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dcs76

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  1. Ok, I was able to get hold of the data with this simple script: local S = require('Serializer') local f = io.open('db.lua', 'w') local s = S.new(f) s:serialize_simple('db', db) f:close() I just loaded this script at the end of DCS/MissionEditor/MissionEditor.lua with dofile(<path_to_script>) As soon as I start DCS, the data is dumped into the file db.lua. It is 46 MB big at the moment. Now I can just extract the important parts of it and write the yaml/json files as before.
  2. Yes, sure. Like this: local imageMaterial = MakeMaterial(path, { 255, 255, 255, 255 }) local back = CreateElement "ceTexPoly" back.name = create_guid_string() back.material = imageMaterial back.init_pos = { x - 1, GetAspect() - y } back.vertices = { { 0, 0 }, { width, 0 }, { width, -height }, { 0, -height } } back.indices = { 0, 1, 2; 0, 2, 3 } back.tex_coords = texture_box(0, 0, 1, 1) back.h_clip_relation = h_clip_relations.COMPARE back.level = DEFAULT_LEVEL Add(back) This basically defines two triangles building a rectangle. The texture(material) of that rectangle is the picture loaded from "path". You need to define x, y, width and height to define where the rectangle/image should be drawn inside of the kneeboard page.
  3. It seems until before 2.7 update, there was a weapons and loadout database underneath Scripts/Database. Those lua scripts are gone now. Probably compiled into binaries? I did some extensive script loading foo and was able to get the loadout definitions of about 400 items. However, I also encountered references to additional 200 loadout definitions which I could not access. I wonder how modders/module developers are able to get a list of all available weapons now.
  4. Create lua file inside kneeboard folder. Call it 1.lua and it will show up as first kneeboard page. Now you can write lua stuff to output your text on the kneeboard page: dofile(LockOn_Options.common_script_path.."elements_defs.lua") local FONT = MakeFont({ used_DXUnicodeFontData = "font_dejavu_lgc_sans_condensed_17" }, { 0, 0, 0, 255 }) local txt = CreateElement "ceStringPoly" txt.value = "My text" txt.material = FONT txt.init_pos = { h_center, v_center } txt.alignment = "CenterCenter" txt.stringdefs = { 0.005, 0.0013, 0, 0 } txt.use_mipfilter = true txt.h_clip_relation = h_clip_relations.COMPARE txt.level = DEFAULT_LEVEL Add(txt) Define h_center and v_center with the position you want the text to appear on the kneeboard page.
  5. Instead of png files, you can add lua files to your kneeboard. That lua file can create a kneeboard page dynamically and update it anytime.
  6. I wrote a web based mission planning tool which does allow our squadron to create our packages, flights and missions. It also allows defining the loadout for each and every aircraft. When entering the multiplayer server, the pilots assigned to those flights/missions just use the F10 radio menu to configure the loadout which was predefined by the flight lead in the mission planning tool. They see the loadout to be set on their kneeboards automatically. For our mission planning tool, we originally used the DCS Mission Editor to look up any possible loadout config for each and every pylon of all the aircraft we are flying and manually put this config and aossicated paylout weight and drag in the web app config. This allowed mission planners to figure out a loadout dedicated to the planned mission. With DCS 2.7 the loadout config of a few aircraft changed - specifically the weights were updated across the board. I do not want to manually go through all the aircraft and loadout configs again in the ME, so I wondered if it is possible to extract that information somehow from DCS itself via a mod or by just using an external lua interpreter and load the weapon and loadout lua tables located within the DCS folders. I tried to hook into export.lua or the kneeboard lua scripting environment, but it seems I do not have access to all loadout configs and weapons of all aircraft. The best results I got so far where when I wrote a lua script importing (via dofile) all the lua scripts located at CoreMods\aircraft\AircraftWeaponPack. That gave me a lot of weapon info, payloads with their respective information (weight, image and such), and loading the lua files from the aircraft folders within the CoreMods/aircraft folder gave me the possible loadout configuration for each aircraft. The thing is. there are a lot of loadout configs missing in the loadout definitions which are referenced by the aircraft pylon tables. For instance, In the A-10C loadout config, the CLSID "BRU-42_3*BDU-33" is referenced, but it is nowhere to be found. I unsuccessfully searched all files for this or other CLSIDs which I have been unable to find in the AircraftWeaponPack. I did also search archives and binaries. Does anyone know, where I can find the missing loadout definitions? My guess is that I would need to write my own aircraft mod and have some lua hooks there which will give me access to all possible weapon/loadout definitions and I hope I will then be able to dump that data somehow, but I hoped for an easier solution.
