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dolfo

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Everything posted by dolfo

  1. I was under the impression 'invisible' affects the AI but is still visible to the client?
  2. Looks rather simple to me. If no indication it should be required then why go that way? Might as well tie it to a bleed air switch position or nav lights... Same for the F-5E AIM-9 tone, but I digress... Thanks for trying to improve things.
  3. Can you provide any information that clearly states master arm is required?
  4. This. So I did plot the FA-18's fuel flow curve vs the F-16's one. In-game DCS data. Not saying what is right and what is wrong, but the DCS FA-18C's fuel flow plot seems to flatten earlier than the DCS F-16CM's fuel flow plot.
  5. Same, different file. file: D:\DCS World OpenBeta\Mods\aircraft\AJS37\bin\AJS37-Avionics.dll
  6. You want 'uncontrolled', not late activation. Push the task 'start' when you want them to activate.
  7. I think 2.78 is the latest supported version.
  8. IIRC the moving zone is cylindrical and banks with the aircraft it is centred on. So if it points the lift vector at someone that someone will be in the moving zone.
  9. It worked. I am just using a test texture at the moment, so can not comment on lighting. There is some flickering but it might just be the very crude models I experiment with.
  10. I did not use a LODS file. One mesh as renderable, duplicated the object and made the new mesh the collision shell. So, two meshes in a single file, one is renderable other is the collision.
  11. Thanks. Those .LODS look like what I had. Seems I am messing-up the blender-fu. EDIT: Silly me. It is not two files. One mesh for render, another for collision shell. Same model.
  12. Thanks, I did get that far and my question was not clear enough. Being Renderable/collision shell an either/or situation I end with two separate files. From the Beginners Guide to DCSW Aircraft Modelling pg64 I get that a .LODS file might be in need, or somewhere to type "collision_shell="AircraftNameCOLLISION.edm". This I can not make work.
  13. That new plugin did the trick, thanks! Anyone: any insight on how to make a collision shell for a static object?
  14. I am using 2.78. Replicating the steps in the cube export video I can get the edm export without any error messages. When I try to open the edm file in the modelviewer I get the following message: 20.8570 ERROR NGMODEL The following exception was caught: Wrong version of model file.. During loading of: //models/cube1611.edm. Have any other users experienced this or could any user point possible causes and ways to fix? Thanks. (Yes, unofficial, unsupported.)
  15. Maybe the Tropopause was higher than usual that day then?
  16. Not trying to harass you or anything, but https://en.wikipedia.org/wiki/International_Standard_Atmosphere https://en.wikipedia.org/wiki/Standard_day http://dictionary.dauntless-soft.com/definitions/groundschoolfaa/Standard+Day+Conditions Standard Day Conditions Conditions that have been decided upon by the ICAO for comparing all aircraft and engine performance. The most basic standard day conditions are: temperature, 15 °C or 52 °F; altitude, mean sea level; pressure, 29.92 inches of mercury. source: FAA Aviation Maintenance Technician Powerplant Handbook (FAA-H-8083-32) As to the use of FPM vs gun cross: if you match the FPM at the expense of an increased pitch, thus increased AOA you are not comparing similar conditions (more drag). And I suspect the higher pitch rate contributed significantly to your increased AOA. Experiments like this are imperfect, best to get a significant number of them and see what you can learn. I do applaud the initiative and persistence. Have fun!
  17. Nice investigative initiative. Not here to accuse or defend the Flight Model, but take a look at your video, starting at time 1:10. You seem to pull a little harder than the reference video in the final part of the zoom, giving away a bit of energy. Also you pull to a pitch considerably higher than that of the reference video (look at the gun cross, not FPM). Coincidentally or not, that is when your speed starts to drop quicker than the reference. Maybe try a few more times, taking extra care not to give away too much energy from pitch 5 to 10, and try and keep the gun cross closer to the 10 degree pitch line as in the video?
  18. This is how the first part of the \Saved Games\DCS.openbeta\Mods\tech\WWII MarstonMat\Database\db_FARP_objects.lua looks like to me: file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", --positioning = f.positioning or "BYNORMAL" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} positioning = "BYNORMAL"
  19. The file is: db_FARP_objects.lua the original line was: positioning = f.positioning or "BYNORMAL" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} I added the -- in fron of it so now it is: --positioning = f.positioning or "BYNORMAL" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} then I added the following in a new line: positioning = "BYNORMAL" The same result could be achieved by just deleting the "f.positioning or" bit, but this way it is easier to reverse if unhappy with results.
  20. So I was trying this nice mod and encountered the floating pad problem. (Thanks by the awesome mod by the way!) Not really understanding how stuff works I started messing around and found something in the db_FARP_objects.lua Not knowing what f.positioning is or does, I commented out the line --positioning = f.positioning or "BYNORMAL" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} and added positioning = "BYNORMAL" Now the pads are always flat on the ground. I suggest those that have the floating pad issue give it a try.
  21. dolfo

    Touch and Go

    Not adding to the discussion, just a nice video:
  22. Just got the tracking number. Seems it will arrive before Christmas!
  23. Of course trim does not change full aft stick position. That is not the point. The point is what you mentioned after, touchdown speed. So, trim on-speed. If you come in fast the nose drop will be more noticeable. It is much easier to keep the nose up if you are trimmed on-speed. Curious why you insist the centerline tank brings the CG aft? Is the game bugged in that respect?
  24. Did you trim on speed?
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