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Polychop Simulations

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Everything posted by Polychop Simulations

  1. We have this fixed internally already... but before we send out a patch we're awaiting to see if any hotfix by ED will fix this. If that is the case, our fix would have the opposite effect. Thanks for reporting this though. For some reason after updating to 2.5.6, Azimuth and elevation values have been mixed up. In our fix we have countered that by setting the value of the azimuth to the elevation and vice versa. You can imagine what will happen if ED fixes the mix-up on their side ;)
  2. It sounds like during the update (and repair) the needed .dll files have been quarantined or removed by your anti-virus software.
  3. Give this a try but no guarantees: https://forums.eagle.ru/showthread.php?t=263948
  4. Can't guarantee it works, at least my personal mods using this file and scripting structure still work in 2.5.6. I can't test any further until I update to 2.5.6 again after rolling back. Let me know if it works for you.
  5. I have only been able to test this very briefly as I, as many others, have rolled back to 2.5.5 awaiting a hotfix. So far I found out that static objects still work when you refrain from using the old "GT" method and use the database structure instead. An example of the old method would be: -- Helicopter Handler mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Dolly") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1500 GT.visual.shape = "HG_Helicopter_handler.EDM" GT.visual.shape_dstr = "HG_Helicopter_handler.EDM" --Burning after hit GT.visual.fire_size = 1 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 30 --burning time (seconds) GT.time_agony = 180; --Name Stuff GT.Name = "HG_Helicopter Handler" GT.DisplayName = _("*HG_Helicopter Handler") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort,"Fortifications",}; GT.category = "Fortification"; add_surface_unit(GT) "New" method would be to create an entry.lua that points to a database .lua file like this: entry.lua: declare_plugin("Helicopter Accessoires Pack by DrummerNL / Hollowpointgames", { image = "image.bmp", installed = true, dirName = current_mod_path, fileMenuName = _("HAP"), version = "1.5", state = "installed", info = _("Adds a number of helicopter related items to the mission editor."), encyclopedia_path = current_mod_path .. '/Encyclopedia', }) ---------------------------------------------------------------------------------------- dofile(current_mod_path.."/Database/db_HG_objects.lua") mount_vfs_model_path (current_mod_path.."/Shapes") --Path to the folder with the EDM files. mount_vfs_texture_path (current_mod_path.."/Textures/HG_Dolly") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Helipad1") --Path to the folder with the textures. mount_vfs_texture_path (current_mod_path.."/Textures/HG_LoggingPad") --Path to the folder with the textures. mount_vfs_texture_path (current_mod_path.."/Textures/HG_LoggingPad_Winter") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Pier") mount_vfs_texture_path (current_mod_path.."/Textures/HG_SlopePad") mount_vfs_texture_path (current_mod_path.."/Textures/HG_SlopePad_Winter") mount_vfs_texture_path (current_mod_path.."/Textures/HG_Tent") mount_vfs_texture_path (current_mod_path.."/Textures/HG_HelisimmerHQ") plugin_done() Then create the database (in this case db_HG_objects.lua) local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", positioning = f.positioning or "BYNORMAL" -- {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeName, file = f.ShapeNameDestr, } end f.mapclasskey = "P0091000076"; f.attribute = {wsType_Static, wsType_Standing} add_surface_unit(f) GT = nil; else error("Can't add structure") end; end --Hollowpointgames Helicopter Handler add_structure({ Name = "HPG_Helicopter Handler", DisplayName = _("*HPG Helicopter Handler"), ShapeName = "HG_Helicopter_handler.EDM", Life = 2500, Rate = 100, category = 'Fortification', SeaObject = false, isPutToWater = false, numParking = 1, }) Hope this helps. This is what the mod file structure should look like:
  6. Well, I did some limited testing and it appears that statics now require you to use the newer method of scripting, as in creating a database lua file rather than the old "GT" method. I don't know if that makes sense to everyone here but I could elaborate on this if needed.
  7. Hi Alienzo, With 2.5.6 a lot of the code on Eagle Dynamics side has changed. We are investigating what these changes are and what we can do to adapt.
  8. A lot of things have been changed by ED, especially when it comes to the lighting. We're in the process of figuring out exactly what has been changed and whether there is something we can do about it.
  9. Hi Peeter, I'll look in to that. The cross is what has been used by the OH-58D Kiowa Warrior pilots that are involved with the production of the module. I'm not directly involved in the development of this module but I will ask the Kiowa Warrior team if any other sight pictures were common and whether there are plans to include the feature you requested. Right now though you can create custom liveries in which you will be able to edit the windscreen texture that contains the marker picture.
