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Everything posted by Tanuki44
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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
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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?
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Your script gave me the basis for my detection scenario - WIP - Thanks again
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I removed the condition if land.isVisible(scoutPos, uPos) then it seems functional Thanks again for your help
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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.
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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?
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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
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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.
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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?
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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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I found also out why, the device number can change depending on the mods installed, (pilots, weapons) as some devices are added to the list and others are inserted. at my place, the device has been set to 47 and not 46, so check in the keyboard binding . I'll check with AND0ID to see if we can modify the mods to avoid this.
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I am both delighted to see that you have worked well on the livery, but also annoyed to tell you that the external liveries between the UH and the MH will unfortunately not be compatible. The unwrapping cannot be the same given the modifications and even now the slightest modification breaks it. I still want to try to align the unwrapping of the fuselage as well as possible Overview of functions: (livery yet to do and uniforms of the Navy pilots...) Landing lights, search light, rescue spot Functional Winch with or without harness, harness, empty or with a character ( here just a test of common character ) Independent ESS with hellfire x2 or x4 and side racks with torpedoes or additional tank Configuration with or without the launcher of sonobuoys and launch of the sonobouoys with parachute Configuration in sonar mode (with controllable descent) or cargo mode
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, now there is only this error in the last line of the log before the crash : APP (Main): failed to open 'F:\Tanuki\Saved Games\DCS.openbeta\Logs\voice_chat.log' for reading
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Same problem, I have this in the log: 2022-11-27 12:41:35.722 ERROR_ONCE DX11BACKEND (16936): texture 'a29b_01_flir' not found. Asked from '' without finding where this texture is located in FLIR model.
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I'm digging up an old topic... I tried to model two mirrors for a SeaHawk, (3ds max) I think I followed the instructions above, but as soon as I select the material : mirror in the texture controller, the mirror becomes transparent and I see through it and not behind it... I tried reversing the normals, same result. Any ideas? Thanks in advance
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reported earlier Huey still not sticking to the ship's deck.
Tanuki44 replied to rayrayblues's topic in Bugs and Problems
The Huey's slips have been a problem for much longer, Already in the 'UH-1H Worlds Apart Spring 2025' campaign, the Huey was sliding down the slope and ending up in the river... No comment ... on the responsiveness of repairing old mods ...