeated problems with basic technology, and remains heavily laden with accumulated design risks as well as inordinately high and growing costs." Today, the PAK-FA has five functioning prototypes, and who knows if the new engine arrives this decade. Even with the overruns, there are ~175 F-35s built as of March 2016, operating with various levels of capability for a half dozen armed services. Costs per unit are also decreasing as planned, and crosses below $100M/each this year (supposedly). While documents such as that one may make for an interesting read, I am not sure how much weight I would put on such an analysis. Either way, best of luck to you.
  11. Out of curiosity, on what basis do you judge that your Sukhoi PAK FA information is 30% accurate? There's only 6 prototypes (1 damaged and being repaired) in the world, and the engines it will eventually get haven't even been built yet.
  12. Answers to Frequently Asked Questions: This mod will be free of charge, and you'll need to download it manually This mod is built with a Simple Flight Model (SFM) and Simple Systems Model (SSM). We have no SDK access, and we are not an official 3rd party developer. As a team, we have no current plans to become one. Individuals on this team may have their own future plans, and that is up to them to discuss or reveal as they choose. The cockpit will be fully clickable, and we intend to model every system we can, within the SSM limitation. We are modeling a late A-4E with the avionics hump. We have no plans to offer an A-4A/B/C/F or non-humped E. The base download will include a number of USMC and USN liveries. Plusnine will have a number of fictional A-4 liveries (mostly from other A-4 variants) ready-to-go as an additional download, from a mix of countries. We're modeling a number of period-accurate weapons to pair with the model. Those that require advanced guidance (e.g. Shrikes) or new engine capabilities (e.g. mines for anti-submarine warfare) will be visually accurate but with simplified/dumb behavior. Mission designers will need to create special triggers to have mines "work" in missions. Yes, we can spawn, land and takeoff from the in-game US carriers. Some of us are working on our own planes besides the A-4. Those efforts are separate and unrelated to the A-4E. Updates: Original Announcement (January 2016) (old thread) Introduction, early screenshots. February 2016 Update (old thread) First cockpit, first new ordnance, D-704 refueling pod early model March 2016 Update (old thread) LAU-10/A, first rocket employment, new gauges May 2016 Update (old thread) gauge integration, functioning spoilers, new liveries, first in-flight video demo June 2016 Update (old thread) working BORT numbers July 2016 Update (old thread) beginning of new weapon modeling August 2016 Update re-org, automated weapon release system (AWRS) demo September 2016 Update nothing to show, just refactoring October 2016 Update external lighting, radar, TACAN, and the navigation computer November 2016 Update minor updates, profile mode scribe line, unwrap continues, electrical plumbing December 2016 Update Merry Brrrrrrrrrtmas! AN-series bombs, Mk 4 HIPEG gun pods, CBU-2/A cluster dispenser, and more January 2017 Update You're In Control of the System! AFCS, APC, Sidewinder tones, kneeboard, comms menu, SFM improvements, engine modeling February 2017 Update Gyrovague moving up, cold start, gunsight calibration, cockpit photo, new spec maps for all original weapons March 2017 mini-Update Team still working, but nothing ready to show right now April 2017 mini-Update Still nothing new to show, brief video attached May 2017 Update Cockpit unwrap & texturing started, chaff dispenser, FM tuning, and bug fixes June 2017 Update Further cockpit and ordinance unwrap & texture, minor code and model fixes July 2017 Update Cluster bomblets unwrapped and animated, new multi-dispenser loadouts **July 2017 part 2 Included liveries August 2017 Update New fuel tanks, small modeling updates and fixes, VSI and g-meter September 2017 Update Partial PBR conversion & unwrap continues October 2017 Update Radar visual effects being tested November 2017 Update Debug and logging demo December 2017 Update Drop table testing & calibration January 2018 Update Initial cockpit lighting
  13. Hello, As you can probably tell by the post title, there has been an evolution in the development of the community-built A-4E mod for DCS. After considering our options, we (the core development team) are making several changes to our internal development model and team structure. Ultimately, our guiding principle is unaffected: To create a free-of-charge, community-developed aircraft mod for DCS. While most of our changes are behind the scenes, two items will be visible to the wider DCS player base: First, we’ve focused our efforts and communication among a smaller group, consisting of active contributors over the last 9 months. We are not trying to downplay the role of those who made small contributions early on, as they helped us get where we are today. We simply need more focus to finish, and being unable to count on people’s commitment was causing significant frustration among our active contributors. (Updated) As of 28 February 2017, our Community A-4E Core Team is: Farlander [Farlander, /u/FarlanderMiG]: 3D modeling Gos [gospadin, /u/gospadinperoda]: livery & code lead, research & coordination Jones [indiadamjones, /u/indiadamjones]: HoggitDev founder, 3D modeling, borts & lighting kryb [archimaede, /u/kryb]: 3D modeling & animation lead Merker6 [Merker, /u/Merker6]: cockpit and miscellaneous 3D modeling plusnine [plusnine, /u/callmepartario]: texture & weathering lead The above members are listed alphabetically, with ED forum name and reddit usernames in brackets. Second, while we still participate on the original “Hoggit Dev” discord channel, that channel is no longer our primary hub for day-to-day work tasking. We’re simply unable to absorb the “help” of a large distributed community without the inevitable inconsistencies causing technical issues. We’re still community developed, we’re just being developed by a smaller community. To that end, we’re going to refer to this effort as simply the “Community A-4E” for now, until such time as we come up with a name that better represents this specific group. There’s still a handful of other modeling efforts interacting on the Hoggit Dev discord (some of them have made their own forum posts, some have not), and we’ll certainly continue participating, but we don’t want there to be any misunderstandings related to asset access or expectations of future contributions. Once again, thanks to everyone who helped get us this far. We specifically want to (alphabetically) recognize previous and peripheral contributors: DrMarianus [DrMarianus, /u/DrMarianus]: 2016 team member gyrovague [gyrovague, /u/gyrovague]: coding lead for most of 2016 LevelPulse: early communication and research SilentEagle [/u/nolan778]: guru of all things DCS, and author of our first SFM engine table uboats [uboats]: mercenary coding (including our initial navigation system) Your efforts are appreciated, and we hope to include the usernames of all those who participated (whether writing a single line of code or modeling a single weapon) in a special spot once development is complete. If anyone has any questions, please feel free to contact any of the core team directly, or simply reply in this thread. Thank you, Community A-4E Core Team PS: Our August update will be out within 1-2 days as updates to this thread. We thought it made sense to not bury the above information in a monthly update post.
  14. They would approve them if he could prove he had the contacts required to achieve the realism standard expected with DCS.
  15. Side gunner will be player controllable. At that point, multicrew would make sense. To simulate longer missions, having a human navigator and radio operator in the right seat wouldn't be a bad idea either.
  16. gospadin

    Right click?

    The current "standard" (followed by everything except the A-10C) is: 2-position switch: either mouse toggles 3-position switch: right mouse moves up/right, left mouse moves down/left dial/knob: right mouse turns the dial clockwise, left mouse turns counter-clockwise If you see something different, report it in the bug forums. (The comments about what is standard were linked somewhere, but I cannot find it right now)
  17. It hasn't been shot down, to my knowledge. I believe BST is investigating. It was definitely not committed though. We *are* getting door gunners though: http://forums.eagle.ru/showpost.php?p=2847337&postcount=22
  18. Unfortunately I've been saying "a few days" for a few months now. I got kind of tired of chasing RAZBAM's illumination changes with their evolving model. Had everything except the L2 file ready to go, but never finished it. If folks can get by with the one posted above for a bit great, as i'm traveling this week, and maybe I can get to finish it out by next weekend, if RAZBAM hasn't released their own english cockpit by then. --gos
  19. Hi. I've got a weird issue in the model viewer that's been happening for 6 months now. Whenever I load a module, the view is black in some directions. I can modulate this by changing the time of day, but never make it quite go away. Additionally, whatever is showing up black, sometimes clips the model itself at certain angles, as if the front/back ordering is wrong. Dell laptop, 8GiB RAM, GTX 960M, Win10 home, latest nVidia driver. Happens even on very low poly models, so shouldn't be an issue with RAM. Any thoughts on how I might fix it? thx! --gos
  20. Glad I could help. Mi-8 is an awesome bird, tied for my favorite module.
  21. would be cool to get this fixed
  22. Version 6 posted, names the KTNX NDB to improve Ka-50 navigation. I missed this one in the last update, sorry. --gos
  23. one more thing turn off your wheel brakes and get used to the control input needed to keep the aircraft in a steady attitude and position while you increase collective with wheelbrakes on, you can't actually tell that the forces are not centered
  24. Posted update with version 5. Works around the BEACON_TYPE_AIRPORT_HOMER_WITH_MARKER bug where they don't work properly when not attached to airports, and name all beacons to improve ABRIS/nav integration on the Ka-50. Thanks Tarres! --gos
  25. Got your PM, and I understand your feedback now. Will integrate your suggestions tonight and re-release. --gos
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