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MrExplosion

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Everything posted by MrExplosion

  1. What about runway lighting?
  2. Lights in the hangars but not on the runways?
  3. Imo it would be okay-ish to do one airfield properly with beacons, lighting, etc so it's at least possible to do bad weather / night fighter missions.
  4. The problem is we won't be getting those beacons from ED in like forever and it only takes a few minutes to put them into the map for the airfields that realistically had this equipment. If we miss the chance now it will never be done.
  5. Yea I know and like that channel. The exact device presented in the video FuBl 2 F was used in single engine aircraft that were fitted for night / bad weather ops. I didn't know about the NDB capabilities of the Fug16ZY and always thought it was badly modeled in that other sim but you learn something every day.
  6. That's simply not correct. See: https://en.wikipedia.org/wiki/Lorenz_beam and the AFN-2 is the display device for navigating on that beam and not for NDBs. In depth info: https://www.cdvandt.org/fubl-ebl-project.htm and https://www.booklooker.de/Bücher/Angebote/titel=Die+deutschen+Funk-Navigations-+und+Funk-Führungsverfahren+bis+1945 TACAN development started in the late 1950s.
  7. By that logic it will not be possible to have realistic night fighter ops in multiplayer for the foreseeable future. Given that the Lancaster is being made I find that quite disappointing. If the map is based on the time period you mentioned there is no Luftwaffe base on the whole map lol. Don't you find that ridiculous?
  8. Why would you want to get back to ED when Ugra is making the map right now and needs to put in the beacons for the airfields that had them? You can check airfield equipment here: https://www.ww2.dk/Airfields - France.pdf Out of the axis airfields that are in the new Normandy map at least Poix, Conches, Dreux & Evreux had this beam approach system. Not putting in the beacons could certainly be considered a bug. If ED makes the proper beacons placeable by script or directly in the ME UI that's certainly a bonus but first of all let's help Ugra to get things right in this iteration of the map.
  9. It is really simple to implement and I have done for Evreux on Normandy. However if Ugra does not do it, there is no way to have it working for multiplayer except with a mandatory mod or something similar. That's why imo it is so important Ugra does it. This code goes into \Eagle Dynamics\DCS World OpenBeta\Mods\terrains\Normandy\Beacons.lua and will provide a Lorenz approach using the aircraft's AFN-2. Use south-west to north-east landing direction. beacons = { { display_name = _('Evreux'); beaconId = 'airfield26_0'; type = BEACON_TYPE_ILS_FAR_HOMER; callsign = 'KT'; frequency = 870000.000000; position = { -46990.25, 129.00112207036, 111855.9609375 }; direction = 215.0; positionGeo = { latitude = 49.484430535713, longitude = -0.30034887075907 }; sceneObjects = {'t:175865856'}; }; { display_name = _('Evreux'); beaconId = 'airfield26_1'; type = BEACON_TYPE_ILS_NEAR_HOMER; callsign = 'T'; frequency = 490000.000000; position = { -48405.789062068, 133.08753940706, 110722.72656649 }; direction = 215.0; positionGeo = { latitude = 49.484430535713, longitude = -0.30034887075907 }; sceneObjects = {'t:176914432'}; }; { display_name = _('Evreux'); beaconId = 'airfield26_2'; type = BEACON_TYPE_ILS_LOCALIZER; callsign = 'IKB'; frequency = 111500000.000000; position = { -46829.859375, 129.00112207036, 111984.671875 }; direction = 215.0; positionGeo = { latitude = 49.484430535713, longitude = -0.30034887075907 }; sceneObjects = {'t:176948122'}; }; { display_name = _('Evreux'); beaconId = 'airfield26_3'; type = BEACON_TYPE_ILS_GLIDESLOPE; callsign = 'IKB'; frequency = 111500000.000000; position = { -46829.859375, 129.00112207036, 111984.671875 }; direction = 215.0; positionGeo = { latitude = 49.484430535713, longitude = -0.30034887075907 }; sceneObjects = {'t:334528516'}; }; } If you want to add beacons yourself, here is a simple method to do it: In the mission editor place 3 units at the position of the ILS_LOCALIZER, NEAR_HOMER and FAR_HOMER and run this script in the mission. Run the mission and have a look at log for exact coordinates. Make sure to name the units