Jump to content

Recommended Posts

Posted
17 hours ago, Nightstorm said:

I'd like some definitive information as well.  I haven't seen anything.  It's my hope that the mods that are not working, like the F22, are because of the very early beta version of MT and not by design.  We'll see what happens with upcoming releases.

Updated to version 2.8.3.37854.1. Unfortunately, no changes.

Posted
On 3/17/2023 at 5:29 PM, Nightstorm said:

I'd like some definitive information as well.  I haven't seen anything.  It's my hope that the mods that are not working, like the F22, are because of the very early beta version of MT and not by design.  We'll see what happens with upcoming releases.

don't count on ED to solve this problems for FC3 based mods

  • Like 1
Posted (edited)

Guys how to add custom keyboard or/and stick action?

 

I.e. I need to add few debug keybindings to change parameters of the pid controller to speed up pid controller tunning.

When i'm editing Input\F-22A\joystick\default.lua and Input\F-22A\keyboard\default.lua all actions from this file are ignored/not in the menu.

Is there another file i need to edit?

Is there something else i need to do?

Edited by mrjay
added another question
Posted
4 hours ago, mrjay said:

Guys how to add custom keyboard or/and stick action?

 

I.e. I need to add few debug keybindings to change parameters of the pid controller to speed up pid controller tunning.

When i'm editing Input\F-22A\joystick\default.lua and Input\F-22A\keyboard\default.lua all actions from this file are ignored/not in the menu.

Is there another file i need to edit?

Is there something else i need to do?

 

Maybe you have made some mistakes broke the file.

Posted (edited)
10 hours ago, FlyingAlex said:

Maybe you have made some mistakes broke the file.

But git shows me only modified copy pasted AutoThrottle line. But i'll check again. Thanks.

 

You are correct. Using vim as an editor helped. I don't know how file is broken, but it is.

 

EDIT:

vim allows to add only one line ... i need to find another way

 

@FlyingAlex could you check git diff file?

joystick-default.lua.diff

 

Nevermind ... deleting unused local variables helped and everything works now. It looks like lua can't handle that much variables in this file.

Edited by mrjay
Posted
1 hour ago, mrjay said:

DCS World

  • Current User Aircraft Mods crashing in Multithreading version - fixed

Nice, updating now.  I saw two video's today with the F22, one from GS and GR.  They didn't specifically say they were in MT, but I presume they were.  And, does anyone know where to get the YF-23 Black Widow mod?

  • Like 1
Posted
6 minutes ago, Nightstorm said:

Nice, updating now.  I saw two video's today with the F22, one from GS and GR.  They didn't specifically say they were in MT, but I presume they were.  And, does anyone know where to get the YF-23 Black Widow mod?

They say it is not released yet.

Posted (edited)
1 hour ago, Gogi12 said:

They say it is not released yet.

It was released this morning. 

Or did you mean the YF-23?

Edited by Nightstorm
Posted
19 minutes ago, Nightstorm said:

It was released this morning. 

Or did you mean the YF-23?

 

Hi, I ment YF-23 was not released yet

  • Like 1
Posted

I've been testing the F22 in MT/VR and it is working.  However, things have definitely changed regarding the missile code.  Right now I'm trying to solve the issue of AMRAAM's detonating on the Raptor when launched.  From what I can tell, it only happens if your flight path intersects the path of the missile to the target.  Now, I suppose that's realistic in the sense that if you get between the missile and what it's after it can prox fuse on you.  However, it seems to be happening with great frequency and that wasn't an issue in 2.8.2.

One thing I did notice as an improvement is commenting out the code that tells the missile to active by default.  That was put in some time ago because they weren't working correctly in TWS.  They seem to be working great now in TWS.  

I welcome anyone else to test and experiment as well.  I've attached my most recent version of the A2A_Missiles.lua that I'm experimenting with.

A2A_Missiles.lua

Posted (edited)
2 hours ago, Nightstorm said:

I've been testing the F22 in MT/VR and it is working.  However, things have definitely changed regarding the missile code.  Right now I'm trying to solve the issue of AMRAAM's detonating on the Raptor when launched.  From what I can tell, it only happens if your flight path intersects the path of the missile to the target.  Now, I suppose that's realistic in the sense that if you get between the missile and what it's after it can prox fuse on you.  However, it seems to be happening with great frequency and that wasn't an issue in 2.8.2.

