

heclak
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Unofficial Community A-4E-C Weapons Patch
heclak replied to heclak's topic in Utility/Program Mods for DCS World
No worries. That’s precisely my point about combining edits. It gets messy quickly. -
Unofficial Community A-4E-C Weapons Patch
heclak replied to heclak's topic in Utility/Program Mods for DCS World
Is the community A-4E becoming an A-4F? Based on my research the A-4E only carries 2 sidewinders. I’ve only added weapons that were historically carried by the A-4E. I think that is the best way forward. Or else someone will start submitting GBUs and Mavericks on the A-4E as well. I’ll be strictly sticking to A-4E loadouts unless it officially changes. I don’t mean any disrespect and I appreciate your initiative to send Merker files which included my edit. I’m actually flattered someone wants to use my code. But from a code development POV, it’s actually better to only send in code that belong to you. It helps the recipient to know what edits were made by you. As the other person’s code might have already been added before you sent it in. Stacking code edits makes it very difficult to diff and merge the code. I personally do not send any code to Merker but rather just post here and give them permission to use my code if they wish to. It is best for them to combine what code they wish to use. I’m also making a number of updates so it makes no sense to send my code in. It could be outdated by tomorrow. -
Unofficial Community A-4E-C Weapons Patch
heclak replied to heclak's topic in Utility/Program Mods for DCS World
Thanks for the compliment. Are there more rockets missing? I thought I covered them all. Do let me know if there’s something that is missing or needs fixing. I’m currently working on fixing some issues with the sidewinders. And hopefully the AWRS. -
NOW AVAILABLE: Community A-4E-C Mod
heclak replied to Merker's topic in Utility/Program Mods for DCS World
The cockpit lighting is bugged at a much lower level. I've checked the animations in the EDM file, instrument lights and console lighting effects are not separated so there is no way of keeping it separate. As for the red and white floodlights, the code is a little bugged. It can be fixed but it won't match how the actual cockpit works so I didn't fix it. -
Unofficial Community A-4E-C Weapons Patch
heclak replied to heclak's topic in Utility/Program Mods for DCS World
Thanks for the comment. Already planning to work on some additional fixes to the weapon systems. -
Unofficial Community A-4E-C Weapons Patch
heclak replied to heclak's topic in Utility/Program Mods for DCS World
Reserved -
NOTE: Version 1.04 of this patch has been integrated into the official module so there is no current need for the patch. I'll be updating the files based on the latest version of the official release. This patch is focused to help tide things over while the A-4E-C team take their time with their official patches. There will be various fixes and additions focusing on the weapons system. I will be updating the changelog as I post new versions of the patch. Here's the patch for anyone who is interested in trying the additional LAU-3, LAU-10, and LAU-68 launchers to max out the number of rockets the A-4E-C can carry. This patch also fixes the muzzle position of the HIPEG gun pods which were firing from the pylons instead of the muzzle of the gun pods. Thanks to Merker for permission to post this patch and thanks to the A-4E-C team for making such a great mod. Feel free to use this code in the next patch if it meets your standard and if you wish to. I hope I can return the favour. Fast patch! So it appears I was blind and saw the triple launcher in the photo as a dual launcher. Now everyone gets triple launchers for the centerline! (As if we didn't have enough rockets) Do let me know if there is anything that I can add/fix in this community mod. Would like to give back as much as possible. ------------------- CHANGELOG -------------------- v1.04 Added check for change in master arm sw. Fixed bug where sidewinders will not armed when toggling master arm switch. NATOPS procedure can now be followed. v1.03 Fixed bug where AGM-45A Shrike could not be mounted on inboard stations (2 and 4) v1.02 Added single/dual/triple LAU-68 FFAR launchers Reworked display names of rocket launchers to match DCS naming conventions and for better sorting Dev Note: The entry labelled "LAU-68*3 -7 2.75' rockets MK5 (HE)" was already in the vanilla mod so I did not remove it. This uses the more modern Hydra 70 rockets. I've only added the FFAR which were historically accurate for the pre-1980s. v1.01 Added triple LAU-3 FFAR TER launchers for station 3 Added triple LAU-10 Zuni TER launchers for station 3 v1.0 Fixed muzzle position of the HIPEG gun pods Added dual LAU-3 FFAR TER launchers for stations 2, 3, and 4 Added dual LAU-10 Zuni TER launchers for stations 2, 3, and 4
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[A-4E Community Mod] - Guides And Tutorials Only
heclak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
I just added a page for the throttle in the same guide. I have no idea what the last button is for though. So if anyone knows please let me know. -
There are a few more comms messages that need to be completed. Off the TOP of my head, after the laser goes on, you’ll need to say you’ve spotted the laser and you’re in. JTAC will tell you that you’re cleared hot.
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Are you still helping out in the A-4E project? Would be great if it could be fixed. I haven't had the chance to read through all the code to find the right spot. I did notice a misspelt variable with regards to the lighting panel but the lighting first needs to be fixed in the EDM (console and inst lights do not have separate animations). Do let me know if you need the relevant documents for the AWRS. I found it in a specific version of the NATOPS guide.
