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heclak

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Everything posted by heclak

  1. The MB-339 is using a different type of flight model (EFM) which works differently. We are limited by the things that we can do on SFM. SFM is really the work of ED so you'll need to ask them to do the fixes for the simulation instead.
  2. I'm working on packaging up the next version of the A-4E so that it can be released for beta and release. I'm doing these on my twitch stream so you can drop by if you have any questions. https://twitch.tv/heclak
  3. Refuelling pod will not work because that functionality has not been implemented in the main sim yet. Once that function is part of the sim then we can take a look at it again.
  4. Unfortunately, the problem isn't with the A-4E but with the F-14 in that case. Not all modules (yes, official third party modules too) implemented their GUI code and assets correctly. So if you are using certain themes (I know the A-4E and Hornet are implemented correctly) then it will serve as the default image as well. If the 3rd party developers correct their image naming then it will fix the issue with their missions. In the mean time, you can just use another main menu theme or delete the briefing-map-default file and that should remove the A-4E image. However, if you have the Hornet, there is a good chance the Hornet image will override the F-14 image too.
  5. Hi, Sorry for the lack of updates. All our work is done in the dev branch. The master branch is only updated when we do an official release. https://github.com/heclak/community-a4e-c/tree/develop
  6. How are we suppose to get the files? Does that mean that the EDM exporter is no longer for use unless you have a third party contract with ED?
  7. There was a post I wrote a few days ago listing the changelogs and issue tracker. You can start there. Community A-4E-C https://r.tapatalk.com/shareLink/topic?share_fid=74365&share_tid=242076&share_pid=4188644&url=https%3A%2F%2Fforums%2Eeagle%2Eru%2Fshowthread%2Ephp%3Fp%3D4188644&share_type=t&link_source=app
  8. Sorry. I just confirmed that this is a bug from the last public release version. I’ve fixed it in our dev branch for the next release.
  9. I'll need to look into this as I'm not sure how possible it would be. I wouldn't even know what to name that control. :lol: There's no steering engage/disengage or hi-gain steering for the module at the moment. Nose wheel steering is always on. It's probably an erroneous keybind that's leftover. If that's true then you can file a bug report so we can remove it.
  10. Sorry. I didn't notice the messages. I've replied to your message.
  11. Community A-4E-C Development Changelog and Issue Tracker Hi everyone, just posting this since I’ve been asked if the A-4E-C is still getting updates and what is coming in the next update. As part of keeping our development process open, the issue tracker and development branch are public on Github. Here are some useful links to get updates. Dev-Branch Changelog: https://github.com/heclak/community-a4e-c/blob/develop/CHANGELOG.md Issue tracker: https://github.com/heclak/community-a4e-c/issues Discord: https://discord.gg/tQZbkTQ There's a fair amount of changes that have accumulated since the last patch but we've yet to release an official patch yet. I had some issues with my personal schedule so I wasn’t able to commit as much time to the project. We’re trying to finish the last bits of work and we'll push out an update soon. Thank you to everyone for your patience. As per our usual development and testing process, here’s how the upcoming testing/release process goes: continuous testing goes on throughout the development cycle. once an upcoming patch is decided upon, the feature set is frozen and a beta build is created. Any new feature goes into the dev branch for future patches. Testers will focus on just testing this beta build and bug squashing is the focus. once the testers give the all-clear, we’ll package the files for a public release. Of course, this doesn’t mean that everything is bug-free. Due to everything being volunteer work, we haven’t been able to flesh out our testing process with testing scripts for everything. And the availability of our testers may vary so the duration of our beta phase may vary too. While our feature set is pretty much set for the next patch, there’s still time for some last-minute keybinds requests or minor fixes. So please give your feedback or file an issue in the issue tracker so we can try and squeeze it into the upcoming patch. It’s hard to say how long the following patch takes after this upcoming patch. We hope you’ve enjoyed the A-4E-C module as much as we have. Thank you for your support.
  12. You can check the latest changelog of the unreleased version here. https://github.com/heclak/community-a4e-c/blob/develop/CHANGELOG.md There's a fair amount of changes that have accumulated since the last update but we've yet to release an official patch yet. Just trying to finish the last bits of work and we'll push out an update soon.
