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jalebru

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Everything posted by jalebru

  1. Thank you Bit and David for the help on catching up on newer pc tech and picking a new system, and curse you for "twisting my arm" and going over what I wanted to spend. It don't take long to go over when you have a whole bunch of "well if you only spend another 50-100$ you can get y instead of x and its so much better" decisions lol. Sadly the Warthog HOTAS is going to have to wait a few months now. I did end up doing a little bling on the system by getting a LED RGB case and fans, as well as going with the RGB memory since the MOBO can control it. Not sure if its just a fad or not, but I think it looks cool as hell. Now the long wait for the brown Santa truck begins. One shipment is showing an estimate of the 11th ;-/ Jason
  2. I figured I would have to build a new machine. Been a while since I've tried keeping up with the rat race of building/upgrading machines. Use to build a new gaming machine every year or two, but bought a house and took a different job making almost half as much kinda put an end to spending 3k and not blinking so I gave up on keeping familiar with the new tech. That Acer Predator Z35 looks kinda tasty and may end up getting one or something similar instead of going with my old 3 monitor set up. So lets say I need a system that would be able to rock that in DCS multiplayer Intel vs AMD. I have no idea how they stack up now days ie that i9-900k vs Ryzen 7 3700X CyberPowerPC prebuilt system. Same with Nvidia vs AMD for graphic cards. So I guess I have no preference in either case. Would I be able to manage either an pre build or recommend a set of components for a build along with a 34"+ ultra wide screen 2K monitor for $2000-2200? If going with a pre build I would rather not have to go about needing to upgrade things in it like a PSU right off the bat.
  3. My system is way out of date for DCS as I have not played in a few years and I want to get back into flying as budget friendly as I can. Since I've been out of gaming for a while, I don't really know whats what on newer pc components. What I currently have CPU: Intel Core i7 2600K MOBO: ASUS Maximus IV Extreme RAM: G.SKILL Ripjaws 8GB (2 x 4GB) DDR3 SDRAM DDR3 1600 F3-12800CL7-4GBRH GPU: EVGA GeForce GTX 580 x2 SSD: Samsung SSD 840 EVO 1TB Samsung SSD 840 EVO 250GB HDD: WDC WD1001FALS-00J7B1 CASE: Cooler Master Storm Sniper Cooling: Scythe SCMG-2100 Sleeve CPU Cooler PSU: Thermaltake Toughpower 850W Cable Management Thermaltake Power Express 650W (Dedicated GPU PSU) Windows 10 64bit Pro Monitors: Acer GD235HZbid 1080p 120hz 24" x3 Sound: Logitech Z-5500 Digital Saitek X52 Pro HOTAS and Pedals, TrackIR Pro I would like to get back into flying on triple monitor. I know I need a new GPU, most likely using a GTX 580 to run the side monitors, so have to stick with NVIDIA? Need more RAM, with more RAM, I know I should upgrade to a MOBO that can use DDR4. CPU is old, but is it still "ok" for a budget build? I'd like to maybe upgrade the PSU to one that will run the new card as well as the other GTX 580, so I can get rid of the dedicated GPU Power Express 650w PSU Option 1. Can I get away with just upgrading the GPU for now and either adding another 2x4GB set of DDR3 or going with an 2x8GB Option 2. Jump straight to a new GPU, MOBO, RAM (32GB ?), PSU using current CPU with upgrade down the road. Option 3. Straight up gut it and go new CPU, GPU, MOBO, RAM, and PSU. I am leaning towards option 2 if I can keep it under $800-$1K. Maybe a RTX 2070 Super. What specific components would you go with? Thanks Jason
  4. The files you want to edit are in ...Eagle Dynamics\DCS World\MissionEditor\data\scripts\UnitPayloads Make a back up then open what ever AC with notepadd++ ie the A-10C.lua and delete everything in the ["payloads"] = { section so you are left with this local unitPayloads = { ["name"] = "A-10C", ["payloads"] = { }, ["tasks"] = { }, ["unitType"] = "A-10C", } return unitPayloads then save.
