Stonehouse Posted February 7, 2015 Posted February 7, 2015 Firstly just to say I know very little about the process of modelling and creating new units however................. A lot of servers are using these planes as substitute B26 and He111 aircraft but obviously they have no defences. I noticed that aircraft_guns.lua has a section for the rear mounted 23mm turret on the Tu95, Tu22 and IL76. Looking at the EDM for these in the model view I can see the Tu22 has connectors for the left and right 23mm cannon and the position listed matches the one in aircraft_guns.lua. The Tu95 and IL76 has the gun shown in the model although the Tu95 is very rudimentary but both have no connectors. Talking to a friend who is a bit more knowledgeable he reckons they should have connectors to act as gun mounts to get the thing to shoot. So some questions, does the Tu95 and IL76 guns actually work and do they need connectors defined like the Tu22? If not how does it work? How hard would it be to add connectors to the An26 and AN30 model and add the appropriate lines to aircraft_guns.lua (as per lines 189 -192) and get it to fire at attacking planes? Looking at the Tu95 and IL76 is it necessary to add connectors or can you just do it through the lua scripts for the aircraft. If it is an easy mod then the ersatz B26 and He111 would be that much more useful as a placeholder until the real thing comes along Thanks, Stonehouse
Stonehouse Posted February 10, 2015 Author Posted February 10, 2015 (edited) Well really puzzled. Created a little test mission in a spare 10 mins with the IL76, Tu95 and Tu22 with open fire weapons free ROE as red and stuck a blue P51 behind each at about 100m with no ammo. End result the aircraft with tail guns completely ignored the P51s. Tried a couple of variations and if 10% ammo was added to the P51s the Tu22 did finally seem to fire back but the Tu95 was shot down while the IL76 had very minor damage. The only conclusion seems to be that the method being used for Tu95, IL76 and probably Tu142 doesn't currently work. Tu22 does seem to work under limited conditions ie if shot the plane fires back So this presumably means that new connectors are required (since this seems to be the difference between the Tu22 and the others) in the Tu95 IL76 Tu142 and therefore An26 and An30 to get tail guns to work. IE it seems that it needs someone with access to 3Dmax and skills to go with it in order to make tail guns work on anything other than the Tu22 which unfortunately means it isn't something I can do. Edited February 10, 2015 by Stonehouse
vicx Posted February 14, 2015 Posted February 14, 2015 Thanks for posting your findings on this. Always keen to have a look but never enough time.
Lilkiki Posted February 17, 2015 Posted February 17, 2015 IE it seems that it needs someone with access to 3Dmax and skills to go with it in order to make tail guns work on anything other than the Tu22 which unfortunately means it isn't something I can do. AFAIK, you need the original 3DSMax file to add the Helpers and animations. You can't add fire positions only by tweaking LUA. [sIGPIC][/sIGPIC]
vicx Posted February 17, 2015 Posted February 17, 2015 (edited) I've only played with LUA definitions for ground units and you can do a LOT with them. When testing this stuff I like to manually define an entry instead of relying on functions. I might add a manual definition later - TOO BUSY ATM. function GSh_23_2_tail_defense(tbl) tbl.barrel_circular_error = 0.007 tbl.aft_gun_mount = true tbl.azimuth_initial = 180 --tbl.muzzle_pos = tbl.muzzle_pos or {-18.5, 1.95, -0.055} tbl.muzzle_pos = {-30.0, 0.7, 0.0} --[[ tbl.effects = { fire_effect(350), smoke_effect(), { name = "TurretOrietation", azimuth_arg = 451, elevation_arg = 452, azimuth_k = 1/25, elevation_k = 1/17} } ]] return gun_mount("GSh_23_2", { count = 1200 },tbl) end You can try this. Replace that entry in "C:\Program Files\Eagle Dynamics\DCS World\Config\Weapons\aircraft_guns.lua" and see what happens for the Tu-95[/b] It seems to work. It looks like there is fallback code in the engine that kicks in if you comment out the effect arguments (bypassing references to missing turret orientation args) Edited February 18, 2015 by vicx *seems to work*
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