  13. This exactly. The counters are manually operated and have no clue of how many countermeasures are actually loaded.
  14. Well. I only got my FFB2 about two years ago and I really like it. I would love to get the AFCS working with it but it is a rather significant rewrite of the AFCS so I'm not sure if it would happen anytime soon. Definitely not for the upcoming patch.
  15. Hi Bozon, Thank you for your compliments. The team really appreciates it. Unfortunately, there are several Lua functions in the DCS base code that no longer functions correctly when an FFB2 is connected. This bug wasn't noticed as the A-4E-C dev team probably wasn't testing with an FFB2. I do have an FFB2 and I've already patched the aileron trim function in our latest dev branch. However, fixing the AFCS to work with the FFB2 will require a more significant rewrite of the AFCS code and I'm not sure when will I have the time to tackle that. The aileron trim fix will be included in the next patch if it clears the tester group. You can take a look at the issue tracker for more information. https://github.com/heclak/community-a4e-c/issues/137
  16. This specific model does not have the avionics suite to employ the walleye. So I don’t think it should be able to carry it too. Doing so would probably confuse a lot of people too. The walleye capable Skyhawks had a tv monitor instead of a radar scope (which is the one we modelled). Also the lack of SDK wouldn’t allow us to code for the walleye guidance system too. So it would never be functional with the A-4E-C module.
  17. This specific variant of the A-4E that has been modelled does not have ability to carry the walleye.
  18. Hi Bignewy, I've made a video explaining the bug instead as I'm not sure how a mission track would help troubleshoot a bug with the output of a Lua function. I've included the mission track file from the video in case it really is useful. Mission Track File Mission File The relevant Lua code is here: local sensor_data = get_base_data() -- round altitude to two decimal places baroAltitude_meter = math.floor(sensor_data.getBarometricAltitude()*100) / 100 baroAltitude_feet = math.floor(sensor_data.getBarometricAltitude()*3.28084*100) / 100 print_message_to_user("Output of getBarometricAltitude() " ..baroAltitude_meter.." meters " ..baroAltitude_feet.." feet" ) I've included a modified Lua file with the above function for the A-4E if it makes things more convenient for your programmers. Replacing this file in the A-4E would output the function values. Or the code above could be paste into the update() loop of a Lua device. Modified avionics.lua file for A-4E-C (Cockpit/Scripts/Systems/avionics.lua
  19. The option is found from the Main Menu -> Options -> Gameplay -> Hide Control Stick. There's no individual toggle for the A-10C.
  20. That is a matter of technique. This was mentioned in various documents (NATOPS, etc) For snake eyes, the release interval needs to be higher. You also need to have positive G no less than 1.0. If you get blown up, you’re basically flying into you own bombs. The interval also needs to be significantly higher if you are releasing from one pylon only (eg. center only). If you alternate pylon (left then right wing) then the interval doesn’t need to be as high.
  21. Unfortunately I don’t own the Nevada map so it will be quite hard for me to try and troubleshoot issues on that map. Someone else would need to try and debug issues with that map instead. I do know that there are some weird things happening on the Nevada map.
  22. Hi everyone, I’ll be doing a development stream in 20 mins time. Approximately 0200GMT. Do drop by if you want, I’ll be working on the navigation system and other updates. Feel free to just chat or ask questions. I can talk about modding and show how the code works too. https://twitch.tv/heclak
  23. Wrapping up on some new lighting for the A-4E. The AI model has been upgraded to use argument-based lights instead of the older default lights. This means the AI and player models will have the same lighting effects. (The AI model can't replicate the rotary beacons so those will be flashing instead). I'm waiting for the testers to find some bugs and I'll try to wrap up a few more code branches in the meantime.
  24. Unfortunately I don’t have the free time to finish an EFM. There are a few people who have expressed interest in working on an EFM for it but they are still researching it on their own. Without the SDK, we don’t know what other surprises there are with using an EFM. I do expect some current features to no longer be possible with an EFM so I can’t really invest the time right now. I welcome anyone to look at the code and give it a try though. More coders are always welcomed.
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