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Arrow206

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Everything posted by Arrow206

  1. Disappearances of my tansport aircraft in AI landings is fixed! Thanks prccowboy . I drastically reduced wingspan, wing area, and gross weights like was done for the A-380 and C5. Seems like AI size limits are based on the ED created B-52 which which is pretty small compared to a C5 or AN-124. I don't see why they have made such a restriction.
  2. The transport plane I made and can fly is the AN-124. It is about the same size as a C5 Galaxy. I largely used the lua for the C5 which is part of the Military Aircraft Mod package from 2019 available as a user file download. The weights and dimensions I used are those of a real AN-124. There is no problem parking it on airports with parking spaces or taking off starting from parking spaces or ramps. It is not a size issue. There is an A-380 in MAM that is significantly larger and it does not vanish when landing under AI control. However, the C5 does vanish just like mine and at the same speed. I cannot see anything in the lua files of either that could make the planes vanish at 38 kts. I guess I will just have to ignore AI landings. Incidentally, I also have a flyable AN-225 and it does the same thing. Thanks to all who had suggestions.
  3. Thanks for the suggestion razo+r but it didn't help having AI land the planes on a long runways like at Nellis AFB. They still vanish when their speed slows to 38 kts. Hard to think of anything that would cause that.
  4. I have made a couple of large transport aircraft that I can fly or let AI be the pilot. When I land either aircraft everything works fine and I can taxi wherever I want and stop. However, when I let AI fly them, everything works fine until they have landed and slow down. When they reach about 40km they just vanish! There are no braking chutes for them, but thrust reversers activate because I have them coded in. How can this happen? Any ideas? Thanks.
  5. I can't figure out how to properly model and code aircraft external lights that work. I have copied coding from other aircraft ( both ED made and add-ons) and used the same naming, arguments and connector names. They do not even work in ModelViewer. The visibility args don't show up but they are coded in 3DS Max. When I look at other aircraft in ModelViewer, they have args but some have no indication of connectors. Lights show up as emanating from odd looking spheres and cones that I can't duplicate in Max. Others show up as little boxes with crosses. Help anyone? I have spent a lot more time on this than I care to admit. Thanks.
  6. Thanks reece146, yes, the short lived CF-105. It is awesome flying it in VR but it sure needs working gauges to complete it. I am using Windows 10 so will try searching the mystery names with 'findstr'. There are a lot of files to search in DCSWorld but will try that as a start!
  7. I am getting perplexing errors trying to create analogue gauges for the cockpit of an airplane I have created. I have searched and studied several existing mainpanel_ init.lua files to see how this is accomplished but keep getting the errors like those shown in the lines below. 2021-02-10 04:35:04.401 DEBUG Scripting: C:\Users\Paul\Saved Games\DCS\Mods/aircraft/CF-105/Cockpit/Scripts/mainpanel_init.lua ---- local controllers = LoRegisterPanelControls() -- Flight Instruments AirspeedNeedle = CreateGauge() AirspeedNeedle.arg_number = 11 AirspeedNeedle.input = {0, 50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 550, 600, 650, 700} AirspeedNeedle.output = {0.0, 0.05, 0.10, 0.15, 0.2, 0.25, 0.3, 0.35, 0.4, 0.45, 0.5, 0.55, 0.6, 0.65, 0.7} AirspeedNeedle.controller = controllers.AirspeedNeedle ERROR Scripting: [string "C:\Users\Paul\Saved Games\DCS\Mods/aircraft/CF-105/Cockpit/Scripts/mainpanel_init.lua"]:17: attempt to call global 'LoRegisterPanelControls' (a nil value) What am I missing? What and where are these 'globals' I am attempting to call? I can't find any DCS files with these names. CreateGauge() and LoRegisterPanelControls I have created a realistic looking cockpit with all the gauge objects, and arg based animations present but none of them work! Anyone out there who has done this and figured it all out. Help please.
