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Community A-4E-C v2.3 (May 2025)


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Posted (edited)
1 hour ago, anlq said:

Can anyone test the Gunpod to see if it is working ? I can't get it works right now. I followed the correct order as instructed. Thanks. 

Thanks for the video idea, will check and report back

Initial report: for gunpods, they all work, same as the onboard one.

 

Edited by VR Flight Guy in PJ Pants

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

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Posted
On 7/7/2024 at 11:53 PM, VR Flight Guy in PJ Pants said:

Video on how to select, arm both gunpods and onboard guns, with "live firing" demo:

 

 

Thank you for the answer, somehow I got it working on and off. I don't know what is wrong, sometimes it works, sometimes don't. I turned on Pylons first, then Gunpod 1-2-3, then Charge, finally Master arm on. Is this not the right procedure ? 

Posted

Thanks for the great mod!

I'm having a problem with it in multiplayer missions where players can't spawn because it says that the flight is on delay. The A-4 units are added just like every other aerial units accessible to players, so what could be causing that?

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  • 1 month later...
  • 3 weeks later...
Posted (edited)

There are some who dislike the above video, I understand and I wish to hear from those who have this opinion and have a polite and constructive talk how I can improve. And once again, all the credits of the mods go to their respective creators.

Here is the mod of Mk.77 Mod1
 

mk77mod1 =
{
    category          = CAT_BOMBS,
    name              = "MK77mod1-WPN",
    model             = "A4E_Mk77mod1",
    user_name         = _("Mk-77 mod 1"),
    displayName = _("Mk-77 mod 1 - 500lb Fire Bomb LD"),
    wsTypeOfWeapon  = {wsType_Weapon, wsType_Bomb, wsType_Bomb_Fire, WSTYPE_PLACEHOLDER},
    scheme            = "bomb-common",
    class_name        = "wAmmunition",
    type              = 0,
    mass              = 230,
    hMin              = 10,
    hMax              = 12000.0,
    Cx                = 0.0030,
    VyHold            = -100.0,
    Ag                = -1.23,

    puff = {
        show_puff = true,
    },
    fm = {
            mass            = 230,
            caliber         = 0.2730000,
            cx_coeff        = {1.000000, 0.320000, 0.710000, 0.150000, 1.280000},
            cx_factor       = 3,
            L               = 1.05,
            I               = 33.282267,
            Ma              = -0.1,--2.746331,
            Mw              = 0.1,--2.146083,
            wind_time       = 1000.000000,
            wind_sigma      = 80.000000,
    },
    control =
    {
        check_obj_delay = 0.0,
        default_delay        = 0.0,
        default_open_height = 33,
    },
    warhead          = simple_warhead(220),-- 220 kg of fuel
    shape_table_data =
    {
        {
            file     = "A4E_Mk77mod1",
            index    = WSTYPE_PLACEHOLDER,
        },
    },
    targeting_data =
    {
      char_time = 20.32
    },
}
declare_weapon(mk77mod1)

As for the Napalm Effect mod part, I would like to pass on to the mod's creator, but I have some ideas how to integrate it to A-4E-C:

BTW, if somebody would make weapon mod for F-4E which incorporates napalm, it would be great!

Edited by VR Flight Guy in PJ Pants
  • Like 3

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

Posted

MK.77 Mod0 now works by converting them into a "regular bomb":
 

mk77mod0 =
{
    category          = CAT_BOMBS,
    name              = "MK77mod0-WPN",
    model             = "A4E_Mk77mod0",
    user_name         = _("Mk-77 mod 0"),
    displayName = _("Mk-77 mod 0 - 750lb Fire Bomb LD"),
    wsTypeOfWeapon  = {wsType_Weapon, wsType_Bomb, wsType_Bomb_Fire, WSTYPE_PLACEHOLDER},
    scheme            = "bomb-common",
    class_name        = "wAmmunition",
    type              = 0,
    mass              = 340,
    hMin              = 10,
    hMax              = 12000.0,
    Cx                = 0.0030,
    VyHold            = -100.0,
    Ag                = -1.23,

    puff = {
        show_puff = true,
    },
    fm = {
            mass            = 340,
            caliber         = 0.2730000,
            cx_coeff        = {1.000000, 0.320000, 0.710000, 0.150000, 1.280000},
            cx_factor       = 3,
            L               = 1.05,
            I               = 33.282267,
            Ma              = -0.1,--2.746331,
            Mw              = 0.1,--2.146083,
            wind_time       = 1000.000000,
            wind_sigma      = 80.000000,
    },
    control =
    {
        check_obj_delay = 0.0,
        default_delay        = 0.0,
        default_open_height = 33,
    },
    warhead          = simple_warhead(300),-- 300 kg of fuel
    shape_table_data =
    {
        {
            file     = "A4E_Mk77mod0",
            index    = WSTYPE_PLACEHOLDER,
        },
    },
    targeting_data =
    {
      char_time = 20.32
    },
}
declare_weapon(mk77mod0)

 

  • Like 1

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

Posted (edited)
4 hours ago, buur said:

@VR Flight Guy in PJ Pantshow to install? Or where copy and past?

Replace the corresponding lines found in file "A4E_Weapons.lua" under "\Saved Games\DCS\Mods\aircraft\A-4E-C\Weapons". This would convert the original from a "cluster" into a "Mk-82"-like bomb.

Edited by VR Flight Guy in PJ Pants
  • Like 1

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

  • 2 weeks later...
Posted
On 8/23/2024 at 2:06 PM, DD_Crash said:

Has the Comms menu stopped working? Just getting back into DCS and I use Viacom. I cant get the comms menu.

If this is still an issue for you. The new Launcher forced Easy Comms. Could that be it? 

Posted (edited)

Hi guys, I have been learning the A-4E. Really nice mod! I have some questions though:

1. What does the AoA Compensation Switch do exactly?
2. I noticed the kneeboard manual says to have the switch ON in all radar modes except for A/G mode. Why is that?

Update:
From NATOPS manual - "A guarded angle-of-attack switch of the two-position toggle type enables the pilot to remove the angle-of-attack compensation if the airflow sensor becomes inoperative. When the switch is in the OFF position, the zero reference line of antenna elevation is the armament datum line rather than the flight path." My understanding is that the AoA compensation switch is turned OFF in A/G radar mode for ground target ranging purposes. It's otherwise kept ON in SRCH and TC modes so that zero antenna elevation corresponds to the flight path which is right for terrain mapping/avoidance purposes.  

Edited by GrEaSeLiTeNiN

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Posted

Does anyone know if this is still being worked on/updated or do the devs consider it a completed mod? Either way, absolutely love it. Towards the end of my Vietnam video below, I was flying support while my buddy was down low in the Cayuse popping smoke on targets in the jungle for me.  Had a blast. 

 

  • Like 3
Posted

Par excelance 

  • Like 2

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Posted

I used to have the A-4 and fly it but now I can't get it to appear. What happened? The folder is in my mods-aircraft file but it wont work in instant action or in the mission editor...

Posted

Just a wild guess - did you click the watch icon below in the mission editor? (It limits what you can fly based on historical accuracy.)

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Posted
6 hours ago, greyseal494 said:

well thanks but I can't get it to go

You used to have it? Check the module manager in the game, and check if it's disabled. That setting won't reset even if you did remove it from your files. Post your DCS.log from Saved Games if that was not the issue. 

Cheers! 

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