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Stephan M

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About Stephan M

  • Birthday November 19

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  • Flight Simulators
    DCS World
    IL-2 Cliffs of Dover Blitz
  • Location
    France

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  1. Hi, thaks for your feedback, Here is the data : -Unmodded DCS harpoon entry is warheads["AGM_84A"] = antiship_penetrating_warhead(225.0, 343); -Unmodded DCS formula used wit harpoon is function antiship_penetrating_warhead(power, caliber) local res = {}; res.caliber = caliber; res.expl_mass = power*explosivePercent; res.mass = res.expl_mass; res.other_factors = {1, 1, 1}; res.obj_factors = {2, 1}; res.concrete_factors = {1, 1, 1}; res.cumulative_factor = 2.0; res.concrete_obj_factor = 2.0; res.cumulative_thickness = 0.0; calcPiercingMass(res) return res; end -Lets calculate the Unmodded DCS values : res.caliber = a caliber of 343 mm res.expl_mass = 225*0.4 = 90 game units of shockwave size res.mass = res.expl_mass = 90 game units of BASE explosion size and power res.other_factors = a hit on the ground will do 90 dammage, 90 camera shake, and 90 crater size. res.obj_factors = a hit on a vehicle will do 180 dammage and 90 camera shake res.concrete_factors = a hit on a building will do 90 dammage, 90 camera shake, and 90 crater size. res.cumulative_factor = dammage will be cumulative with up to 2 missiles landing at the same time on target res.concrete_obj_factor = damage on buildings is limited to 2 game units. res.cumulative_thickness = damage values for cumulative missiles on same target at the same time is unlimited. All in all with Unmodded DCS, 1 harpoon hit on a ship does 180 dammage. My only problem with that is that the 90 shockwave explosion comes from the warhead weight and not from the quantity of explosives (at the same time explosive quantity in warheads is not alwais available to the public, and there is various types of explosives... and that is out of the scope of a simulation like DCS... so all in all a very good simulation of the harpoon with a good formula, except that it is a little to good if used as an anti-troop "rocket"). Now to compare, in my mod : -Modded DCS harpoon entry is warheads["AGM_84A"] = S_accel_PenSteel_B_warhead(110.5, 221.0, 343); -- AGM-84A Harpoon; The quantity of explosives is empiric... I could'nt find the real value ! -Modded DCS formula used wit harpoon is function S_accel_PenSteel_B_warhead(xplosivkg,masskg,caliber) -- Improved Antiship and Anti-Tank missiles and huge rockets, UGM-109B (Tomahawk) -- By Stephan M local res = {}; res.caliber = caliber; res.expl_mass = 2.5*xplosivkg*multip_shockwave; res.mass = masskg*multip_base; res.other_factors = {0.2, 0.1, 0.2}; res.obj_factors = {1.6, 1.6}; res.concrete_factors = {1.2, 1.2, 0.6}; res.concrete_obj_factor = masskg*0.022; res.cumulative_factor = 0; res.cumulative_thickness = 0.0; calcPiercingMass(res) return res; end -Lets calculate the Modded DCS values : res.caliber = a caliber of 343 mm (same as unmodded) res.expl_mass = 2.5*110.5*1 = 276.3 game units of shockwave size (about 3x more) res.mass = 221*1 = 221 game units of BASE explosion size and power res.other_factors = a hit on the ground will do 44.2 dammage, 22.1 camera shake, and 44.2 crater size (about half). res.obj_factors = {1.6, 1.6};a hit on a vehicle will do 353.6 dammage and 353.6 camera shake (nearly twice). res.concrete_factors = {1.2, 1.2, 0.6};a hit on a building will do 265.2 dammage, 265.2 camera shake, and 132.6 crater size (nearly trice) res.concrete_obj_factor = 221*0.022=4.86 ; damage on buildings is limited to 4.86 game units.(more than twice) res.cumulative_factor = 0; dammage will not be cumulative with missiles landing at the same time on target (that is less) res.cumulative_thickness = 0.0; damage values for cumulative missiles on same target at the same time is unlimited (the same) With my mod, 1 harpoon hit on a ship does 353.6 dammage (nearly twice the 180 dammage of unmodded DCS).But when used as an anti-troop "rocket" (firing it on the ground near troops and unarmoured vehicles) it will do only half the dammage as the unmodded version. The unmodded harpoon if fired in tandem and the two missiles hitting at the same time, it does 360 dammage (with the mod it does'nt take that into account and stick with 353.6 dammage). If, when you tried the harpoon with my mod, it was less effective, it may be that the harpoon hit the water near the ship (in that case the modded version is only about half as effective dealing only 44.2 dammage in stead of 90) ?
