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Tetra

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Everything posted by Tetra

  1. Added a simple "tac" viewer to the initial post, just a flash projector that lets you flick through the various radar systems (land only for now, will get the air units done next) and preview the lock and acquisition tones along with the name and RWR icon code.
  2. Thanks for the feedback guys, appreciate it. I agree with Mustang, as far as the vanilla RWR sounds go, there are currently only two of them in the game, (SearchNewUS.ogg & LockNewUs.ogg) and those two sounds are used for every single radar system. That probably isn't realistic considering, aside from displaying threats visually, the RWR's job is to generate audible tones in real time based on the type of radar emissions it is receiving. Whether or not my sounds reflect what the real system sounds like properly, most likely not, (sadly most of that info seems to still be classified), aside from maybe the SA-3, but with no real-world data aside from a handful of F-16 cockpit videos and BMS to reference, these are the best representation I could manage. The fact that ED have the lua script set up to allow for each different radar type to have it's own sounds would imply that they do intend to add this same functionality at a later date.
  3. Documenting it on paper might be a bit tricky as not all of the systems share common attributes, nor are radar tones easy to explain, however if it would be helpful I could make a small standalone flash app that shows an image of each system and lets you play the sound associated with it, much like the Tactical Reference in BMS.
  4. Mod is complete and available for download > http://forums.eagle.ru/showthread.php?p=1827900
  5. RAE - [R]WR [A]UDIO [E]XPANSION v3.1 Assigns every radar equipped vehicle (land / air / naval) & active radar missile in DCS World A-10C with it's own unique RWR audio cue for both acquisition and locking to better assist in tracking and identifying potential threats as displayed visually by the radar warning receiver. All of the audio is brand new and created by myself, but draws reference/inspiration from the F-16 RWR sounds from Falcon BMS as a guide, with hardly any real world data to go on and seeing as both aircraft employ the AN/ALR-69 it seemed only logical that the sound set created for Falcon would work with the A-10C, however, whether it is realistic or not is another matter. VIDEO DEMO DOWNLOAD RAE MOD v3.1 Full mod, all files. DropBox - RAE MOD (V3.1) FULL User File Section - RAE MOD (3.1) FULL 476th vFG Website - RAE MOD (3.1) FULL [mirror kindly supplied by Eddie at the 476th vFG] RAE MOD v3.1 UPDATE ONLY 3.1 update files for those who have already installed v3.0. Overwrite original installed files with those found in the update folder. DropBox - RAE MOD (V3.1) UPDATE ONLY OPTIONAL FILES Added a simple flash projector app, RAE Tac Viewer, that lets you preview the radar system along with its RWR code and locking + acquistion sound cues. DropBox - RAE TAC VIEWER V3 476th vFG Website - RAE TAC VIEWER [mirror kindly supplied by Eddie at the 476th vFG] Compatibility with Android or other cell phones requires an SWF application, for android SWF Player - Flash File Viewer will work fine Buttons need long presses instead of taps to avoid frame "skipping" on Android. INSTALLATION Either manually copy the files to your DCS World installation and overwrite or utilize JSGME to install the mod. The file : DCS WorldSoundsEffectsAircraftsCockpitsRWRThreatNewUS.wav is optional, although it will be installed with both JSGME or by copy/pasting the folder. It simply replaces the new version of ED's "new threat" sound with the old one which is currently installed with the game but unused. If you do not want to use this version simply either do not copy it over or replace it with the original (from the originals folder) after installation. Backup copies of the two overwritten files are included should you wish/need to roll it back from a manual installation. UNINSTALL Either use JSGME or Remove Directory - DCS WorldSoundssdefAircraftsCockpitsRWRRWRExpanded Remove Directory - DCS WorldSoundsEffectsAircraftsCockpitsRWRRWRExpanded Replace - DCS WorldModsaircraftsA-10CCockpitScriptsAN_ALR69VdeviceALR69_param.lua with ALR69_param.lua from the ORIGINALS folder in the rar file Replace - DCS WorldSoundsEffectsAircraftsCockpitsRWRThreatNewUS.wav with ThreatNewUS.wav from the ORIGINALS folder in the rar file. UPDATES Updated to V3.1: Added audio cues for all active radar guided missiles Updated to V3: Added audio cues for all radar equipped naval units to RAE TAC VIEW - Added Tac View reference for Naval Units in both desktop & mobile formats Balanced some of the lock tone volumes Update to V2: Updated RWR symbols based on Eddies input. Remove the leading zeros from the single digit SAM systems (08 now = 8 etc.) The P-19 Search RADAR RWR symbol changed to "S" TAC VIEW - Corrected SA radar code numbers (removed leading 0's) to align with the changes to RAE mod TAC VIEW - Added S300PS TR 30N6 TAC VIEW - Combined both mobile and desktop versions into one package CREDITS Tetra - Sound Design / LUA Sumerion - Request Eddie - Initial LUA layout / V2 update changes. BMS Falcon - Audio references/inspiration
  6. Wow HUGE thank you Eddie! Absolutely invaluable, will save a ton of time working some of these out, thank you again! If I release my audio version and use some of your assignments is that ok? Naturally will credit the 476th for them.
