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heclak

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Everything posted by heclak

  1. Just finished a rough model of the ACMI pod. I know there are some mistakes in the model but I'll leave that for another day. This was just a practice session to figure out my workflow again. Disclaimer: This is a render and not indicative of the actual look in the game engine. The game engine's lighting system is not this detailed but it is close.
  2. Thanks for the research. Just gathering the research and a few more bits of information and I'll begin work on it within the hour. I hope I don't run into trouble. I'll be streaming for the fun of it if you want to drop by. My twitch link is in my signature.
  3. There is no real function to it besides a visual model right? If someone is able to provide some quality photos and dimensions of it. I might be interested in modelling it in as an exercise tonight. Might probably stream it too.
  4. Did this happen right after updating to v1.3? This suggests an incorrect update process. Did you delete the entire A-4E-C folder before copying the new folder into the aircrafts folder? You can try doing that process again? It does not delete your current bindings. Do try restarting your computer to make sure DCS clears the temp files.
  5. Hi Cuervo, I’m contributing directly to the dev team for the A-4E module right now. Unfortunately the decision was made to not add sidewinders to pylons 1 and 5 as there is no documentation that the upgrade was done to the E model. It was mostly done for export models like the K and G models. If documents are found to show the pylons were upgraded for the E model then we will add them. This authenticity is done to maintain the quality and fairness of the module.
  6. Are doing an air start? There is a bug that ED caused in SFM where the physics of the nosewheel is broken when you do an airstart. Starting from the carrier or ground airbase should solve that problem for now. Until they decide to fix it. Look at this post. https://forums.eagle.ru/showpost.php?p=3841356&postcount=22
  7. I'm not sure about how the translations work. But I'll look into those bindings.
  8. I'll look into this. Mapping it to an axis is certainly possible. I'll make like the actual knob in the cockpit where there are dual bulbs. But I'll need to think and try out some stuff with keyboard bindings first. I certainly didn't think about turning off the hud when navigating. I'm just so used to seeing a hud.
  9. I'll look into this, looks like its a generic keybind leftover from the FC3 commands and it shouldn't have been there at all. I might consider removing it altogether as the A-4E HUD brightness will increase to a point where it will turn off. Is this keybind even useful/needed? I hardly ever change the HUD brightness.
  10. I forgot to mention that the drop interval is an axis for mapping as well.
  11. No problem. However, the visual ECM panel is based off the APR-25 which isn’t done. The function is currently based on the older APR-23 so the only thing you need is the APR-23 power switch and the volume knobs. That’s why the orange boxes. I’ll look into explaining those better. Still a work-in-progress.
  12. It depends on how the system was coded. It took a bit of time to figure out how I should do it but it was really straightforward after that. I made sure I figured it out as I know some people really need it. I would describe difficulty as 1.5 out of 5?
  13. Added some highly requested key bindings for the next patch. Please feel free to suggest key bindings that are missing or not working.
  14. There is no official manual for the A-4E-C. But being one of the coders for the module, that is as close/accurate as it gets. However, it is still a work-in-progress and I am writing it as I learn each system of the aircraft. You can use the actual NATOPS manual if you prefer an extremely detailed manual too. I am writing it based on the NATOPS manual.
  15. Added to the todo list. Should be a simple fix. Edit: Fixed for the next patch
  16. Sure, I'll fix the mouse binding for you. Thanks for bringing it to our attention. Edit: It's done. Scheduling it for the next patch.
  17. NOW AVAILABLE: Community A-4E-C Mod Thanks for the report. I'll look into that. The wing tips light is the same material/animation issue but I'll see if there are any bugs in the code as well. Edit: Vanishing left wingtip light was an init code error. Fixed for the next patch. The fuselage lights are a known missing element. It's on the todo list but we're having trouble finding out where would the light be pointing towards. That's why it wasn't added yet. More research is needed. The logic for the fuselage and wing tip lights is not an issue. It might be simplified for AI models though. We're currently finding new ways to do the external lights, there wasn't enough time to finish that in the previous patch. I'm actually streaming my bug fixing session now, do drop by if you are interested in talking about the bugs.
  18. I'm not sure about the new liveries. @plusnine would be the best person to answer that question. But I recall some talks about limiting liveries to not bloat the install size.
  19. Yes. It appears to be a bug. Probably a mix up in the material settings when exporting as it wasn't an issue before. I'll forward this to Merker to update. Thanks for the report.
  20. Thanks for the reminder. I forgot to write about the ECM panel. However, my information on the panel isn't complete in terms of operations. I'll see what I can dig up. But I'll write about what has been implemented.
  21. Which nose steering gear can be done in the Su-33? I just tried it and it didn't sink into the ground for me.
  22. Norbot, The issue about the raised nosewheel can be handled from our side of the code, no need for ED intervention. I've actually just fixed it on my copy now. Thank you for bringing it to our attention.
  23. There still seem to be part of the bug remaining which is specific to SFM aircraft. The physics of the nose wheel doesn't work if the speed is greater than 82 knots resulting in the nose wheel passing through the ground. The wheels also stop spinning which might indicate a physics engine issue. The conditions for this bug is: - mission started in the air - speed greater than 82 knots - SFM aircraft Once the speed falls below 82 knots, the SFM suddenly changes and the nose wheel starts reacting normally. The aircraft nose will rise from the ground and nose wheel will stay on the ground. This significantly affects the ability to land on a carrier due to the large stopping force of the carrier wires.
  24. Yea. We've noticed there is a bug in ED's physics system for SFM aircraft where the nose gear physics would sink through the ground if you do an air start. If you do not do an air start then the physics engine works fine.
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