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Everything posted by nibbylot
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To remove the weapon platform in mission editor, select 'Remove Pylon' in the "Plank" slot I kept it in normal coordinate system in the aeroData and aero header files, then swap it to DCS coordinate system in the motion header file in the function updateAeroForces()
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Yes there are certainly shortcomings in the FM. If you can pinpoint the exact flight conditions during said erratic behavior I can try to tune that out. But as the FM can be complex I need to know the aircraft's heading into the wind, rotational states, moments, etc. that this happens.
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I am trying to take everyone's feedback and improve upon this as it seems to be getting more attention lately. There's still a lot more that needs to be done. I am going to try and focus on proper engine modelling (N2 rpm, NR rpm, torque) next. Version 0.3 now available, change log: - Added GAU-19 .50 cal gattling gun - Added basic Force Feedback support - Added option to remove weapon platform - Added trim controls - Added controls indicator - M134 minigun now drops spent shells EFM: - labeled data tables so they are easier to understand their affect on the FM - reduced rotational instability during straight and level flight
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Thanks for the input guys, here's a patch to fix the throttle bug and adds an axis for the throttle: https://drive.google.com/file/d/1diOAuKyncwGkvqk99rM9qJM-dEqH5MWJ/view?usp=sharing Also note that the throttle is clickable on the collective.
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I've uploaded a new version to the original post. Most of the changes were moving systems from lua to EFM but I've also decreased the pitch force when at high speed. Changelog: 0.2 16 June 2020 - Added M880 digital clock display - Removed some unused key commands + fixed missing view commands for joystick - Moved engine and electric system from lua to EFM to provide better working example - Reduced pitch back at high speed - Cleaned up source code and reorganized - Updated DCS API (wHumanCustomPhysicsAPI) with newest version There is someone who is currently in the process of texturing the external but no time frame on when that could be done.
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Yes I have the full flight manual which might not be enough information for an official module, but it is enough for a mod.
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Hey guys I appreciate the support, but as I've posted before I am not actively working on this mod anymore. I am more skilled in the code side of things so I have chosen to work on projects in which others do the 3d modeling and texturing. Maybe some day I'll get back to the Tigershark and learn better texturing techniques or someone will help me but for now I don't work on it very often.
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The images must also have the same name as the existing slides. So all of your images need to be VNAORR_Slide_#.tga
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No video but you can use your own custom slides for briefings.
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It will be the C model cockpit. It will use an EFM so that basic multicrew can be used (however nothing syncs). It has a clickable cockpit with most systems operational. There is no properly working radio due to no access of the SDK, however the radios will work with SRS. It can trap and launch on the carrier properly. The MFDs and HUD are fully functional and work with the navigation equipment (TACAN, VOR, ILS). Not sure what other details you want.
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Sorry, I did not explain well enough. I meant the x and y axis center is in the rotor hub, the z is not. You can see the model center using model viewer, but here is a picture to show you. The center of mass is close to what the NASA document says.
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Did you make sure the 2 knobs above master arm are not set to OFF? The rocket and gun selector have OFF,L,LR,R
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Thanks for the constructive feedback! I'll use that while working on the next version. As far the weapons, they should affect weight balance, not sure about drag I'll look into that but you can see the weight effects if you load a rocket pod on on side and not the other. The center of the model is the middle of the rotor blades. And yes those inertia values are directly used in the fm, changing them will change how easy it is to pitch, roll and yaw. As far as other things you can affect without compiling the dll, the mass can also be changed.
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I will consider it, but currently I am working on other projects. Ideally I want to learn how to do PBR textures and use photoshop but that takes time and this was started as more of an example for EFM. I am doing this all by myself and spent about 4 months total doing what you see so far so if you want to see a better looking helicopter then learn some skills and help out.
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Yes and no. It's not built from scratch in that I used the F-16 EFM demo by CptSmiley as a base and used the table lookup functions in that example. But the specific functions used in the equations of motions are scratch. It's based on the data from NASA CR-3144. If you're interested in how it works, there is 6 equations of motion (forward, down and right force, and pitch, yaw, roll moments ) and for each equation there is 10 elements (3 airspeed directions, 3 rollrates, and 4 inputs). You add those 10 elements up and multiply it by the mass if its a force or the inertia in that direction if its a moment. So in essence there's 60 data points acting at any given time.
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Try the link again please, I changed a setting so it might work now.