  8. I am not using any mods other than one of my own which is not the problem, as I mentioned previously. After reading Flappie's suggestions above I decided to try modelviewer 2 in my ED beta version of DCS World on another drive and it worked ok. I am actually using the Steam version of DCS and have never bothered to change over because of the modules I have purchased through Steam. Rather than delete and reload from Steam, I simply made a desktop shortcut to modelviewer 2 in the ED beta version and use that instead. It works fine in spite of being on a different drive. One of these days I will switch over completely.
  9. Thanks but, I am not doing anything with shaders. I don't even know what a precompiled shaded is. I have made an aircraft model of my own with its own materials and textures and it renders in game with no problem. It also rendered correctly in model viewer before. The problem occurs no matter what .edm model from the game I try to look at. Any other log file you would like to look at?
  10. For the last several days ModelViewer does not work. It opens up with two windows but the black window is blank and the and the larger directory window crashes the program when any edm model is chosen. All program files verify ok.
  11. Thank you for your help Seaeagle. Now it is much clearer what I have to do to make working guages and maybe a few switches. I had in the back of my head they needed to be sized and given x/y coordinated as is the case in MSFS. Guages were projected so to speak, onto the main panel and not created as part of the model. So from what I have read I can make up my own argument numbers? I made a couple of simple guages as a test and they do show up in the model. The problem now is I am getting some nebulous error in reading the mainpanel_init.lua so they don't actually work. I just used the file for the F-104T from years ago.
  12. I have created an add-on interceptor aircraft from the 60's era and have everything working pretty good except for a working instrument panel. I can find example files of how they are declared (mainpanel_init.lua in some aircraft). Many aircraft don't even have such a file? After much time searching, I cannot find how they are placed on the instrument panel, ie. the x,y,z coordinates and the desired size. I have looked at some existing models in modelviewer and they show a huge number of strangely numbered points, but they appear to be just for clickable switches and knobs. I don't need clickable objects or a HUD. I just want to place a dozen or so working instruments on the main panel. Can anyone help me out here? Thanks in advance
  13. I have two questions regarding the add on aircraft I'm working on. 1) How do I program bomb bay doors to open? I have the doors animated correctly with arg (26) They work in modelviewer and a have a keyboard key designated for them, but nothing happens in the sim. 2) Why doesn't the afterburner flame circle show up in my aircraft? I have the dds texture in my textures folder - the long flame looks fine but no afterburner_circle is visible. When I look at the coding in afterburner.lua I see it defined and my textures are using the same names. Thanks for any help here.
  14. After much more trial and error, I finally figured out the problem. I did not have the animation speed set to 100 fps so all the animations requiring 100 frames never had time to finish. I never even noticed the little gizmo in Max to set it. The default 30 fps was all I never needed outside of DCS.
  15. I have created a new aircraft model in Max 2016. I have finally figured out how to assign controllers after much trial and error. The problem now is almost all the animations in the sim and modelviewer are abbreviated from what they are in 3DS Max. The range of movement in rotations appear to be only 25 to 50% of what they should be. For example, landing gear only comes part way down, canopies only open a crack and control surfaces hardly move. I even made a simple test model after and it has the same problem. I can see nothing wrong with my encoding. Does anyone have a solution for this very frustrating problem? Also, I can't get the cockpit throttle to animate. What argument is used for that? Engine on/off does not work. Thank you.
  16. Thanks, but that hardly seems a logical answer. The model has at least 20 materials already mapped which took many hours to do. Most are multi sub/object materials. There has to be a reason for the error messages. Are multi sub/object materials ok? Are Raytrace materials legitimate ok? Are reflection maps ok?
  17. I am new here and am having major problems trying to export a detailed aircraft model I made into DCS. It is not a 3ds Max problem since it renders and animates perfectly there. The latest DCS plugins are installed. The exporter messages keep telling me I am using 'unsupported materials' and I don't know why it says that. The model uses many multi/sub-object materials, most of which are Raytrace type. Many parts that use the same materials do not give an error message but many more do. The textures are all square .bmp of different sizes. If I use a single cylindrical bitmap applied to the whole fusilage it exports fine, so it is not the geometry that is the problem. I cannot find answers anywhere as to the nature of these error messages. Any help would be much appreciated.
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