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Posted

Afternoon chaps,

 

I am reading a lot about different user FC3 mods where they make AI aircraft flyable using the cockpits of other aircraft, which seems a fun way to add a bit more variety.

 

I have seen where they mention using, for example the SU-27 cockpit with the avionics of the SU-25T. I am familiar with the file structure of DCS, and am comfortable rewriting lua's to suit my purposes.

 

However, I need clarification on this: the 'Cockpit' used is defined in the Mods/aircraft/*aircraft name*/shapes folder, but where are the 'Avionics' defined? Is this simply the default.lua that allocates your keyboard or device mappings found in Mods/aircraft/*aircraft name*/Input/keyboard folder?

 

I also see some mods supplied with an *aircraft name*.lua file that resides in Scripts/Database/planes that defines various aircraft parameters and pylon loads - this however doesn't seem to be present in all cases. Is this script just to provide custom payloads and for mission editor purposes?

 

Thanks to anybody for their help!

 

Tom

"The only replacement for a Buccaneer is a Buccaneer".

Posted

Hi Tom,

 

I'm just as new at this as you - so please excuse any mistakes I make.

 

the cockpit Avionics are defined as part of the "make_flyable" function usually found in the entry.lua that each plugin has. It usually is an id number that matches the plane ID in the wsTypes.lua file. in the example below will make the F-15E flyable but with the avionics of the Su-25T. This needs to match the Input/keyboard folder as well otherwise you will not have defined the keyboard mappings for activating the avionics (devices).

 

make_flyable('F-15E', current_mod_path..'/Cockpit/KneeboardLeft/',{nil, old = 54}, current_mod_path..'/comm.lua')

 

the Scripts/Database/planes folder defines parameters for all in builtin planes by ED for the mission builder and AI.

some mods modify those files directly and some recreate them by creating a new plane slot and entering all the information in a dedicate mod file.

 

The *aircraft name*.lua you usually see in flyable modes a way to separate the lua code into maintainable code, and usually will have the definition of a NEW aircraft type, like you can see in the Rafale or mirage 2000C_V8 mods.

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Posted

Ah, excellent! Thank you - having looked at it more I'd actually come to that conclusion but hadn't had chance to investigate further to test! Thanks for confirming.

 

 

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"The only replacement for a Buccaneer is a Buccaneer".

Posted (edited)

But in this way the F15E will have also the AA avionic lf su25t?right?

 

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Edited by VirusAM

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Posted

Yes, but simple air to air only - IR guided missiles in bore sight mode; no radar guided attacks. I 'assume' you could enable HMS mode by commenting in the relevant line in the keyboard input map, but without trying it I couldn't say for sure.

 

 

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"The only replacement for a Buccaneer is a Buccaneer".

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