  2. PLEASE HELP MAKE THIS MOD GREAT AGAIN Hi. I'm sorry to hear that. That is part of the joy / problems of modding. I can't check why it happens because I don't have the supercarrier module... Usually this mod doesn't work (and crashes DCS at startup) when there is an update (new warheads added) of the warheads.lua file (on startup there is a checkup of the file and calculations done, and if there is a missing entry in a lua file it crashes). The only occurence I have seen, with this mod, of the game behaving strangely, but not crashing on startup, is with the M-2000 beluga weapon. The lua file describing this weapon is not found in Scripts>Database>Weapons like all others, but in CoreMods>aircrafts>M-2000C>Weapons. If I mod it to have the beluga where it logically should be, it crashes on startup. If I mod the beluga in place, either it doesn't explode or either when the submunissions are spawned, it is random bombs used as the submunissions ! I have tried many things to correct the beluga, but I must confess that it is far beyond my extremely limitted programmation habilities ! I cannot check for the supercarrier because I don't have that module. I thought that because it was made by Eagle Dynamics and not by Razbam, there should be no problem. In the latest version of my mod, I had to update it because of new things added at the bottom of the warheads.lua file that I suspect ED put there because of the supercarrier. There is the G-7A (a torpedo... for some reason it's there twice ? An error ?), a LTF-5B (no idea what it is), and a RIM-7 (a shipborne missle to destroy anti-ship missiles). But if you're saying the game doesn't crashes on startup, but spawnes things strangely... it reminds me of the beluga problem. I sadly don't think I can correct this. :( If someone who like this mod has the ability to arrange the problem, or a good idea of what it is, PLEASE HELP MAKE THIS MOD GREAT AGAIN.
  3. Updated to 2.5.4.29585 Hi, I've updated the mod to the latest version. What caused and incompatibility was the new SAM missile : Mistral. Usually, if this Mod doesn't work anymore, is that something new has been added. Often, when something new is added, it's added at the end (not in this case) of the the catery where it belong. If I am too long to release an updated version of the Mod... it appens :music_whistling: feel free to update it yourself and post it in this forum. The file can be opened with a text editor. I've put a lot of explanations in the file itself to help people Mod it themself. Anyway, have fun !
  4. The way the C-8, C-13 and a lot of rockets worked, if I use an hypothetical warhead of 100 kg with 40 kg explosive : Unmodded : mass = 100, Explosion mass = 40, Dammage = 100 but the blast area is in most cases divided by 2. So compared to a lot of missiles they where at a serious disaventaged, compared to bombs, they where not as disaventaged. In the modded version, as nearly everithing else, an hypothetical warhead using a rocket formula will end with : masss = 100, Explosion mass = 100, Dammage = 100. The S-8 OPF2 was an ok all-rounder. The modded version is still a good all rounder but the explosion size is improved. The modded S-8 KOM as an older rocket, was weaker than the OPF2, also an all rounder (and it shouldn't have been an all rounder, as it is a shaped charge). It is now far better against vehicles (aproximatively the same as the OPF2), and very slightly better against buildings than it was (but not as good as the OPF2), and the improvement when it hit the ground is too marginal to be accounted for (it is very weak compared to the OPF2). The modded S-8 TsM is exactly the same organge smoke marker as it was. The modded S-13 OF is far weaker as it was against buildings, improved against unarmoured vehicles, and also improved a lot against the ground (it is a rocket with a shard warhead, sending splinters when it hits the ground). Like most antipersonnel warhead, I find them still a bit uderpowered in my mod. So any feedback is welcome. You didn't mentionned the S-5 KO. In the umodded version it didn't suffer the 2x area blast malus as the other rockets but was pretty innefective anyway. In the modded version, it uses the same formula as the S-8 KOM (but with different data) as they are both shaped charge. Even in the modded version I fond them pretty underpowered, but I didn't like the idea of "cheating" with the numbers to make it better. And an other thing about rockets. When you use weak rocket against an armored vehicle, as for example the S-5 KO, you should shoot more than one at the same time (either multiple from the same launcher or using multiple launchers). In unmodded DCS a maximum of 3, 4 or 5 is accounted for; but with this mod, it is up to 8 (it can be turned up to 10, but it uses more computed ressources). This way, even the underpowered S-5 KO, (with good aim and luck) can now destroy something like a T-55 (maybe even a tougher tank, but I have not tested). Anyway, have fun !
