Neon Posted July 28, 2017 Posted July 28, 2017 So this was in today's release notes. "Would you like to know more?" Well so would I, so someone spill the beans for all of us still at work. [sIGPIC][/sIGPIC]
Truthkeeper Posted July 28, 2017 Posted July 28, 2017 Scroll down in the forum: there's a post about programming the data cartdrige from an external file
Neon Posted July 29, 2017 Author Posted July 29, 2017 Scroll down in the forum: there's a post about programming the data cartdrige from an external file Yes I read that thread a long time ago. I am asking, since it said it's in place now, how do we use it? [sIGPIC][/sIGPIC]
-IRRE-Rolluptito Posted July 29, 2017 Posted July 29, 2017 Try to read it again, you probably skipped some pages. :D Owned modules: P-47 | P-51D | Spitfire MkIX | I-16 | Bf 109 K-4 | Fw190 D-9 | Fw190 A-8 | Yak-52 | MiG-15 | F-86F | C-101 | A-10C | AJS-37 | L-39 | F-5E | Mirage F1 | M-2000C | MiG-21bis | F-4E | F-14 | AV-8B | F/A-18C | F-16C | Ka-50 | SA342 | UH-1H | Mi-8MTV2. Maps: Afghanistan, Syria, Kola, Nevada, Persian Gulf, Normandy 1944, & The Channel. Hardware: I7-12700K / 64Go RAM / GeForce RTX 3090 X Trio / Samsung 870Evo SSD https://www.lesirreductibles.com
SVgamer72 Posted July 29, 2017 Posted July 29, 2017 I am looking around and I think I might have found what you are looking for... File Location: \DCS World 2 OpenAlpha\Mods\aircraft\AJS37\Cockpit\scripts\NavigationPanel\Device\init.lua Data_cartridges = { { cartridgenr = 1, -- Can be 1 to 5 waypointnr = 0, -- From 0 to 10 where 0 i starting base LS and 10 is L1. Nearest pre-programmed airbase will be used. latitude = 41.60917, -- Degrees latitudeminutes = 0, -- Optional latitudeseconds = 0, -- Optional longitude = 41.60028, -- Degrees longitudeminutes = 0, -- Optional longitudeseconds = 0, -- Optional missiontime = 0, -- Optional. ETA in seconds from the start of the mission or when the aircraft is spawned. velocity = 0, -- Optional. Sets a forced speed in m/s. etalocked = false, -- Set to true to make the waypoint use the missiontime. Waypoint will be converted to targetpoint (Målpunkt) velocitylocked = false, -- Set to true to use the forced speed. istargetpoint = false, -- Set to true to set the waypoint as a targetpoint. }, { cartridgenr = 1, -- Can be 1 to 5 waypointnr = 1, -- From 0 to 10 where 0 i starting base LS and 10 is L1. Nearest pre-programmed airbase will be used. latitude = 41.93028, -- Degrees latitudeminutes = 0, -- Optional latitudeseconds = 0, -- Optional longitude = 41.86528, -- Degrees longitudeminutes = 0, -- Optional longitudeseconds = 0, -- Optional missiontime = 0, -- Optional. ETA in seconds from the start of the mission or when the aircraft is spawned. velocity = 0, -- Optional. Sets a forced speed in m/s. etalocked = false, -- Set to true to make the waypoint use the missiontime. Waypoint will be converted to targetpoint (Målpunkt) velocitylocked = false, -- Set to true to use the forced speed. istargetpoint = false, -- Set to true to set the waypoint as a targetpoint. }, { cartridgenr = 1, -- Can be 1 to 5 waypointnr = 10, -- From 0 to 10 where 0 i starting base LS and 10 is L1. Nearest pre-programmed airbase will be used. latitude = 42.17750, -- Degrees latitudeminutes = 0, -- Optional latitudeseconds = 0, -- Optional longitude = 42.48194, -- Degrees longitudeminutes = 0, -- Optional longitudeseconds = 0, -- Optional missiontime = 0, -- Optional. ETA in seconds from the start of the mission or when the aircraft is spawned. velocity = 0, -- Optional. Sets a forced speed in m/s. etalocked = false, -- Set to true to make the waypoint use the missiontime. Waypoint will be converted to targetpoint (Målpunkt) velocitylocked = false, -- Set to true to use the forced speed. istargetpoint = false, -- Set to true to set the waypoint as a targetpoint. }, }
Glimmer Posted July 29, 2017 Posted July 29, 2017 IT'S A WONDERFUL!!! Now I can build FP in advance!!! I hope developers will not stop in the development of this concept. :D Су-27 Flanker | Су-30 Flanker-C | Су-33 Flanker-D | Су-34 Fullback | Су-24 Fencer | МиГ-29 Fulcrum | F-14A/B/D Tomcat | F/A-18C/D Hornet | F/A-18E/F Super Hornet | F-16C Fighting Falcon | F-15C Eagle | Eurofighter Typhoon | Tornado IDS | JAS-39 Gripen | AJ/JA(S)-37 Viggen | Rafale | M-2000 Mirage | Mirage F1 Ka-52 Hokum | Mi-28N Havoc | Mi-35M Hind | Mi-24P Hind | AH-64D Apache | AH-1W SuperCobra
Rudel_chw Posted July 29, 2017 Posted July 29, 2017 Yes I read that thread a long time ago. I am asking, since it said it's in place now, how do we use it? There are two parts to using it: the first being to create the entries for each cartridge on the Lua File .. What I intend to do is to create a Mission for my Viggen on the Mission Editor and then examine the lua file and copy the entries (of cartridge 1) into a boilertext file. I will repeat this for several more missions and then use this information for editing a new lua file with all of these cartridge data into it. I understand that it isn't necessary to modify the original file, but rather create the file on \Saved games\DCS World OpenAlpha\Mods\aircraft\AJS37\Cockpit\scripts\Navi gationPanel\Device\ ... the game engine should take it instead of the original and so this will not trigger the Integrity Check on MP play. The second part is selecting the cartridge within the game .. this is done on the kneeboard, using the keys shown: However, I believe that this feature isn't yet fully debugged, as after loading the sample cartridge the kneeboard flight plan is somewhat messed up: I hope that RagnarDa steps in and explain this better :) Best regards. For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Neon Posted July 29, 2017 Author Posted July 29, 2017 There are two parts to using it: the first being to create the entries for each cartridge on the Lua File .. What I intend to do is to create a Mission for my Viggen on the Mission Editor and then examine the lua file and copy the entries (of cartridge 1) into a boilertext file. I will repeat this for several more missions and then use this information for editing a new lua file with all of these cartridge data into it. I understand that it isn't necessary to modify the original file, but rather create the file on \Saved games\DCS World OpenAlpha\Mods\aircraft\AJS37\Cockpit\scripts\Navi gationPanel\Device\ ... the game engine should take it instead of the original and so this will not trigger the Integrity Check on MP play. The second part is selecting the cartridge within the game .. this is done on the kneeboard, using the keys shown: However, I believe that this feature isn't yet fully debugged, as after loading the sample cartridge the kneeboard flight plan is somewhat messed up: I hope that RagnarDa steps in and explain this better :) Best regards. Thank you so much. [sIGPIC][/sIGPIC]
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