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Explanation of main panel Cold start procedure: 1. Power Selector Switch up for battery (B) or down for ground power (LCTRL+B) (ground crew must connect ground power for this option) 2. Hold Starter Switch (Home) until N1 RPM is above 15% 3. Push Thottle Idle cutoff (End) to allow fuel flow to start and continue holding Starter Switch until N1 RPM reaches 62% 4. Turn on Generator and Inverter Switches 5. Increase N1 RPM to 100% by turning throttle (Page Up) You can switch seats with '1' and '2'. 'C' to request control. Change log 0.4 13 Oct - Added option to remove aiming dot (under special options) - External textures unwrapped and new basic textures thanks to Particleman - Added cold start procedure to kneeboard - Fixed bug where using the ']' key to cycle kneeboard pages moved idle cutoff and shut down engine - Engine sound fixed (due to DCS update) - RWR updated to more closely match real APR-39 display - Added main menu logo - Rockets able to be loaded when weapon plank removed - fixed 0.35 6 August - Added zoom axis - Changed rockets in loadout from practice to HE and added White Phosphorus - Added menu background by Silvrav - Added segmented display to fuel gauge EFM - Lift now affected by missing rotor blades - Further reduced pitch-back at high speed - First implementation of ground effect and VRS introduced - Added experimental N2 and TOT simulation 0.3 26 June 2020 - Added GAU-19 .50 cal gattling gun - Added basic Force Feedback support - Added option to remove weapon platform - Added trim controls - Added controls indicator - M134 minigun now drops spent shells EFM: - labeled data tables so they are easier to understand their affect on the FM - reduced rotational instability during straight and level flight 0.21 20 June 2020 - Fixed throttle wrap-around when using keyboard - Added throttle axis assignment - Changed to have full rpm on hot start 0.2 16 June 2020 - Added M880 digital clock display - Removed some unused key commands + fixed missing view commands for joystick - Moved engine and electric system from lua to EFM to provide better working example - Reduced pitch back at high speed - Cleaned up source code and reorganized - Updated DCS API (wHumanCustomPhysicsAPI) with newest version 0.11 23 March 2020 -Added more network animations for multiplayer -Added option for copilot to take control -Added Mainpanel layout diagram in Doc folder 0.1 22 March 2020 - Initial Release
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I have created a basic helicopter EFM and used the AH-6J Littlebird as the demo aircraft. I started this project because there are no DCS helicopters that are completely free (i.e. don't require the Ka-50 module). Therefore I created this EFM, which can be used as a template for other helicopter mods, as an open source project. I chose the AH-6 due to the simplicity of its cockpit and systems and most likely won't be made by an official 3rd party. This mod falls under the GNU GPL v3.0 license. Before downloading please understand that this is not originally designed to be an end user mod and the aircraft is very unfinished. A list of missing features and limitations includes: Basic vortex ring state Basic ground effect No autorotation Lift is not affected by altitude or temperature The flight model is not closely accurate to the real aircraft. Data is based on the OH-6 Cayuse Radio and communications are not functional Engine torque not simulated No pilot model Basic texturing Probably some of bugs List of features: Main flight instruments function Working weapon system and cold start with clickable switches Can control from both seats Working RWR Can use M134 minigun, GAU-19 and rockets Basic Damage model Basic multicrew (can switch controls but cockpits not synced) Download: https://github.com/CrudeCoder1/Helicopter-EFM-Demo Install like any other aircraft mod, unzip and place AH-6j in C:\Users\"USERNAME"\Saved Games\DCS.openbeta\Mods\aircraft A cold start procedure can be found in the Doc folder. The flight model was created from NASA CR-3144 and the framework of CptSmiley's F-16 EFM demo The flight model uses data from the OH-6 Cayuse, and engine and electrical systems are also based on the OH-6. Please note that the cockpit and systems are not 100% accurate to the AH-6J. Thanks to: Particleman for basic external texturing CptSmiley for the original F-16 demo Nero.ger for his RWR example script A-4E dev team for providing working examples of weapon systems
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Can confirm, I only have F-15C and I can now fly the VSN mods. After inspecting all of my official modules, it appears that in the latest openbeta, all the .dll.crypt for each module had the .crypt removed. Probably a mistake but for now any module could probably be used for mods.
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Not entirely true, the 3 built did not have the RWR or countermeasures installed, and the 4th one that they were building had increased internal fuel. I'm more specifically looking for inboard profiles, i.e. has cross sectional drawings. In the image I posted you can see the sections L-L, N-N, J-J, etc.
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Alright, maybe not completely given up yet. I came across this inboard and it seems pretty legit. But it seems like its not the complete picture so if anyone finds something like this but more complete it would help a lot.
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Sorry guys but I haven't worked on the F-20 since October. I've realized that parts of my 3d model are wrong and I need to redo it and I just don't have the motivation anymore. Also with the release of the JF-17, it fills the same role of the F-20 and is a very similar plane. There are a couple 4th generation fighters in DCS now and the F-20 being a free mod just wouldn't be able to compete with them. I would rather focus my efforts on a mod that would be of more benefit to the DCS community. With this said, I am not done with DCS mods and have several of my own personal projects that I switch around. Maybe some day I'll have one in a complete enough state to release but I'll make sure to not jump the gun like I did with the F-20 and how so many other modders have.
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I have found that the only important one is "case ED_FM_ENGINE_1_CORE_RELATED_RPM:", that will give you sound, heatblur, and rpm in F2 view. It doesn't seem like any of the others are important.
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Yes slowly but surely
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The AIM-7 is included and also working. Yes the cockpit will be clicky, most of the important switches are currently working