  7. Oooh! Thanks Ralfi! Already have BMS downloaded just so I could use the sound files as references to create the new ones, but had no idea about the Tactical Reference page, let alone that it lets you preview the RWR tone for that specific unit! Thanks again, that will be immensely helpful.
  8. From what I can hear, after having a look through the BMS data folder, it seems that their mod is using ported BMS sounds, which is most likely why they wouldn't want to release it publicly. Made some small steps today, tried to emulate some of the original BMS sounds from scratch, although a bit on the rough side at the moment they can be brought up to grade after I work out what needs to be assigned to what exactly. There also seems to be a difference between how BMS and DCS A-10 handles the RWR. From what I can hear in Ralfi's vid the radars (well SA-3 anyway) have 3 states (although I might' be completely wrong). In the BMS vid: 1: SA-3 appears on the RWR and "pings" the aircraft. 2: SA-3 acquisition - continuous lower tone 3: SA-3 lock - continuous higher tone In A-10c however, as soon as the radar spike appears on the RWR it is already in state 2 which is acquisition. There is no pinging of the aircraft before full acquisition mode? At the moment I was playing around with the SA-3 being in state 2 and then transitioning to state 3 but, with the range on that thing, you are getting a constant targeting tone from such a LONG way away. I guess the better way to deal with it would only to have continuous tones when the radar is locked and keep the short "chirp" tones for when they are on the RWR before lock. The most time out of making this seems to be working out what sounds from BMS I should be emulating for which systems in DCS-A-10C, things like the Patriot and Hawk etc. are obvious but BMS only seems to have acquisition tones for SA-6, SA-8 and SA-2, but the other Sam's acquisition tones are just the radar names for the other systems that support them, sadly my military knowledge is lacking enough that this makes it quite a job tracking down which sounds belong to which systems. Anyway here is a short vid from today, SA-3 site (killed it off with a trigger once I fly over it to prevent the targeting tone going on for the rest of the vid), a Dog Ear radar system and finally an SA-8 Osa 9A33. As I said earlier, maybe the constant acquisition tones are no the right way to go about it and just leave them for the locking only?
  9. Thanks ralfi, think BMS, although the F-16 would probably be the best point of reference in terms of audio, not sure if any other sim has replicated as much variety in audible cues for a RWR system. Guess the next step will be to try and take the list above and break each entry down into the radar type or sam type it belongs to. If anybody has a good knowledge of what the above system are and what kind of weapon systems they carry or provide radar for it would be a huge help trying to translate them into types. The RWR page for the manual is as follows: A – “Gepard” and ZSU-23-4 Self Propelled Anti-Aircraft guns M – Missile detected by Missile Warning System (MWS) L – Laser illumination S6 – 2S6 “Tunguska” 3 – SA-3 6 – SA-6 8 – SA-8 10 – SA-10 "Flap Lid" tracking radar CS – SA-10 "Clam Shell" low altitude search radar BB – SA-10 "Big Bird" search radar 11 – SA-11/17 tracking radar SD – SA-11/17 "Snow Drift" search radar 13 – SA-13 DE – "Dog Ear" search radar 15 – SA-15 RO – Roland PA – Patriot HA – I-HAWK S – Early Warning or Ground Control Intercept Radar Airborne Radars: E3 – E-3A AWACS E2 – E-2C AWACS 50 – A-50U AWACS 23 – MiG-23ML 25 – MiG-25PD 29 – MiG-29, Su-27, and Su-33 31 – MiG-31 30 – Su-30 34 – Su-34 M2 – Mirage 200-5 F4 – F-4 F5 – F-5 14 – F-14 15 – F-15 16 – F-16 18 – F/A-18Need to translate those (aside from the obvious ones) to this list below from the lua script: EWR_1L13 EWR_55G6 S300PS_SR_5N66M S300PS_SR_64H6E RLO_9C15MT RLO_9C19M2 Buk_SR_9S18M1 Kub_STR_9S91 Dog_Ear Roland_rdr Patriot_STR_ANMPQ_53 Hawk_SR_ANMPQ_50 S300PS_TR_30N6 RLS_5H63C_ RLS_9C32_1_ Hawk_TR_ANMPQ_46 S300V_9A82 S300V_9A83 Buk_LN_9A310M1 BUK_LL Osa_9A33 Tor_9A331 Roland_ADS Tunguska_2S6 ZSU_23_4_Shilka Gepard Vulcan_M163 S125_SR_P_19 S125_TR_SNR