One thing I did notice as an improvement is commenting out the code that tells the missile to active by default.  That was put in some time ago because they weren't working correctly in TWS.  They seem to be working great now in TWS.  

I welcome anyone else to test and experiment as well.  I've attached my most recent version of the A2A_Missiles.lua that I'm experimenting with.

A2A_Missiles.lua 96.24 kB · 0 downloads

Great! TWS missile working.

 

didn’t update dcs due to working on the EFM.

 

Good news is, I have a EFM F22 with the old avionics flying now…. with terrible flight model 😬 having thrust vectoring as well but it will easily make the pilot blackout and it’s not fly by wire… have to press button to control the nozzle angle 🤪 See if I could make a video demo this week.

far from releasing as I could hardly fly alive for 5mins in it

Edited by FlyingAlex
  • Like 1
  • Thanks 2
Posted
8 hours ago, FlyingAlex said:

Great! TWS missile working.

 

didn’t update dcs due to working on the EFM.

 

Good news is, I have a EFM F22 with the old avionics flying now…. with terrible flight model 😬 having thrust vectoring as well but it will easily make the pilot blackout and it’s not fly by wire… have to press button to control the nozzle angle 🤪 See if I could make a video demo this week.

far from releasing as I could hardly fly alive for 5mins in it

 

That's great news!  Keep up the good work!  I've a couple of ideas on how to solve the AMRAAM problem that I need to test.  First is, delay the firing of the rocket motor by a second or so.  In theory, it should allow the launch platform (you) to move further away.  Second is, delay the guidance by a second or so.  That one should have the missile drop, go straight away for a bit and then turn toward the target.  I think I like the second option better.  Now, it's just trial and error, probably lots of error.  I shot myself down half a dozen times last night. 

  • Like 1
Posted
16 hours ago, Nightstorm said:

I've been testing the F22 in MT/VR and it is working.  However, things have definitely changed regarding the missile code.  Right now I'm trying to solve the issue of AMRAAM's detonating on the Raptor when launched.  From what I can tell, it only happens if your flight path intersects the path of the missile to the target.  Now, I suppose that's realistic in the sense that if you get between the missile and what it's after it can prox fuse on you.  However, it seems to be happening with great frequency and that wasn't an issue in 2.8.2.

One thing I did notice as an improvement is commenting out the code that tells the missile to active by default.  That was put in some time ago because they weren't working correctly in TWS.  They seem to be working great now in TWS.  

I welcome anyone else to test and experiment as well.  I've attached my most recent version of the A2A_Missiles.lua that I'm experimenting with.

A2A_Missiles.lua 96.24 kB · 7 downloads

Hi,

In the past increasing autopilot delay by about 0.5s helped - otherwise AMRAAMs would just try to loft into your F-22...

  • Like 1
  • Thanks 1
Posted (edited)

Hey buddies, I know you would be interested. TVC

I was not bragging 😁 

You can see the plane turning not smoothly.  It's because of the AoA limiter is not well tuned.

The whole flight model need a big tweak. But at least it WORKS! 😛 

Hard to fly in 3rd person view.  Don't know any supermaneuver move.  You guy can suggest some of it and see if I can use those move to judge the performance of the TVC. 

Edited by FlyingAlex
  • Like 5
  • Thanks 2
Posted (edited)
5 hours ago, FlyingAlex said:

Hey buddies, I know you would be interested. TVC

I was not bragging 😁 

You can see the plane turning not smoothly.  It's because of the AoA limiter is not well tuned.

The whole flight model need a big tweak. But at least it WORKS! 😛 

Hard to fly in 3rd person view.  Don't know any supermaneuver move.  You guy can suggest some of it and see if I can use those move to judge the performance of the TVC. 

 

 

Hi,

Awesome!

I'm working on Auto Computed Level for F-22A. Right now i have pitch PID controller tuned to fly straight both bottom up and bottom down. It needs more tuning but works.

I'm working on the yaw and roll axes now.

 

Do this functionality will be included in your EFM?