  5. Yeah, you just need to save your own snapview for what you want. First set up the view how you want it by useing the mouse and/or (Yes - I know how hard it is for some of you to look it up your own in the options ...) Disable/Pause your Track-IR/Head-tracker while doing it ! "Num/ - RCtrl - RShift" Cockpit Camera Move Back "Num5" Cockpit Camera Move Center "Num2 - RCtrl - RShift" Cockpit Camera Move Down "Num* - RCtrl - RShift" Cockpit Camera Move Forward "Num8 - RCtrl - RShift" Cockpit Camera Move Up "Num8" Turn Cockpit Camera Up "Num2" Turn Cockpit Camera Down "Num/" FOV- aka Zoom-in "Num*" FOV+ aka Zoom-out "NumEnter" Default FOV aka Zoom Once you are satisfied , after using above key-commands, just use following key-command to save this view as default: "RAlt+Num0" Save current Cockpit view as default for this vehicle But before useing RAlt + Num0, hit LeftWindowsKey + one of the numbers on the number pad. This will give you a quick glance of the old snapview, then when you do RAlt + Num0, it will save the current view into that snapview key.
  6. Use Shamandgg's fix here, http://forums.eagle.ru/showpost.php?p=2080611&postcount=511 The Mig's default view is still off a bit, but simple fix on them by moving the cockpit camera forward and resaving the default view per the instructions in the first post. You will also need to set your own snapviews if you use them for each AC, for instance Num0+Num5 is usually a zoomed in view of the Hud. Set your view up per above, then to save it, you would use LWin + Num5 to quick select that view, then when you hit RAlt + Num0, it will save that view as the default for that snapview.
  7. The guy that is doing this is from china i believe. Goes by MLRacing on a few forums. If what he is doing in fc1 is anything like what he has done in flanker 2.5 he is doing it by memory logging and hex editing the .dll files.
  8. This is totally in the realm of possibility, the code is there for it, justi need to use the ka-50 pit code as a base. I just wonder if he actually has radar, air to air, and ccrp working. Was something I could never figure out.
  9. I'm currently banging my head against the wall trying to figure out how to animate strut compression on the landing gear. I can get the arg working fine, but the problem is I can't get the strut hinge arms to follow each other. Here are the parts I am currently working with and how I have them linked. And here are where I have the pivots set up. And this is what happens when I move the cylinder down. So my question is what do I need to do to have the arms follow each other? I have some experience with modeling, but it has all been for static objects for games like NWN and Oblivion and I'm a total noob to animating.
  10. If you can't take out a t-80 with a single mk-82, might want to resync your mk-1 eyeball so your aim is better.
  11. Well Moa in reguards to 1, this is the same problem we have with our VNAO hornet being limited to 5kg internal fuel, actually 4930kg. You can set the MaxFuelWeight value to what ever you want in the plane.lua file and all it really affects is what is dispalyed in the ME, if you set it higher then 4930kg, when you first load in the game, it will be at the set value, but as soon as you unpause, it drops down to a set value. You can set it lower then 4930 in the plane.lua and limit the fuel but I have been unable to find a way to be able to increase it. This value is hard coded somewhere, and is a value that we can not edit. Almost all of the AI planes when set to human flyable have this limitation if they have a max fuel level above a certian value. The EmptyWeight value is another thing that is hard coded, editing this value has 0 effect on the FM in game. As far as #2, the values that I have found to affect fuel consumption are located in the sfm_engine.lua file, these are dpdh_f and dpdh_m values, sadly to be able to edit just these 2 values, you have to write/modify a complete engine set up for the AI plane you are trying to do. Also in editing these values, you affect the engines power curve at varrious flight levels, so you may get the fuel consumption that you want, but are unable to fly above 5k feet, etc. #3, the rate is a value that I has plagued me since FC1. There are only 4 different values used in the plane.lua files for all the planes, 30, 50, 70 and 100, these values seem relate to plane size somehow. By editing this value I have noticed nothing in game change, this may be a reminent of the old flanker code base? #4 no documentation. #5 looks like you already figured out how to set planes to take off/land from a carrier, if you still have problems with this, it may be another hard coded thing.
