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tombeckett2285

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  1. Really enjoying these missions after being away from DCS for a long time, just a couple of questions/suggestions: - Is it possible within the trigger scripting within mission editor (or the mission editor itself) to allow the inclusion or exclusion of certain vehicles? For example, If I wanted a 1970's scenario and only wanted T-55 and/or T-72's, or BM-21 Grad Launchers to spawn amongst groups, could I do that? Or, if I wanted Roland SAM's on the red coalition, could this be done? - Would it be possible to introduce a new spawn group, 'Armoured Column'? Basically a spawn of 5-10 vehicles in column formation transiting between two destinations, with or without air defence? Thanks again for your tremendous work, hugely appreciated!
  2. Mission 2: DCS crash immediately after Colt 1 diverts to WPT4 to relieve the AWACS. Log attached, track file too big to attach. dcs.20180614-210103.log.txt
  3. For some reason, ED use a power multiplier of 0.4 in the warhead lua file which means bombs are entirely ineffective compared to real life. Simply changing the multiplier to 1.0 offers a much more realistic blast radius for all non precision ordnance. Sent from my iPhone using Tapatalk
  4. Still here guys :) We've all been extremely busy with real life the past few months so progress has been grindingly slow. The SFM is pretty much complete for all normal flight parameters and the spec document has been updated in line with continued research. We are only a very small team and so don't have the resources or knowledge of other projects (like the hugely impressive A-4) but this is definitely a labour of love and we'll keep going until we've got something for you guys to play with. Any assistance that can be provided in terms of lua coding or modelling is very much appreciated :) PM's always open! Sent from my iPhone using Tapatalk
  5. Make sure you have Notepad++ installed. Navigate to Eagle Dynamics\DCS World\Scripts\Database\Weapons Open the warheads.lua file using Notepad++. At the top of the file on line 22 there is a statement local explosivePercent = 0.4 Simply change the 0.4 to 1.0, then save the file. You may have to relaunch Notepad++ in administrator mode if your install is in the C:\Program Files directory.
  6. Hi guys, Appreciate all the hard work you are putting in, however the ineffectiveness of most bombs detracts somewhat from the realism of the simulator. I've done some pretty extensive testing within the sim with regards to documented lethal blast radius and damage effectiveness and have concluded that simply changing the explosivePercent parameter to 1.0 within the warheads lua provides a far more realistic blast effect on ground targets. Is there any chance this simple change could be rolled out across all versions of the sim? Sent from my iPhone using Tapatalk
  7. Hi guys, Just a quick bug I encountered last night - during the 'Ground Attack' mission I loaded rocket pods, gun pod and 2 x Sidewinders. I used some rockets, then disabled the pylons and switched to Sidewinders to shoot down a heli. One of them did the trick, so I switched the pylons back on - however, the Sidewinder search tone remained on constantly even though rockets were selected and firing with use of the weapon release control. No amount of pylon switching or weapon firing made it stop. I might add, I didn't try firing the remaining Sidewinder to see if that cured it, but shouldn't switching the pylons back on stop the tone? Cheers, Tom
  8. You're either too high, too slow or a combination of both. I didn't see the CCIP symbology until I was level at 90m and Mach 0.89. Sent from my iPhone using Tapatalk
  9. Can confirm the twist rudder issue, I use a Thrustmaster Hotas-X. Also, the weapon select and spacing controls are unreadable if textures are set to 'medium' or below. Sent from my iPhone using Tapatalk
  10. Of course, I was referencing a hypothetical UK operated version of the AJS variant ;) Sent from my iPhone using Tapatalk
  11. Hohoho, certainly does! Although, to be unnecessarily pedantic it would have been Thunderbolt GR1 (Ground Attack, Reconnaissance) :geek: Sent from my iPhone using Tapatalk
  12. This is what I'm talking about.....8) It'd be REAL nice in the standard 80's RAF Camo scheme of wraparound Dark Sea Grey and Dark Green. An 80's SAAF colourscheme would be nice too, Dark Sea Grey with PRU Blue :music_whistling: Certainly looking forward to Friday!
  13. Excellent! We've all been there - I once spent an entire day (8hrs) trying to figure out why my ME kept crashing with a mod - it was because of a lower case C instead of a capital in one of the lua parameters. That's how sensitive this program is to syntax, plus errors like this aren't in the log files so it's simply trial and error at times. Sent from my iPhone using Tapatalk
  14. I'm not at my development PC until tomorrow, that being said I can see a comma after the first shape_table_data section that doesn't need to be there. It should be shape_table_data ={{}}, you have ={{},}, Besides that, I can't test anything until tomorrow at the earliest for you. Sent from my iPhone using Tapatalk
  15. Pods and fuel tanks are declared without the weapon parameter section, for example: declare_loadout({ category = CAT_PODS, CLSID = "{ANALQ101}", attribute = { 4, 15, 45, WSTYPE_PLACEHOLDER }, Picture = "ALQ184.png", displayName = _("AN/ALQ-101 ECM Pod"), Weight = 242.176, Cx_pil = 0.000244140625, shape_table_data = { { name = "ANALQ101", file = "alq_119", life = 1, fire = {0, 1}, username = "alq_119", index = WSTYPE_PLACEHOLDER } }, Elements = { { ShapeName = "alq_119" } } }) The attribute parameters are obtained from the wsTypes.lua file and are categorised into three levels plus the WSTYPE_PLACEHOLDER which generates a value for the 4th level.
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