  10. Found where they are all listed, adding the individual sounds would be, from what I can see, pretty simple to achieve. I work as a sound designer for my day job so I would be more than willing to have a go at doing this mod myself, however, I have no references as to what the sounds should sound like. As has also been said this info is also classified which would make it even harder to get solid representations of what I should be aiming for audio wise. The list below is what the A-10 can detect (and have individual acquisition and lock sounds for): EWR_1L13 EWR_55G6 S300PS_SR_5N66M S300PS_SR_64H6E RLO_9C15MT RLO_9C19M2 Buk_SR_9S18M1 Kub_STR_9S91 Dog_Ear Roland_rdr Patriot_STR_ANMPQ_53 Hawk_SR_ANMPQ_50 S300PS_TR_30N6 RLS_5H63C_ RLS_9C32_1_ Hawk_TR_ANMPQ_46 S300V_9A82 S300V_9A83 Buk_LN_9A310M1 BUK_LL Osa_9A33 Tor_9A331 Roland_ADS Tunguska_2S6 ZSU_23_4_Shilka Gepard Vulcan_M163 S125_SR_P_19 S125_TR_SNR If anybody with some knowledge or references (even if it's from other sims etc) of what those units should "sound" like for acquisition and locking I would more than happily have a stab at replicating the audio and hooking up the LUA for it. Saying that though there surely can't be 29 different sounds, 58 if you count acquisition AND locking for each for the RWR. I can't imagine a pilot would be required to remember so many audible cues, even if the data is replicated visually. Anyway, if somebody who knows what's what is prepared to lend a hand with the knowledge end of this and finding references I could definitely have a go at making this a functioning mod.
  11. Gave this a try and it's quite good, the only major problem (well at least this happens on my PC) is that IDisplay automatically disables aero, which helios requires otherwise your in-game framerates take a massive hit.
  12. Do you ever find you are not getting identical input from L & R when using them unlinked? This is also another slight concern I had, although obviously it's how it's done in the real thing so I guess it shouldn't be an issue. As for picking it up I was seriously debating it lol but after shelling out for the TM I don't fancy coughing up another tenner for the fuel money for a 40 mile round trip to pick it up :p
  13. Many thanks for the input guys, I guess my main worry was that starting the engines with the throttles linked would simply cause one engine to fail, for the reason P*Funk & MTFDarkEagle, have always waited for the left engine to spool up fully first before starting the right, so didn't know starting them together would simply mean one would take longer. Anyway thanks again for the input everybody, will try them unlinked and see how it goes. Sadly the TM is sitting at a FedEx depot 20 miles from my house with no sign of moving today, so I guess Monday it is.
  14. Hi guys, finally decided to pick up the TM Warthog after a ton of deliberation and with any luck it might be arriving in the morning. Wanted to quickly ask about engine startup with it. This might seem like a bit of a stupid question but...I am aware the throttle has the off/idle detent and that the throttles can be separated. Just wanted to know what other users do in terms of startup procedure with the TM hotas, do you split the throttle and then perform engine startup (lifting left from off to idle, wait for spool up then repeat with right) then re-join the two throttles once engine startup is completed? And on the reverse split them again for shutdown, or does anybody leave them separated all the time? Am coming from the X52 with just a single throttle and using the switches on the joystick base for L & R engine start/stop so the "proper" procedure with the TM hotas is foreign to me. Big thanks for any help or pointers.
  15. There are several good video tuts for this, Fish's one: Also here is another but with only annotations:
  16. Ah great ok, many thanks for the detailed response. Is always very interesting to learn how the real life procedures work in relation to the sim. Thanks again for the reply. :thumbup:
  17. Great tutorial guys, have really enjoyed all of them so far and seriously appreciate you guys putting the time into running and recording/editing them for us. Just a few things that caught my eye on this vid. Ejector seat was not armed Pilot heat was not turned on CMS system was not turned on APU was left turned on Radios not turned on (although I did get that you were not covering that this time around). I am just learning the startup myself at the moment and am now at a stage where I can run the sequence from memory so those points above are more of a question as opposed to any kind of criticism, is there any major relevance/downside to those not being/enabled or left on before takeoff?