according to the script. local targetCoord = Unit.getByName('myUnit'):getPoint() local curPoint = Unit.getByName('myUnit') local lat, lon, alt = coord.LOtoLL(curPoint) env.info('The World Coordinates of the main beacon are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z) env.info('\nLatitude: ' .. lat .. ' \nLongitude: ' .. lon .. '\nAltitude: ' .. alt) local targetCoord = Unit.getByName('myUnit-1'):getPoint() local curPoint = Unit.getByName('myUnit-1') local lat, lon, alt = coord.LOtoLL(curPoint) env.info('The World Coordinates of the vez are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z) env.info('\nLatitude: ' .. lat .. ' \nLongitude: ' .. lon .. '\nAltitude: ' .. alt) local targetCoord = Unit.getByName('myUnit-2'):getPoint() local curPoint = Unit.getByName('myUnit-2') local lat, lon, alt = coord.LOtoLL(curPoint) env.info('The World Coordinates of the hez are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z) env.info('\nLatitude: ' .. lat .. ' \nLongitude: ' .. lon .. '\nAltitude: ' .. alt) Imo for the british there should a DREML approach. But some used Lorenz as well for sure. I just dont know if the allied birds have the proper devices to display.
  10. I hope you implement Lorenz Blind Landing System on the bigger German airfields? This has to be done by Ugra, because you can't place the required beacons via mission editor or script.
  11. I like to set prop pitch to manual and approach with low ata and high rpm thus utilizing the prop as an air brake. I like to see about 220kph at runway threshold or a few meters prior to reaching it and then set throttle to idle and hold it low over the runway until you get too slow to hold it and then flare for 3 point touchdown. @doughguy you may want to review those ata settings in your post
  12. It is not possible to add the proper beacons in the mission editor. You need to edit the beacons.lua in terrain directory for the map and put in ILS localizer, ILS near homer and far homer. Its about 20 lines of code, that for some reason did not get put into Normandy nor Channel map to activate this neat feature in all war birds. Let's hope Ugra will invest the 5 minutes of work and supply those beacons for the new Normandy map.
  13. So did anyone get this to work? I dont see how you could bind a sound to a static from this example. Care to elaborate?
  14. This does not reflect my personal experience flying on 4ya. The flak is not that accurate even if you fly straight imo. A slight weaving usually makes sure you wont get hit, even tho an unlucky hit now and then is surely possible.
  15. Yea it does seem to be right on the border, but it would be a shame not to include it due it's equipment and the fact it is needed to recreate realistic nightfighter ops.
  16. You missed Coulommiers. It's about 20km east of Paris and the only airfield with an operational nightfighter squadron in the relevant timeframe. II./Njg4 operated from Coulommiers from May till August of '44 (https://www.ww2.dk/air/njagd/njg4.htm)
  17. Another good video on the Mk108:
  18. You cannot use ships on rivers, so this should be a no.
  19. I assume that they will patch N1, so the high detail areas of N1 are identical to their N2 counterpart. I cant imagine they can achieve compatibility otherwise.
  20. Excuse me. My reply was more directed at barry_c This is the FAQ for the new map and not a discussion if WW2 is dead or not. Since me and alot of other users are excited about the new map, we should not derail this thread.
  21. That discussion should be held elsewhere. And also I guess the 50 players on 4ya WW2 yesterday evening would disagree.
  22. Will there be beacons and airfield lighting to allow for night ops?
  23. doesnt look too bad to me
  24. Yea, I used an orbiting plane to achieve the effect somehwat. Maybe Reaper Drone works even better, will try. Thx! I remember when the searchlights were still bugged and it was their standard behaviour to just shine straight up into the sky. Thought I could reproduce that somehow (scripting would be fine).
  25. I tried yesterday to make a searchlight just point upwards into the sky to act as a navigational aid for finding f.e. an airfield at night or in bad weather, but I failed to achieve the desired effect. Does anyone know if it is somehow possible?
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