  5. Hi, Sorry... I don't really want to make comparisons to others people mods, some people spend a lot of time doing their best to try an improve DCS, and I don't want to criticise. But in essence, the drive to make this part of DCS better was the same. For the CBU-87... yes it is more effective, as most bombs are with this mod. With an incresed area of dammage if hitting on the ground for HE, but smaller for penetration or shaped sharge. They are only better at what they are intended. In fact, even unmodded, some weapons (for example the BetAB-500) where allready moddeled like that (but the BetAB-500 was quite well done). But there were quite some problems in this warheads file with the maths. If we take an hypothetical warhead with 100 kg weight and 40 kg explosive and use the unmodded formulas as they where : -with Mk-82 formula (simple warhead) : Mass = 40 ; ExplMass = 40 ; Dammage = 40 -with GBU-27 (no formula, explovive quantity used for all) : Mass = 40 ; ExplMass = 40 ; Dammage = 40 -with X-25ML formula : Mass = 100 ; ExplMass = 40 ; Dammage = 100 -with AIM-9M formula : Mass = 100 ; ExplMass = 100 ; Dammage = 100 -with AIM-120C formula : Mass = 170 ; ExplMass = 170 ; Dammage = 170 An other problem is the lack of data. In a lot of cases, the weight of the explosives are just the weight of the whole warhead divided by 2.5 (it is on spot for a lot of bombs, but not for everything) and it tends to gives a too big area of effect for some penetrating warhead. An other problem in the unmodded version is that, with a lot of weapons, it gives a blast as big wherever it hits (ground ; vehicle ; building) except for a few well moddeled warhead (like the BetAB). This means that unmodded, some shaped charge missiles are in a lot of cases as good as a fragmentation or shard warhead for hitting infantry...... So... With this mod, with also an hypothetical warhead of 100 kg weight and 40 kg explosive : -nearly all formulas makes : Mass = 100 ; ExplMass = 100 ; Dammage = 100 Explosive quantity is not anymore a division of mass by 2.5 There is a lot of use of multipliers for a hit against the ground ; vehicle ; building. ....Oh ! An also, standard bombs gives more dammage to buildings than before. You should try a Mk-84 or two agains a "Shelter" (that is an extremely tough building to destroy). Or a BetAB-500 (it didn't do the job in the unmodded version). And even your standard Mk-82 is pretty deadly when poured in numbers on a town from strategic bombers. CBU-87 is maybe a little bit better, CBU-97 is still as deadly. But for very little anti-personnel submunitions (OAB-2,5RT), even with the mod, they are still a bit weak maybe ? I'm good in maths, but not an expert on modern weapons, so I don't know. And I didn't want to make a formula that gives them an edge over other warheads. And A2A are still as deadly as they where, and SAM also (sadly... ). Anyway... enjoy. Any comment or critisism is welcome.
  6. I'm glad that is work fine again for you ! I hope you will enjoy this mod. PS : on your profile, it is written all DCS modules... awesome ! And FFB II... what is it ? A force feed back joystick ?
  7. This mod, as it is in it's last update, is compatible with DCS World Stable version and DCS World Open Beta up to 2.5.4.25729, and it is retrocompatible with older versions. Note that when you are playing with mods, it is always a good idea to make some backups. Or to make life more easy, use a program like OvGME, it is free, easy to use, makes backups of original files, makes it very quick to apply a mod or disable all mods before an update. :smartass: To fix your problem, I've put two files in attachements : DCS warheads original file (waterver version you are using, this is the latest yet, and it's retro-compatible). And DCS Warheads Cleanup MOD in it's latest update (the same as on the download page). Hope this will solve your problem. DCS Beta 2.5.4.25729_Warheads Cleanup Mod.zip Original Warhead File.zip
  8. Good idea. Here is the new thread : https://forums.eagle.ru/showthread.php?t=227900&highlight=Warheads+Cleanup+MOD
  9. Hi everyone. I have written a mod called DCS Warheads Cleanup MOD. :thumbup: Firstly a very quick description of main functions : Basically, it is a mod that, as it is, gives more REALISM to weapons. Weapons that are not optimized for one kind of target will be unable to destroy it (or at least not with ease). The new functions use MORE REAL DATA. There is NO MORE DOUBLE STANDARD between function (for example between A2A weapons and Bombs or rockets). It is also concieved to be modded easely by everyone, as it introduces MODIFIERS FOR QUICKLY MODIFYING DIFFERENT VARIABLES for all warhead It also comes with in depth description of concepts about what does what in the file. Full description and download link : https://www.digitalcombatsimulator.com/en/files/3302942/ I have opened this thread for : -feedback... are you happy with it as is. What are your favorite modifiers settings, have you some ideas to make it better (in the limits of the doable)... -bug report (and eventually any trick to make it resistant to crashes if there is an update with additionnal warheads in "warheads.lua")... -collecting additional real data about warheads... in file there is a number of warheads that have data that is estimated.
  10. Hi, I've written a MOD in the same vein... in fact I've completely written the "warheads.lua" file, with new formulas and more real data imput. And more... :thumbup: For everyone interested in this thread, you will probably be interested in this : https://www.digitalcombatsimulator.com/en/files/3302942/ Merry Christmas for all fellow DCS simers :holiday:
  11. Hello. Me too, the VAD knob doesn't work properly. Either with the mouse "clic and drag" or with the mouse wheel (both ways) the numbers can only be increased and the knob don't visually rotate as it should. It does it both for ρ (rho) or θ (theta) entries. And in θ the bearing needle doesn't represent the imput number as I suspect it obviously should. It's a pain to use the VAD :mad: In DCS World\Mods\aircraft\M-2000C\Cockpit\clickabledata.lua The end of the line about the "HSI VAD Selector" entry seems missing ? But I'm no good at programming so... I'm not shure. The type of button used for the VAD knob is : default_axis_cycle and the only other same type of button used in the M-2000C is : "Auxiliary Gunsight Deflection"... and I find it also bugged also (even if this entry doesn't seem to have the end missing). When I use the Auxilary gunsight with a click and drag, the gunsight deflection works for me, but with the mouse wheel (both ways), it only goes down !
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