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NOW AVAILABLE: Community A-4E-C Mod
heclak replied to Merker's topic in Utility/Program Mods for DCS World
Thanks for the publicity. Wheelyjoe's guide might be better for someone who wants all the information at once right now. I'm just documenting notes for myself as I go along with studying the manuals. I'll definitely be updating my notes as I go along but it won't be declared done for quite some time. Thanks for the nice comment! -
For the AWE-1 (AWRS), when dropping bombs or firing rockets in ripple mode, the quantity selector should limit the number of bombs released. For example: MODE = RIPPLE SINGLE QTY SEL = 4 DROP INTERVAL = 100ms Holding down the bomb release button should starting release bombs in singles with an interval of 100ms till 4 bombs are released. Currently, the QTY SEL only works for SALVO mode. For the sidewinders, following the tactical manual. The switch sequence should be FUNC SEL, STATION SEL, then MASTER ARM ON just before firing. If this sequence is followed in the mod, the sidewinders are not activated (no growling tone and fails to track). I think its the logic behind checking which weapons are selected which is bugged. (eg. checking only when FUNC SEL or STA SEL are changed)
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For me, the sidewinders have an arming sequence bug. NATOPS sequence is to FUNC SEL, STA SEL, then MASTER ARM ON. But if you follow the sequence the sidewinders will not go active. I think its just a state-checking sequence in the code that's off. Try flying with AFCS engaged. It makes a world of difference. It's basically an auto trim / fly-by-wire. Making a mod is always a dream for me. But I'm not sure if I have the skills and time to fully commit. My schedule comes and goes in bursts.
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That sounds amazing. Yea. It would be awesome if we could help the team to make their life easier in what little way we can. I actually dropped a message to Merker to see what are the thoughts of the team. Having a git repo would be awesome for bug tracking and tracking code changes. I’m not sure how much time I have to fix bugs (but I really want to try and fix the bug with the AWE-1 and sidewinders) since I’m also writing my own manual for the A-4E. The code fixes come from checking the code against the A-4E NATOPS manual while writing my guide.
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Nice to see someone else contributing fixes while the team takes a break. I just fixed the gunpod muzzle position. Will probably post it later today. By the way. You can just engage AFCS without HEADING SEL and ALT. It becomes a fly-by-wire style system. When you let go of the stick you get attitude hold and heading hold if you have a bank angle less than 5 degrees.
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[A-4E Community Mod] - Guides And Tutorials Only
heclak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
That could be possible too. But I’m not sure which forum to put it in. Any suggestions? -
[A-4E Community Mod] - Guides And Tutorials Only
heclak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
you don't need the radar for bombs. The A/G mode for the radar is for ranging purposes. The bombs are unguided. Bomb employment is similar to the F-5E -
[A-4E Community Mod] - Guides And Tutorials Only
heclak replied to Saab-FAN's topic in Utility/Program Mods for DCS World
I'm working on a sort of guide. Can't promise it will be to the quality of an official manual. https://docs.google.com/presentation/d/1cUH7jpAoGHm-IzUDnv_NDhiZlvX55Q9WvpgR1d9ksYY/edit?usp=sharing -
NOW AVAILABLE: Community A-4E-C Mod
heclak replied to Merker's topic in Utility/Program Mods for DCS World
Thanks for the great mod! Just a side note. Would it be possible to make the message box in the bug reporting form larger? Its a little difficult to see what was typed when making a bug report. -
Are you trying to do this with the JHMCS? You’ll need to look at the target and hold the cage/uncage hud button.
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Thanks for the nice comments. I’m just trying to do what I can.
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Hi everyone, it has been a busy week so I haven't been able to work on the app and mission. However, some of you might know about the release of CombatFlite which also allows for the analysis of ELINT data. The app also features mission planning capabilities that I have been building into my web app. In light of the release of CombatFlite, I highly encourage anyone trying out the mission to give it a try as it would allow you to fully experience the mission. I'll looking into how I can rework the webapp so as not to just provide the exact same features of CombatFlite. I'm taking suggestions from everyone.
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I've posted a new version of the mission on the first page. I noticed that I forgot to reset to a proper ramp start for the mission. Sorry about that. Was using a runway start for quick testing. That has been fixed. Radar detection is also improved at the suggestion of Rudel_chw. I still need to work on the AI fighter logic for the later part of the mission.
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Yup. This was one of the first things that I noticed as well but I haven't figure out the right way to fix this. I will add some SAM batteries to the Blue base but the idea way should be to call of the enemy fighters when you're out of range. Having SAMs only will cause them to be destroyed. My idea is the fighters act like a 'timer'. To make sure you plan for a fast ingress and egress. Loitering will cause the fighters to reach you and thats a bad idea for the Viggen. I'll try to fix this in the next version, I think I need to learn how to use triggers better. There's actually a trigger zone which is based on the max range of the EWR that you are suppose to destroy. But thats because I wasn't sure how to implement actual detection. I'll look into the script you linked. Thanks! Yes! The data cartridge was a recently added feature to autogenerate a flight plan. I've yet to try it out. But I don't think it identifies the unit type and its attacking one emitter per cartridge. The best case scenario for my mission would be if you can detect the EWR signature at your first recon flight, then you plan a route to hide from the other SAMs and strike only the EWR. But I know that is very difficult as getting a perfect picture is very difficult. Thanks for trying out the mission and giving such wonderful feedback! I'll work on the things you mentioned and I'll try to post a new version soon. I'm not just focusing on building one mission but rather to learn from this to build a new type of mission. Changing the target can generate great replay value.
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Unfortunately I can't export the map from DCS to put in the app. However, I know there is someone on the forums that is making a Caucasus vector map but hand so I might see if can use that when he is done with it. The issue is that dcs maps are slightly different from the real world, the terrain height maps are the same, just missing some features like buildings and streams.