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Everything posted by archimaede
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Maybe later down the road, but it's not a priority.
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Of course, that wouldn't be a Skyraider without a trusty toilet bomb :)
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The A-4E will be available for free :smilewink:
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That's the end goal yes.
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Thanks for all your support ! Also, for those that wondered, yes, it will have one of these.
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Hello everyone. As some of you might know, I've been working on modding in DCS for a while now. I'm also a member of the hoggitDev team, with whom we're working on bringing the A-4E to DCS. You can check out our work here. I can also tell you that this month's update is going to be a big one! :thumbup: I'm happy to announce that I am now also working on a fully functionnal Douglas A-1H Skyraider. The A-1 Skyraider (originally named AD-1) is a prop driven, carrier based, attack aircraft. It's propelled by the 18 cylinder R3350 engine, the biggest piston engine ever mounted on a single engine aircraft. The Skyraider is fitted with 15 hardpoints to carry its payload. It could actually carry a bigger bomb load than a B-17! But its payload wasn't limited to bombs, it also included rocket pods, gun pods, cluster bomb dispensers, flare dispensers, nuclear bombs, fuel tanks, refuelling pods, etc... There was a saying that if something was used by the US Navy, it has been carried by a Skyraider at some point. The aircraft is also fitted with four 20mm cannons and a total of 800 rounds. With its impressive capability and its historical use, I think that the A-1 will fit perfectly within DCS, especially for the Korea and Vietnam wars era. This particullar model will be an A-1H (AD-6), which was build at 700+ units. It was used both by the US Navy, the USAF and the VNAF. I'm aiming for late 60s / early 70s avionics, which was roughly the period of the transition of the aircraft between the 3 listed corps. Features will include : -Highly detailled aircraft model, including both the exterior and interior of the aircraft. -Highly detailled damage model. -Highly detailled cockpit model. -Clickable 6 DOF cockpit and accurately simulated instruments and avionics. -Accurate flight model, including the flight behaviour of the aircraft and its R-3350-26WB engine. -Accurate weapon load. Textures are coming along nicely and should be ready soon. I'll post more once they're done. If you want to find out more about the aircraft, here's the wikipedia page. If you want to help me out in my project, please send me a PM. Note that this project is not related to HoggitDev in any way. HoggitDev is still fully dedicated to the A-4E.
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That's the million dollar question! :) There's "fire bombs" in DCS code but they don't seem to be working right now. We're looking for a workaround.
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Not level but I'll answer. Modelling is done using blueprints when available, and eyeballing when not, preferably using other known references as a base. The aircraft shape is not the hard part, there's a lot of data available with lots of info on it. The smaller details are harder to get because of the lack of references, but we make do.
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The "push stick forward" is for runway landing, to keep the aircraft from going back up because of its lift. Here's an example : https://youtu.be/df1J1WrXXtA?t=4m44s Indeed for carrier landing that's not really an issue since your whole speed is killed in a second.
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Thanks. We're still hard at work on the A-4E, however April has been uneventful for us and our work was mostly aimed towards code and animation, stuff that we can't really show you guys with pictures. We might make a mid month update to compensate for that or you'll just have to wait for the next monthly update. :smilewink:
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And it's a carrier based aircraft. Carrier landing are the roughest thing you can do to a landing gear, and as any carrier based aircraft, the A-4 didn't fall into pieces when hitting the deck, because it was its job to be a tough little aircraft. Also standard procedure it to push the stick as far as possible on touchdown to put the maximum weight on the nose gear. So yeah, the A-4's gear is not fragile.
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Yes we know, it's just the phrasing Level used that was weird. The message is still the same though : we won't do anything else than an upgraded A-4E, at least for now.
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The Blue Angels flew an A-4F variant called the Super Fox. It had a lot more visuals differences with the A-4E than just the bent probe and the lack of hump. Same for A/B/C used in the Falklands. What I'm saying is that removing the hump won't do a lot to fake other variants. If we want to do something nice, it would require a lot more work than just that. Not counting on the cockpit which would still be the same. So we'll see about including other variants.