  7. There is a pretty noticeable difference in the sound compared to for instance this GAU-8 Avanger test video here: https://youtu.be/33teK7L4DM4: It might be that the test in the video was firing the gun at it's maximum output speed which could explain this discrepancy.
  8. Well, I personally am not convinved of the in-cockpit GAU sound. It sounds like there are a lot less rounds exiting the cannon per second.
  9. At the moment it is Coolie SW UP SHORT to switch to HUD when HUD is not SOI and switch to HMD if HUD is not SOI. This is also what the Dash-1 from 2012 is describing. In Wags mentioned that this will change in the November update. Then we need to use Coolie SW DOWN SHORT to make HMD SOI. Was this change introduced in a later suite update for the aircraft in real life or is ED just "optimizing" the switchology for the player base? How will I be able to swap MFCDs in the future? This was usually the function of Coolie SW DOWN SHORT.
  10. @Notso Hm, interesting. Tbh I have only read A-10 related stuff which is mostly A/G work. There is this ominous AFTTP 3-3 Vol5 for (Royal Norwegian AF doc for F-16) on the internet which I don't know if it's real or fan fiction, but it describes more or less what you were stating.
  11. See https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-a-10c-ii-tank-killer/wishlist-aa/291293-a10-c_2-only-availably-for-country-usa
  12. Ja der Gedanke kam mir auch schon :-) Ich sollte dazu sagen, dass das Loadout nicht verändert wird. Eine Änderung von A-10C auf A-10C_2 ist kein Problem. Ich habe es ehrlich gesagt aber noch nicht versucht, z.B. die Harrier zu wählen und die Mission zu starten. Im schlimmsten Fall startet die Mission gar nicht. Im besten Fall hat es nur den Loadout drauf, der kompatibel ist oder es hat gar keinen Loadout. Wenn die Mission das Arifield so eingestellt hat, dass man da beliebig anderes Loadut bestücken kann, lässt sich das natürlich ändern.
  13. Ich habe jetzt eine dritte Möglichkeit gebaut. Ein kleines Hilfstool, was den Flugzeugtyp in einer Mission (egal ob DLC Kampagne oder frei) ganz einfach ersetzt und dies als eine neue Missionsdatei speichert. Hier das Tool: https://drive.google.com/file/d/1HDFGjXl52coPMl7NCAW_BqZiItQcnfNc/view?usp=sharing Benutzt wird es auf der Kommandozeile (cmd.exe) wie folgt: DCSMissionTweaker.exe <Missionsdatei.miz> /type <flugzeugtyp> Damit wird eine Neue Missionsdatei im gleichen Verzeichnis mit _tweaked.miz am Ende erzeugt, in welcher der Flugzeugtyp der Spieler-Unit und der Units in der gleichen Gruppe ersetzt sind. Der Flugzeugtyp der A10 II ist "A-10C_2" Eine ganze Kampagne kann man mit einem kleinen Batch Kommando so konvertieren: for /r %f in (*.miz) do DCSMissionTweaker.exe "%f" /type A-10C_2 Das konvertiert alle Dateien im aktuellen Verzeichnis.
  14. Das liegt daran, dass der AI Wingman noch als Aircrafttype "A-10C" drin stehen hat. Einfach ein paar Zeilen im mission File runtergehen und auch den Wingmen die Änderung im type verpassen. Dann zeigt es auch der ME korrekt an.
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