  10. The minigun uses the ammunition configuration provided by ED. We are currently working on enhancing the weapons, amongst other things, by creating our own ammunition. When it comes to damage against certain objects, like tents, it’s not always the munition to blame though. The “armour” system for objects and vehicles is a bit sketchy at best but is said to be improved in the (near?) future.
  11. Hey Kyuzo, We'll look in to the control issues you have. It would be helpful if we could troubleshoot this in a live chat rather than by forum posts. It might very well be some settings / bindings that interfere with eachother. If you could contact me on Discord that would be very helpful. However, you should also keep in mind that the Viviane does not lock to a point on the ground but rather tries to stabilise the camera to a certain angle. It will always move when the helicopter is moving and you'd need constant corrections unlike in the KA-50 where you can point track and area track based on contrast. There is simply no locking system in the Gazelle. The control problems you describe will make it very hard for you to guide a missile on target while on the move but I have a pretty good idea of what might cause your problems. Evading moves after missile release in the Gazelle is simply not done as too much deviation will cut the wire of the missile and you will have a hard time guiding the missile even in forward flight by making small corrections. It has only been since around 2001 that the standard operating procedures were changed from releasing missiles from a stable hover to shooting on the move. The forward movement is the only "protection" from AAA. Coming from an advanced attack helicopter to this scout helicopter will require you to change your tactics considerably. The two simply can not be compared. Keep in mind that the Vikhr ATGM is laser guided and the HOT 3 is optical wireguided. If we figure out your control issues I'd suggest starting with pre 2001 SOP's and learning how to engage from a stable hover. Only after mastering that, move on to the much more hands on shooting on the move tactics. Quoting a real Gazelle pilot: Hope you will contact me so we can troubleshoot this.
  12. Awesome to hear guys, thanks!
  13. Very true FSK Ripper, it's most likely why it was only tried in exercises as far as we know. Matter of fact is, one has the ability to contact AWACS both in real life as well as in DCS. The practical use of it is up for debate. What matters here though is that it is not a bug.
  14. Well, bottom line is, the module as it is can contact AWACS and request picture and bogey dope etc. Just make sure you use the right radio and keep in mind that both the left and right seat have separate radio selector panels to achieve this. 1: Make sure you turn on the UHF AM Radio and select the correct frequency for the AWACS. 2: Set the UHF AM Radio as the primary radio by pressing the UHF Selector / Volume dial. 3: The radio menu should now show UHF AM at the top and you should be able to contact AWACS.
  15. While looking in to this issue, it turns out the Gazelle is already capable of interacting with the AWACS. My guess is that the people having issues with it did not switch to the appropriate radio. You have to (depending on the frequency of the AWACS) transmit and receive on the UHF AM radio located in the panel underneith the collective.
  16. Hi Kotor633, The Kiowa and Gazelle both have their own developers working on them. Progress will be posted here: https://forums.eagle.ru/showthread.php?t=250574 I have to admit I haven't been able to do as much on the SITREP front the past few months as I'd have liked to but development on the Gazelle continues. I'll try to make an update on what we have been working on and what is planned this week.
  17. Are you by any chance using a custom cockpit mod?
  18. The Gazelle pilots explained that even though in an exercise they have been in contact with AWACS, it was never done operationally.
  19. Yeah we've took some lessons from this stream and the next one will be more streamlined. Thanks for watching!
  20. There is a company interested in doing exactly this but it is up to them to announce it. I don't know what state of development they are in at the moment and whether they will follow through.
  21. Hey DanielNL, Truth be told this issue has slipped through the net when I created a list of user reported issues. I have just now asked the Gazelle pilots that approached us and offered their help to see how and if they'd communicate with AWACS. Depending on their answers, this feature might be added. Thanks for pointing it out to me though. If you like more direct interaction with us you're free to contact me on the Polychop Discord and have a chat.
  22. No, what you saw there is the AI pilot hovering as there is no auto-hover or autopilot on the Kiowa Warrior. The AI pilot right now does a perfect job, too perfect, if you look closely you see he is actually using all the controls to get that insanely stable hover. It is something we will take a look at when other systems are finished and this is only the basic implementation of the system. We will take a look at the skill level we'll give the AI pilot later on. The way it is now it is great for testing the Hellfires. As with many things, it is work in progress.
  23. What joystick do you have?
  24. Hi there, we've reworked a lot of the lethality of the missile lately and ED added proximity fuse code to the missile API. This an some more weapon tweaks like combat mix munitions for the L are planned as part of the next Gazelle patch. I'll let you know when we have a timeframe for the next patch but November and December have been very busy months for me personaly.