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When you fire the cannons, the shells are not falling from the aircraft but appear out of nowhere. This is where they first appear :
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Yes, it's normal, the alignement is ~3 min on the 25T. The problem is that with a non aligned INS, half the modes of the HUD are still correct when none should be.
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When flying the SU 25T before the INS alignement is done, the HUD is still half correct. In all the navigation modes, it displays the correct heading : http://i.imgur.com/UcpTjn8.jpg In all the combat modes, the heading is (rightfully) wrong, and on the same heading than the backup compass: http://i.imgur.com/yGMUhRf.jpg Everything should be incorrect no ?
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Alright, I'm back with another issue. I'm creating a gun like this : function m60c(tbl) tbl.category = CAT_GUN_MOUNT tbl.name = "m60c" tbl.supply = { shells = {"7_62x51"}, --shells = {"M61_20_HE"}, --shells = {"M2_50_aero_AP","M20_50_aero_APIT"}, --mixes = {{1,2,2,1,2,2}}, -- count = 500, } if tbl.mixes then tbl.supply.mixes = tbl.mixes tbl.mixes = nil end tbl.gun = { max_burst_length = 500, rates = {600}, recoil_coeff = 0.01, barrels_count = 1, } if tbl.rates then tbl.gun.rates = tbl.rates tbl.rates = nil end tbl.ejector_pos = tbl.ejector_pos or {0, 0, 0} tbl.ejector_pos_connector = tbl.ejector_pos_connector or "Gun_point" tbl.ejector_dir = {-6, -2, 0} tbl.supply_position = tbl.supply_position or {0.121, -0.48, 0} tbl.aft_gun_mount = false tbl.effective_fire_distance = 1500 tbl.drop_cartridge = 205 tbl.muzzle_pos = tbl.muzzle_pos or {0,0,0} -- all position from connector tbl.muzzle_pos_connector = tbl.muzzle_pos_connector or "Gun_point" -- all position from connector tbl.azimuth_initial = tbl.azimuth_initial or 0 tbl.elevation_initial = tbl.elevation_initial or 0 if tbl.effects == nil then tbl.effects = {{ name = "FireEffect" , arg = tbl.effect_arg_number or 436 }, { name = "HeatEffectExt" , shot_heat = 7.823, barrel_k = 0.462 * 2.7, body_k = 0.462 * 14.3 }, { name = "SmokeEffect"}} end return declare_weapon(tbl) end It all works just fine, except for the recoil_coeff. Any time I fire, the recoil is so huge that it causes my aircraft to stall in a few rounds! I tried changing the value to something big, to something small, to something in between, it's always way too much recoil for the caliber. Do you guys have any ideas on how to fix that ?
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You'll need a lot more than that to add a new aircraft. You should check the Wunderluft example, it has everything you need for that. As for adding weapons, it's not supposed to do anything to missile_data. Everything should be internal to your new aircraft. Also, last time I checked, adding custom weapons to the F-15C while still using an F-15C cockpit made DCS crash, so there's that...
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Not sure if it's what you're asking for, but here's an example for airbrakes : In the command_defs.lua add your commands : PlaneAirBrake = 73, PlaneAirBrakeOn = 147, PlaneAirBrakeOff = 148, In systemname.lua add : local Airbrake = 73 -- This is the number of the command from command_defs local AirbrakeOn = 147 local AirbrakeOff = 148 dev:listen_command(Airbrake) dev:listen_command(AirbrakeOn) dev:listen_command(AirbrakeOff) Then further down, for the actual code : function SetCommand(command,value) if (command == Airbrake) then ....... elseif(command == AirbrakeOn) then ..... end end
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Flying online on the L-39C with solo flight ticked, F2 shows only the pilot and no one in the backseat, but only for the aircraft you fly. Others L-39 will have 2 pilots. Other players will see their aircraft having 1 pilot while the others have 2. Also after an emergency jettison of the rocket pods, other players confirmed they could still see them under my wings while my F2 view showed them jettisoned.
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I had an opaque square appear on the gunsight : (It happened in multiplayer if it's any help..) Here you can see the SU-27 hidden behind : Another screen :
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Just west of the runway :