  12. First a few notes. One being that the F-14D model in the VNAO mod was ment to replace the su-33 model, as such if you do a dirrect copy over to the F-14A model, its positon in 3d space may be slightly wrong, IE sitting too high or too low over the runway. Second the wing sweep animation is tied in with the flaps, so the wingsweep will not work based on speed like the default f-14a. If you still want to do it, yeah it shouldn't be too hard to adapt it to 1.02. Open/extract the zip file to a dirrectory. Copy the files in the Bazar/TempTextures dirrectory over to your lockon install Bazar/TempTextures dirrectory. From the Bazar/World/Shapes dirrectory, rename the su-33.lom to F-14A.lom, then place it in the lockon dirrectory. No need to delete the collision.lom. Open up the meinit.xml file in the Me dirrectory with notpad or the like. Do a search for su-33, scroll down till you find the Pylons section for the su-33. Highlight/Copy everything in this section, then do a search for f-14a, paste what you have coppied over the relevent Pylons section for the f-14a. Save the file, then copy it over to your lockon ME dirrectory. Make sure you backup the origonal meinit.xml first. There is no need to edit the graphics.cfg file since the textures where not packed into cdds format. If you did everything right, you should now be good to go. Reguarding VNAO and FC2, I hope to have a public release of our mod avaible in the next week or two so you won't have to do any adapting.
  13. if you are having trouble breaking the AI when changing planes in different plane slots, check the first line of the plane.lua file. return plane("{C075771D-EDE1-42C7-8E81-130B60500584}", "F/A-18C", _("F/A-18F"), If you change the first name in this line to something other then the default plane name, it will break the AI.
  14. Think Moa has this mod up on VNAO's backup server, stallturn.com.
  15. yep, most of what you need will be in the export.lua file, the main functions you will be looking at will be LoGetEngineInfo() -- (args - 0 ,results = table) engineinfo = { RPM = {left, right},(%) Temperature = { left, right}, (Celcium degrees) HydraulicPressure = {left ,right},kg per square centimeter FuelConsumption = {left ,right},kg per sec fuel_internal -- fuel quantity internal tanks kg fuel_external -- fuel quantity external tanks kg } LoGetIndicatedAirSpeed() -- (args - 0, results - 1 (m/s)) LoGetTrueAirSpeed() -- (args - 0, results - 1 (m/s)) LoGetAltitudeAboveSeaLevel() -- (args - 0, results - 1 (meters)) I've attached a modman pack with a couple scripts to get you started. FC2 Datadump.rar
  16. Open up any of the cockpits in the Lockon Model viewer, and play arround with the arguments to figure out what is what, then model/animate as you would like for any other lockon model. Just sadly we don't know what material/material name to assign for hud/mfd/rwr glass surfaces yet...
  17. Bleh, yeah I ment Mig-29G lol, sorry, what I get for posting when I just get off work tired. F-15 pit is nice for TWS and the up to 12 Aim-120s that the Superbug carries, as well as the ILS bars for landing, but thats about it. You almost totally lose out on any decently useable A2G capability for it.
  18. Sadly I didn't use any 'magic' at all, any of the Russian pits land fine on the carrier. We are useing the Mig-29C(german mig) pit for our Hornet currently, its prolly the best platform to use for a multi role aircraft if you want standard units(alt in feet, speed in knots)
  19. Check your Track IR, F7 is set to percision mode by default and if it is set to trap keystrokes, won't let you rearm.
  20. Have a really dumb question, how do you actually assign a specific target in the ME to do this?
  21. Not sure if this has been posted, in the Mig-29G pit, the Hud lists range to next waypoint in KM, but the HSI lists it in Miles.
  22. From my short testing with this, it seems all planes now use their own SFM with their own thrust settings.
  23. Reguarding the heat blur and shells issue. Sadly these locations are all hard coded into the A-10 FM so there isn't a whole lot that can be done to fix them. A few other models have the same problem with things like the afterburner cones if the new models do not have the jet nozzles in exactally the same position that the origonal model did.
  24. Sounds like something I had to do, I extracted files from a .cdds that I had made to add some new ones into it. I had to resave all the .bmps to 24 bit that got extracted. It seems modman's cdds explorer saves them as 32 bit even tho I had origonally set them to 24 bit when I made the cdds the first time.
  25. Copy/paste of install dirrectory and a copied shortcut with the new dirrectory path work fine for me. Think the key is you have to run the launcher.exe prog with a switch. Shortcut should look like this in the target box. "G:\Games\LockOn Flaming Cliffs 2 - VNAO\bin\x86\stable\Launcher.exe" --console
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