  18. Personally have BS2 and A10C find both immensely fun to learn and fly. As others have said the A-10 is relatively simple to learn to fly properly, the avionics and weapon systems on the other hand take a good chunk of time to get to grips with and considerably longer than that to perfect. It's a constant learning process and every time I fly I learn something new or try to perfect something I previously learned. I have no idea how long it will take to get to full proficiency with it but it's an absolute joy every step of the way. The shark on the other hand is less daunting in terms of systems and weapon deployment and a lot quicker to pick up and get to grips with, however in my opinion the real challenge is learning to fly it proficiently. If personally find both modules to compliment each other nicely, before picking up the A-10 I had only ever flown chopper based sims so it was my first fixed wing. Love flying and learning both and switch regularly between the two. Saying that however I probably wouldn't attempt to move on to a 3rd module until I have these two up to the level of ability I am trying to get to, it would just be information overload.
  19. Great tutorial! Clear & concise and a great entry to working with the CDU, many thanks for recording/editing and uploading this! Any idea what the next session is going to cover? Would attend but I am going to be away on this date. Thanks again!
  20. Many thanks for the explanation, makes sense, will just continue with a CNC and reassign. Thanks again.
  21. Just noted this and wanted to know if there was any way around it. Contact JTAC and you are requested to engage with a specific weapon/ordinance for the target(s), for example I am carrying 2 x AGM-65D and 2 x AGM-65H. Target group consists of 4 soft skin vehicles. Am requested to engage with AGH-65D. Take out 2 of the 4 vehicles, leaving no 65D's on the rail and two targets left. After BDA from JTAC I am told to re-engage, if I attempt to re-engage the remaining two vehicles with the 65H's (as I have no more D's left) JTAC tells me to abort. Only way it seems to be able to engage with authority with a new weapon is to cancel the entire JTAC assignment and re-contact them again from scratch. Is there any other way to do this where you can engage the remaining targets in a group with weapons you have left? JTAC is informed I have 2 of each missile type on initial contact but I guess the number of targets dead vs number of missiles left on the rail of the requested type isn't calculated? Big thanks for any help or pointers.
  22. Huge thanks for all the input guys, will give this another go today and see if I can put it in to practice. Thanks again!
  23. Hi guys, Finally got a hold of the A10 in the sale and having a ton of fun running the tutorials and slowly trying to absorb everything. This is my first contact with a jet sim and until this point I had only ever flown the KA-50 so my relationship with trimming is quite well established, even if its methods are somewhat different in the shark. Trouble I am having is a very fundamental one, just simply getting the A-10 to maintain a completely level flight profile at a given speed. I have the trimmer mapped to the hat of the X52 but no matter what I try I can't seem to prevent the climb/dive needle from diverting from 0 at any chance it gets. I set the throttle, get the stick centred and then try slowly holding the trim hat until the nose levels out then release but this usually results in it slipping past 0 climb/dive and into a dive & if I correct the opposite way I end up in a climb. I also tried tapping the trimmer gently forward in as small an increment as I can to get it to level but again, it will never sit at 0, I am constantly either in some amount of climb or dive. I guess part of the problem is as the trim moves up or down so does the airspeed which results in overshoot in either direction. Anybody got any tips as to how to get the A-10 to literally stay put at a complete level attitude without having to constantly manage the stick in tiny movements to keep her there? Do I need to be micro managing the throttle at the same time while I trim to get level flight? Huge thanks for any pointers on this. (just to add to this I am trying this with all the rails empty, just because I figured carrying ordinance might make the jet unbalanced and make things even harder).
  24. Same situation and upgrade path also. It does take a while to adjust, the muscle memory built from using the twist for rudder and having both feet kept firmly placed unmoving on the floor will take time to un-learn. For a good few days after switching to pedals I found myself instinctively still trying to twist the joystick every time I wanted to feed in rudder and to begin with my legs would even inadvertently wildly overcompensate on the pedals, occasionally even pushing in the wrong direction or adding in tons of rudder when I only wanted a touch lol. However this passed after a few more days of flying and it is now at the stage where I would NEVER consider flying without pedals, the amount of control vs a twist joystick is just night and day in comparison. I would suggest do not go back to the twist but instead just keep flying with the pedals every session until your muscle memory re-learns how to fly with them, you will not regret it, even if you end up flying badly for a few sessions until you get used to it.
  25. Only have BS2 so can't comment on the Huey but I can say that with pedals it is a much more enjoyable experience. I have an X52 (standard not pro) and before getting a pair of Saitek pro pedals I was using the twist on the joystick for rudder. It's doable and you can fly well enough with it but it feels very unnatural, in a helicopter you are combining cyclic with rudder input all the time and having to have your hand twisted at an angle while banking or pitching feels quite awkward, also the range of motion on the twist is very limited. If you want an even more natural feel on the pedals outside of what they provide out the box then use Peters mod and remove the detent and if you want even more remove the spring and replace it with rubber bands, since doing this my pedals feel so responsive and fluid.
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