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heclak

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Everything posted by heclak

  1. Thanks for the info. I will add that to the damage model test criteria.
  2. Some of the A-4E had a tv screen in place of the radar screen. I think the tv screen made both the walleye and radar available.
  3. Some of us have brought up the idea of working on the sounds. It’s some thing that a few of us are keen to get to working on but unfortunately I’m stuck on coding in new systems and bug fixes so it will be some time before I can get around that sounds. It might just be added a little at a time.
  4. Have you looked into reading the NATOPS manual? That’s actually the best resource. I haven’t added navigation into my guide but the NATOPs manual is where I go to get the best information. But do note that some parts of the module is still being refined and might not work exactly like the real aircraft. If you do come across a situation like that, let the dev team know and someone will try to update it.
  5. Your log shows errors with the Mirage F1 mod. Try removing that.
  6. You'll need to find the CLSID for the dual rack. If it doesn't exist then you will need to write custom code to create the dual racks yourself. That would be beyond what I can explain in a forum post.
  7. I think ED has been reorganising the way they used the saved game folders over time and maybe your install is just on legacy config. I have a recently installed copy of the OpenBeta and my Saved Games only has a DCS folder. No open beta. If you want to upload your dcs.log, I can look into it and see if it’s an A-4 related crash.
  8. Unfortunately radios are simply not possible at the moment in fully custom mods like the A-4E-C. Some mods are using FC3 avionics but this module is fully custom written systems. I’ve spent quite some time trying to find a way to get it to work with no success. I will revisit it occasionally to see if things changes. Ask for refuelling, that requires functioning radios. So due to the reasons above. That will not be possible as well. Sorry to disappoint.
  9. That's the weird thing. I've done some tests which doesn't seem to work that way. I've commented out all the parts in the damage table except for a part that isn't defined in the collision model. If the dependency is really there then I shouldn't be able to take any damage at all. So that is weird for me.
  10. Looking into the damage model now. Can those who have notice problems with it please let me know what were the situations you having problems with? I’m looking to build a list of situations to test the model with. So far I had no problems with a single hit from a SA-10 taking me out. Also fine with taking out an AI A-4 with a few gun rounds into the back of the engine.
  11. would someone be able to explain how damage modelling works in dcs and its relation to the collision model? I know about the Damage list in the aircraft.lua but is that linked to the collision.edm? How does DCS calculate the damage? Does it use the collision.edm to check which part was hit then deduct the hit points from the damage list till critical damage occurs? or is there some sort of debug mode in DCS or a function to extract the current damage of each part? So that we can modelling the appropriate system failures.
  12. Hi Basco, I'm sorry but I won't be able to answer that question. As I am just a recent contributor to the project and I've only started DCS modding recently, I can't and will not able to speak on the behalf of the fantastic original dev team who did all the hard work over the years. The project will still remain theirs and your question can and should only be answered by them. The future direction of the project is theirs to decide. I could answer the weapons system question because I am personally contributing my code on the weapon system to the project. Maybe someone like @Merker would be able to answer your question.
  13. Like most other things, it’s on the wish list but the CP-741 isn’t actively worked on right now. I’m just finishing up on, what seems to me, a fairly significant rework of the weapons system to bring up the fidelity of the it. So the weapons system is definitely getting some love. I am still looking at which component to tackle as my next big project. I do hope to get the LABS system, which includes the CP-741/A, working. But like all the systems everyone has been contributing, we will keep trying until we find out something is not possible due to the lack of access to the SDK. So there is no way of confirming if the LABS CP-741/A is possible till we’ve tried and find out at the same time as you.
  14. I think most of the changes are already out in the open. You can even download the dev build if you’re interested. This is unsupported and known to be incomplete of course. This is probably the most open development in DCS history. You can see the github for the code changes being made and you can even join the discord to see the developers discuss working on the module. It’s like you’re all in the same room.
  15. Nope. 1.03 is not out yet. But let’s say the change log is getting long and very exciting.
  16. Hi Jebus, Since an official mk77 will be coming with the Hornet, I think the best way would be wait for that and I’ll update the A-4 to use that. It will be a waste of resources to implement our own mk77 when ED is making an official one. I’m spending the time to work on fixing other parts of the A-4 right now.
  17. Unofficial Community A-4E-C Weapons Patch You can download the fix off the github page linked above for now. I just plan to fix more before giving it a version number. And Merry Christmas as well!
  18. Visibility fix for dual CBU is currently uploaded to Github if you want an urgent fix. I still want to add some polish before releasing it here. https://github.com/Merker6/community-a4e-c/issues/4#issuecomment-449851807 Changelog: Fixed visibility issue with dual CBU launchers. Corrected release position of bomblets from SUU-7 launcher to end of launcher tubes. Corrected visual representation of bomblets in tubes. Bomblets are now visible in all tubes when loaded and tubes will be empty when expended.
  19. As of Weapons patch v1.04. This patch has been integrated into the official release v1.02. I'll still be working on the patch following the updated module. Do let me know what needs working on and I'll try my best.
  20. I'll check if this is possible.
  21. That's something that really impressed me as I was researching more on the A-4E. The upgraded ones like the A-4SU could even carry GBUs and Mavs. If only it had AIM-120s. Then it would be the F/A-4. Haha.
  22. Yes. You can just overwrite the files. All my patches will include my earlier patches.
  23. It’s still going along with the real world only. No plans for any “Super weapons mod”
  24. The aim-9 changes are only in the cockpit/scripts/system folder. That’s the only file changed for the aim-9.
  25. I've posted a new version of the patch that fixes the behaviour of the master arm switch. The AIM-9 fix is an additional check for a state change of the master arm switch to trigger the check_sidewinder() function. This is to allow following the sidewinder procedure in A-4 tactical pocket guide. The procedure is as follows: FUNC SEL SW ................................ BOMBS & GM ARM STA SEL SW .................................. READY MASTER ARM SW ........................... ON TRIGGER/BOMB BTN ...................... DEPRESS Original code only checks for the state change of func sel and sta sel for triggering check_sidewinder. So the MASTER ARM SW cannot be the last in the sequence. I just uploaded the latest version of my patch which includes this fix.
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