 

I personally thing it should be in F-22A systems in lua module. That is because flight model should close to reality simulate environment. And in real F-22A it is part of the plane systems.

 

Let me know if i should drop working on it or not 😉

Edited by mrjay
Posted
21 minutes ago, mrjay said:

 

Hi,

Awesome!

I'm working on Auto Computed Level for F-22A. Right now i have pitch PID controller tuned to fly straight both bottom up and bottom down. It needs more tuning but works.

I'm working on the yaw and roll axes now.

 

Do this functionality will be included in your EFM?

 

I personally thing it should be in F-22A systems in lua module. That is because flight model should close to reality simulate environment. And in real F-22A it is part of the plane systems.

 

Let me know if i should drop working on it or not 😉

 

For me it's too early.

I will implement the FCS after I figure out a more realistic flight model. 

Both EFM or lua cockpit script will work as long as the logic is right. Keep it simple then lua. Want more details then EFM

I'm going to fade out the compiled lua file which limited the functionality (and some binding). I would like to fade out the FC3 binding with more realistic control logic such as pressing button on mfd to control avionics instead of a keyboard button.

If you have a solid one I'm of course happy to test it with TVC. 

 

 

Posted

@FlyingAlexThis is looking great so far!  @mrjayACL flight would be fantastic! 

Keep up the great work you both are doing!  I'm very excited for TVC.  Soon we can really give that Fellon a run for its money.

In the meantime, I've increased the autopilot delay to 1.0 seconds from 0.2 for the AMRAAM C-6/7 D and D-2.  That seems to have considerably reduced the chances of your missile impacting your own aircraft.  It's not impossible, but I really had to work at borking up the launch parameters to shoot myself down.  I think under most normal circumstances it should be fine now.

I updated the single player and the external weapons add-on with the new file.  Links in first post.

  • Like 3
Posted
On 3/24/2023 at 3:34 AM, FlyingAlex said:

Hey buddies, I know you would be interested. TVC

I was not bragging 😁 

You can see the plane turning not smoothly.  It's because of the AoA limiter is not well tuned.

The whole flight model need a big tweak. But at least it WORKS! 😛 

Hard to fly in 3rd person view.  Don't know any supermaneuver move.  You guy can suggest some of it and see if I can use those move to judge the performance of the TVC. 

 

Man, it looks awsome. Keep it up!

Posted

 

Test of a in development, Flight Control System. For now partially working auto pitch and auto roll level. To test plane every 30s target roll angle changes from +30 degrees to -30 degrees. delta_roll parameter is diffrential target roll angle and current roll angle. Roll parameter is a current roll angle in degrees. Plane in this test video flies without user interaction.

 

 

  • Like 2
Posted

@crixxx

As it’s real EFM, I have to build up everything again so it would take time. I’ve tuned the speed at sea level and at altitude similar to the SFM we currently have now. But Lift and Drag still WIP. And I have to connect the cockpit so everything could show normal in cockpit.

@mrjay it looks good, I would leave the FCS handle in lua instead of efm in this case.

  • Thanks 1
Posted

Hi, I have two tiny issues with current version of the mod.

1) The HUD seems to be equipped with some dark green sun filter. (maybe some incompatability with other mods).

2) Aircraft collision with second fired Aim-120 from external pylon (internal works OK).

Posted
2 hours ago, FlyingAlex said:

@crixxx

As it’s real EFM, I have to build up everything again so it would take time. I’ve tuned the speed at sea level and at altitude similar to the SFM we currently have now. But Lift and Drag still WIP. And I have to connect the cockpit so everything could show normal in cockpit.

@mrjay it looks good, I would leave the FCS handle in lua instead of efm in this case.

It looks like a lot to do.
Will you be doing something with the behavior of the plane in a flat spin? SFM make it feels very wooden

Posted
29 minutes ago, crixxx said:

It looks like a lot to do.
Will you be doing something with the behavior of the plane in a flat spin? SFM make it feels very wooden

Indeed.  The aerodynamic things are just complicated. 😞

I could hardly get into flat spin with my flight model now.  Mostly I could get into a vertical spin if I pull the stick too hard with TVC. the plane loss speed very quickly and keep rolling nose up and down.  I can easily recover with TVC but I don't know this behavior is normal or something go wrong. 

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...