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Tanuki44

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Everything posted by Tanuki44

  1. Have you checked that the files in the archive have been copied to the right place? I don't know what 'put in OvGME' means... the *.7z file is not compatible
  2. Okay, I understand. No, I can't find a link to send my request to... (Sven) For the moment I'm studying the developers guide ... https://github.com/DCSFlightpanels/dcs-bios/blob/master/Scripts/DCS-BIOS/doc/developerguide.adoc
  3. Perhaps you could be more precise about your installation, as the archive *.7z is not OvGME-compatible, how did you go about it?
  4. If we could generate the pp file without the json, would that work ? or is it absolutely necessary ?
  5. I've just tested it, I don't notice any difference Are you sure you can hold the keybind long enough to go all the way? Crochet F4U.mp4
  6. Unfortunately, there is no DCS BIOS file for this mod. Attached is the clickabledata.lua file if it is useful for building the MH-60R.pp I'm looking for the DCS-BIOS contact, it seems they can add the mode to their work... Thanks for your help clickabledata.lua
  7. I forgot the entry.tp entry.tp
  8. And what I see in TouchPortal null
  9. Hello xoomigo, Sorry to reply so late, but the end of August was very complicated. Here are the files I created I don't really understand the "outputs" *.json file structure Thanks for your help MH-60R.jsonpMH-60R.jsonMH_60R.luaBIOS.luaMH-60R.ppaircraftModules.pp Munt.G_DCS-COINS.tpp
  10. PaintKit photoshop format available for MH-60R V2.01 Mod https://drive.google.com/file/d/1vbOeaG2vNieO4KBu5tpN53YmFVXk9k_u/view?usp=drive_link
  11. https://www.digitalcombatsimulatnullor.com/en/files/3331106/ Version 2.01 **************** Fixed - Sound problem for Missing Tank Engine Sounds - Thanks to DD_Friar Fixed - LAlt + C for the reactivated camera movements, compatible with the mouse button to activate gun movements. Version 2.0 **************** ISSUE Fixed - Park-Off-Slow-Fast Wiper sequence Fixed - Value of argument for Tail in Folding livery changed 1.0 to 0.98 - (the collision light superimposed on a blade) Fixed - Keybind of CAP lamp test did not work Fixed - Freeze when launching torpedoes IMPROVEMENT Raindrop-free wiper area, option can be disabled in the DCS - OPTIONS - SPECIAL - MH-60R Add mouse management for Gun movements - Set the curve to 50% for a base value, then adjust according to your material Kneeling Gunner in Fire position SONOBUOYS / SONAR Added a 3 positions switch on Sonar Console to select and display target data (Immersion / none / Surface) sent by buoys and diving sonar 'RAlt' + 'RCtrl' + 'S' = 'SonoBuoys State - IMMERSION/OFF/SURFACE' See Manual for more explanations SURFACE RADAR Added RADAR functionality via a keybind with ajustable range and sector and a commands panel on sonar console Based on the same principle as sonar, but only for detection of surface vessels Max. range : 18 NM with the same ability to adjust the radar range 'LAlt' + 'LShift' + 'S' = 'Sonar/Radar Range - Incr.' 'LAlt' + 'LCtrl' + 'S' = 'Sonar/Radar Range - Decr.' 'RAlt' + 'RShift' + 'R' = 'Sonar/Radar Sector - Incr.' 'RAlt' + 'RCtrl' + 'R' = 'Sonar/Radar Sector - Decr.' See Manual for more explanations Keybind for Radar Mode selection 'LAlt' + 'LCtrl' + 'R' = 'Surface Radar - OFF/ON/INTERCEPT/SOLUTION' The intercept mode display the heading, distance and time for the MH-60R. The solution mode activate firing solution calculation for torpedoes, target acquisition using the same method as for submarine hunting. ** REMINDER ** Firing solutions are only available and displayed if the Left Inboard or Right Inboard switch is ON. KNOWN ISSUES Naval units are displayed regardless of their size. TEMPLATES Update of templates with the latest ASW script (integration of surface radar) Creation of two templates folders in 'Missions' : One for NAVAL OPERATIONS One for CSAR Template_Caucasus_Radar.miz is just to test the surface radar functionalities. DESIGN Add Ammunitions supply for guns Add new GAU-21 Machine Gun (0.5 cal) in the choice of weapons Add Rear Door joint and various mesh corrections LIVERIES New unwrapping to make livery creation easier PaintKit compatible GIMP Add a layer with the rivets and trapdoors (Thanks a lot to Cubeboy) Add a grey livery 'WARLORDS' which becomes the default livery
  12. Looking at your patch, I see that it concerns the UH-60L whose updates are made by ANDR0ID, so I passed the information on to him. For my part, I'm going to integrate your patch into my Mod MH-60R, although it's a maritime model and will have little opportunity to go into combat against tanks. I understand that this only concerns adding the Curve.lua file?
  13. @DD_Friar Thank you for your comments, which I regret not having seen before the release of 2.0. I also have to make a patch in the next few days, I will integrate your patch and thank you for it. Tanuki44
  14. Some little videos of mod progress https://www.youtube.com/@tanuki4430/videos
  15. For those not on Discord: https://www.digitalcombatsimulator.com/en/files/3331106/
  16. Your script gave me the basis for my detection scenario - WIP - Thanks again
  17. I removed the condition if land.isVisible(scoutPos, uPos) then it seems functional Thanks again for your help
  18. the value of 100 is the depth assigned to the submarine unit I found the function dcsCommon.getUnitAGL(theUnit), I will look at the returned values. I created a naval unit 'sonobuoys' to attach the recon script to them, It works fine, so I just need to get a good return from the script.
  19. ahhh,I had not seen that the submarines that I positioned for the test were surfacing so detected, but if it remains under water, no detection if you have any idea?
  20. Is there a script to dynamically add units to a group during a mission? ex: dropping a buoy at an unknown place during the creation of the mission
  21. Thanks The depth value is positive, I experienced a value of 100 feet which is low for a current submarine, but the important thing is to make it invisible when hovering. I will do other tests and if you want I will return my modifications.
  22. I managed to detect submarines while diving, but you shouldn't put them too deep, just deep enough not to see them while flying. Could there be better settings? I changed the line: local visRange = dcsCommon.lerp(cfxReconMode.detectionMinRange, cfxReconMode.detectionMaxRange, 0) ... and cfxReconMode.detectionMinRange = 5000 -- meters cfxReconMode.detectionMaxRange = 5000 -- meters cfxReconMode.maxAlt = 30 -- meters Do you authorize me to use your script in the few missions that I provide with my mod?
  23. Hello, I tested your script which works perfectly for naval units. I wanted to use it for my MH-60R mod, helicopter for anti-submarine hunting, I encounter a problem, submarines on the surface are detected. But as soon as they are in depth, they are no longer detectable by the script. In my mod I immerse a dipping sonar with some range to simulate detection, Is there a possibility to modify your script so that these specific units are detectable while diving? Thanks
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