  25. Dear community, It has been a few months since we first publicly announced that we are working on the OH-58D Kiowa for DCS World. For the past two years we have been working on the Bell OH-58D Kiowa Warrior. Back then we were not yet certain what flight simulator software we’d be building the OH-58D for but at some point we decided (again) on DCS world. During the past 2 years we have been talking to a lot of individuals including people from Bell Textron, Eagle Dynamics and the US Army Cavalry community. Bell Textron granted us a product specific license for the OH-58D Kiowa Warrior for commercial use, which means we were given permission to recreate the helicopter for game or entertainment purposes. Without this license a module for the DCS World environment would not be possible. With the license also comes a responsibility. Anything related to the product will be subject to demanding quality control procedures. We recognize this as an opportunity and a benefit for the community, the simulation of the OH-58D Kiowa Warrior in DCS World and ourselves as a developing company. The license also grants us access to certain information otherwise not available to the public. Without it, it would simply be impossible to create a lifelike representation of the aircraft. We are very thankful to our friends of the Kiowa community. These people are or were members of the US Cavalry and were and still are very helpful to us in many ways. They made sure we got in contact with the right people, got our facts straight and have been testing and providing feedback on the module from day one. With the manufacturers license secured we got in contact with Eagle Dynamics to discuss with them the plans we had for our next module. This started a long period in which possible contracts were negotiated. Negotiations like these are complex, especially when it involves a third party, in this case Bell Textron. In the end all parties have to agree to the terms and conditions. In October 2019, a day before the Cosford Flight Sim Show, we got the green light from Eagle Dynamics to announce the OH-58D Kiowa Warrior as a possible DCS World module. Even though the contract had not been finalized, at that point we were at a stage in negotiations where it was very plausible all parties involved would come to an agreement. Today we can announce that all contracts have been signed and finalized. The OH-58D Kiowa Warrior will be released as a DCS World module. We can’t reveal a release date yet. We’ve set our sights on a release in 2020 though. A few days ago, Twitch streamer ThePaveHawker, rather unexpectedly got to try an alpha build of the module. This turned in to a livestream that went on for 14 hours and 40 minutes. Even though the stream was unplanned and a rather impulsive decision, it was well received. It also gave us the opportunity to answer many questions the community asked us during the stream. Following up on this, we plan to have a dedicated streamer show the OH-58D Kiowa Warrior in planned events that we will announce to the community in the near future. We also plan on releasing videos on various systems and procedures to get acquainted with the OH-58D Warrior before release. Since the flight model of the Gazelle module has been the most controversial part of our products, we pay very close attention to the OH-58D flight model to make sure we get it right this time. We made the flight model and the code behind it our main focus for the better half of the past two years. Only adding avionics and systems later on in the process. Former Kiowa Warrior pilots have been testing and providing feedback on the flight model from day one and continue to do so until they are completely satisfied. When that is the case, the project will be handed over to Bell Textron and their quality assurance team. You will find most systems operational and accurately modelled in the OH-58D Kiowa Warrior module with some exceptions. Systems not included are either classified or have no use in DCS World at this time. We will go into more details on the avionics in the near future. In terms of weapons we have already included the M3P machinegun, the Hydra rocket pod with 4 different warheads; 10lb, 17lb, smoke and illumination. In addition we have added the APKWS laser guided Hydra rocket equipped with a 10lb warhead. Of course the AGM-114 Hellfire will be included as well. With the OH-58D Kiowa Warrior module you will be able to self lase for any AGM-114 Hellfire missiles you have loaded on your helicopter. You can also lase targets for other OH-58D’s or any other aircraft capable of dropping laser guided munitions in DCS World. Last but not least we did add the ATAS system, which is the name for the stinger block 1 anti-air missile, that was fully functional and integrated into the Kiowa Warrior until its retirement in the US Army. Not many were ever fired, but the system is very potent and gives the Kiowa Warrior a sting capability against fast moving aircraft. As has been stated before in a number of articles, we initially planned not to include multicrew capability for the OH-58D Kiowa Warrior module. At the time these articles were published, ED had not yet announced their plans of adding multicrew capability to the UH-1 Huey module. We are awaiting the results and hope the new multicrew code will be part of the software development kit. If this is the case we will re-evaluate multicrew capability. As mentioned before, we will talk more about the avionics in different sitreps or news in the near future, as we will also show features that we have already mentioned in this article. Overall we are happy that we have the opportunity to bring such an iconic helicopter, a workhorse of its kind, to DCS World and have her live on in our community. We also want to thank Eagle Dynamics, Nick Grey and Matthias Techmansky for all the support and the trust they have in our team and that we will be able to properly produce this magnificent helicopter, which was the first to ever have a glass cockpit worldwide. Now the big question, when will the community hear next news or see new streams or videos about the Kiowa. We are currently planning to have a scheduled stream with a few people available. What, when and who, will be discussed and announced in a few days. So stay tuned. For now, the whole team wishes all the best and everybody a merry Christmas 2019 Your Polychop Team
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