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tombeckett2285

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Everything posted by tombeckett2285

  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. 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
  8. 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
  9. Of course, I was referencing a hypothetical UK operated version of the AJS variant ;) Sent from my iPhone using Tapatalk
  10. Hohoho, certainly does! Although, to be unnecessarily pedantic it would have been Thunderbolt GR1 (Ground Attack, Reconnaissance) :geek: Sent from my iPhone using Tapatalk
  11. 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!
  12. 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
  13. 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
  14. 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.
  15. I have also encountered this problem, I've found it to happen in two cases: a) If you declare the weapon shape multiple times for different variations in the same lua. Try using a temporary placeholder shape for other variations to see if this cures the problem, or b) set use_full_connector_position = false in the aircraft.lua.
  16. /OFFTOPIC AVIONICS GEEK ALERT/ The ARI 18216 Wideband Homer on the Buccaneer functioned much the same, except it was based on radar transmissions. When transmissions were detected a line illuminated on the CRT along the azimuth that the transmissions were being detected from, along with an audio alert. 12 Sqn retained these even after the introduction of conventional RWR equipment because of the superior range detection of the WBH equipment for anti-ship strikes. /OFFTOPIC ENDS/ ;) Looks great guys, a fantastic example in both customer service interaction and programming ingenuity. Look forward to testing the update! Sent from my iPhone using Tapatalk
  17. That sounds like a device in the turbine bypass duct to control the bypass ratio and maximise thrust at both low and high speeds. Sent from my iPhone using Tapatalk
  18. Well, I thought I'd give you guys a little update, just to let you know we are still here ;) As you all appreciate, this project consists of a very small team of guys who work in our spare time around jobs and families. Consequently, there can be long periods of seeming inactivity - however, things get done as and when they can. FLIGHT MODEL REDESIGN After the 'discovery' of some very interesting data, it was decided to completely re-write the flight model from scratch to produce a SFM that is faithful to the Buccaneer. This consisted of converting hand drawn graph plots into usable digital data, then using that to calculate the various parameters required by the DCS flight model. Frustratingly, all the data is in imperial units too which necessitated further work in converting into metric and double checking the output of the functions for consistency. This process is now almost complete, and preliminary testing is extremely promising indeed in terms of flight behaviours across the regime. We have not, at this time implemented any kind of 'fudge' to allow the Buccaneer to get off an Aircraft Carrier within the current confines of DCS World but it is something that can be integrated fairly easily. Testing will continue to assess fuel burn and aerodynamic behaviours at the corners of the flight regime, although the main focus will be on behaviour within the normal flight parameters. 3D MODEL The 3D model is being rebuilt from scratch too, and when we have something to show on this front be assured we'll let you know! SYSTEMS The system design document is completed in it's first draft and is being constantly re-assessed and tweaked where necessary. However, uniquely coded and modelled systems are still a fair way off at this moment in time. Currently, the FC3 Su-25A cockpit and systems are being used for testing purposes for a number of reasons - primarily, the 3D custom cockpit that was imported from another simulator had such a large number of animations issues it was impossible to fly the aircraft properly from within the cockpit. The time that would have to be spent on correcting these will, in our opinion be better sunk into producing a new, DCS native custom cockpit. The Su-25A feels the best fit as it is from an aircraft of similar vintage, with a similarly rudimentary targeting system and a similar avionics capability. There are a number of custom weapons modelled at the moment, but the 3D models are still under development and placeholder shapes are being used to test performance. So, we are still here - and still beavering away! As ever, if you can contribute in terms of modelling or coding, please do drop me a PM! Just as another teaser for you guys, here's an image from some flight testing I did over the weekend... Until next time, stay Faster, Lower, Longer ;)
  19. Happy to stand corrected in the minefield of intellectual property and copyright, I'm not a law expert. Sent from my iPhone using Tapatalk
  20. I may be totally wrong, but you only need a license if you use any part of the copyrighted names or if a particular design shape has rights reserved (the 747 for example is such a shape). The shape of the Mirage is recognisable but not entirely unique amongst military aircraft, and I notice nowhere do Razbam use the Mirage name - it's always M2000C which may squeeze through a loophole. Besides, think of the huge amount of software produced for FSX that more than likely is not licensed by the manufacturers - I don't see them being pursued and shut down. Sent from my iPhone using Tapatalk
  21. For information only, the Buccaneer (in long toss mode) had a minimum ground speed during attacks of 510 knots (preferably 560kts), and pulled up at 7 degrees per second which was approximately 4G. Sent from my iPhone using Tapatalk
  22. Buccaneer by the BANA Project Yes, we're still here. The uncovering of some new, detailed and very interesting technical data has led to the decision to undertake a complete, wholesale rewrite of the flight model and systems - it's a big learning curve, any developer will tell you that! Enthusiasm however is definitely still driving things along - could still really do with a big chunk of help with regards to 3D modelling though! If anybody at all can assist with that, please drop me a PM. Sent from my iPhone using Tapatalk
  23. Modellers and texturers mainly. All other things well covered at the moment, always subject to change though.... Sent from my iPhone using Tapatalk
  24. Yes, it has been thoroughly considered and isn't finalised yet but we've broadly got it mapped out. Sent from my iPhone using Tapatalk
  25. Buccaneer by the BANA Project If only we knew someone planning to make one ;) Sent from my iPhone using Tapatalk
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