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Posted
11 minutes ago, Gogi12 said:

 

Hi yes, but older F-22 and Eurofighter were better then now.

I know the F-22A is, no longer got A2G missiles on the latest version and I used to like doing A2A and A2G in the same mission. Not noticed much difference with the Eurofigther though compared to the old.

Posted

It's a solution for not having to start the mission with the FC3 dependency module and then switch planes.

You should be able to use the older mods as long as the mod's features is not dependent on something specific to FC3 that FC2024 no longer provides.

  • Thanks 1
Posted
1 hour ago, cj43g3r said:

It's a solution for not having to start the mission with the FC3 dependency module and then switch planes.

You should be able to use the older mods as long as the mod's features is not dependent on something specific to FC3 that FC2024 no longer provides.

Trojan included?

  • Like 1
Posted

@flavvnet

That's why source code has been included with the build solution/project files as open source.

You can download/install Visual Studio 2022 community edition for private/individual use and rebuild the binaries. Before opening the solution file with Visual Studio, you can inspect them with any text editor. Then open/rebuild the solution file (*.sln) and compare the binaries with the ones included with the archive.

I wanted to create it using a Windows built-in scripting language (batch/powerscript, javascript, basic). Basic is being phased out and may not be supported much longer. Batch/powerscript and javascript had more limitations requiring installation of additional 3rd party libraries/components.

Python/perl requires installing an additional interpreter and 3rd party libraries.

There is always sed. And there is open source sed for native Windows and sed in the Windows Subsystem for Linux but it would either require installing open source sed or WSL, become familiar with linux and regular expressions.

I wanted it to be as simple as possible with as few dependencies as possible to make it easier to use for as many as possible. It's designed to just do a simple string search for the binaries section and insert the set string or remove it. This way, anyone can modify the configuration via the iniFile without needing to rebuild each time to support changes in FC3 entry.lua's or add additional planes.

I've licensed it as GPL3 requiring future modifications to also be open source. If source code is not provided in the package or the binaries built with the included source do not match the attached binaries, then do not trust the package.

 

You also bring up a good point that has been mentioned before but flamed down. Trojans/malware can be injected via binaries which can be included in mods as DLLs. So far the only way to detect them is check the forums for users reporting any bad behavior. So far there doesn't seem to be.

  • Thanks 3
Posted

cj43g3r thanks for the clarification.
Unfortunately I am not an expert in programming and I would need some simple explanation on how to use the fix since I do not seem to have read it in the readme. For example, I would like to use the Su-30SM "Codename Flanker" mod again, what should I do with the fix?
Also, does the fix break the integrity check?
Thanks for your kindness, I think your answer to my doubts will be useful to other people with my same limitations.

Posted (edited)
28 minutes ago, flavnet said:

cj43g3r thanks for the clarification.
Unfortunately I am not an expert in programming and I would need some simple explanation on how to use the fix since I do not seem to have read it in the readme. For example, I would like to use the Su-30SM "Codename Flanker" mod again, what should I do with the fix?
Also, does the fix break the integrity check?
Thanks for your kindness, I think your answer to my doubts will be useful to other people with my same limitations.

I would recommend for now to download a fresh copy of the Codename Flanker MOD, you will only be able to use a/a separate from a/g, without CWS 1.8 that is outdated at the moment but only using the fix bellow, just have patience the guys of Code Name Flanker are squashing some bugs and will see a new beast with some additional new features coming out the assembly line. 

https://discord.com/channels/839196573228335185/839204422332841995/1268472192849412157

Edited by MEBF109
  • Thanks 2
Posted

Hello MEBF109,
I take advantage of your courtesy for a little help. I did a clean install of only the Codename Flanker mod (without CWS 1.8) and deleted the Su-30SM "input" directory in the "Config" directory in Saved games\DCSOpenBeta. I started the game and set the roll, pitch, rudder commands with the joystick and thrust with the throttle. I then tried a simple mission with the Su-30SM but, while the thrust responds perfectly, the roll, pitch and rudder commands are blocked. How to solve? Thanks in advance.

Posted

@flavnet

I don't have the Codename Flanker mod but I would suggest checking for alternate joystick bindings for roll, pitch, rudder. Some mods use different flight models (https://www.digitalcombatsimulator.com/en/support/faq/general/) and may require different bindngs. Also check if it's been disabled by autopilot (altitude, course, pitch hold).

If the keyboard commands work, then it may be alternate bindings. If they also do not work, it may be autopilot or something else entirely. Then you would need to test with a different aircraft or different flight sim/game.

You can also check the joystick bindings under the mod's Input/joystick/default.lua or the joystick binding of the mod's FC3 module.

 

GlobalFixForAllFC3DependentMods.7z is a 7zip archive. Use 7zip (https://www.7-zip.org/) to extract it.

It contains a readme.txt with detailed instructions.

Visual C++ Redistributables version 14.40.33810.0
https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170
   https://aka.ms/vs/17/release/vc_redist.x86.exe
   https://aka.ms/vs/17/release/vc_redist.x64.exe

You will need to install one or both of these depending on which version you run. The Debug, Release folders contain the x86 versions. The x64\Debug and x64\Release folders contain the x64 versions.

On Win11, launch a "Terminal". On previous Windows it's called "Command Prompt" or "CMD". change the directory using the cd command to the folder where you will run GlobalFixForAllFC3DependentMods

then run the command: .\GlobalFixForAllFC3DependentMods.exe /MOD:FC3=1

it provides backwards compatibility for some mods but breaks integrity check since it modifies FC3 aircraft entry.lua

if you need to restore IC, then run the command: .\GlobalFixForAllFC3DependentMods.exe /BAK=0 /MOD:FC3=

As you can see it is not an entire solution since you may want to fly online with a mod without breaking IC. But it does provides an easy way to switch back and forth such as when DCS is updated to a new version or when you need to restore IC

 

  • Thanks 1
Posted (edited)

Hi All, I have noticed that if I add load_immediately = true to the SU-27 and/or SU-33 entry.lua's, the original SU-27 or SU-33 modules are not playable anymore, only AI. Does anyone have the same issue?

 

Edited by Fab8ball
Posted

@Fab8ball i tried the FC2024 Su-27/Su-33 from their Instant Action missions and didn't have any issue.

the DCS log at  %USERPROFILE%\Saved Games\DCS\Logs\dcs.txt may contain some clues

Are you only setting it for the Su-27 or Su-33 or all FC3 modules?

Are other FC3 modules affected?

Are you running the latest version of DCS with FC2024, or an earlier version of DCS or FC3?

Low disk space/memory?

If reverting the changes to the entry.lua's and it fails integrity check, you can always perform a clean reinstall. If it's installed via Steam, you can use Steam to verify the game files were installed correctly. 

Posted

HI!

DCS latest version, FC2024 installed - issue only with Su-27, SU-33 and Mig 29 lua's, F-15, SU-25 and A-10 no issue.

Also, even if the lua is modified accordingly, it's not possible to fly any mods based on the russian planes as above.

Plenty of disk/memory. log in attachment

dcs.log.old

Posted
On 8/27/2024 at 8:48 PM, SkateZilla said:

if the Entry is properly coded, the ASM Systems and SFM Arguments are loaded w/o issue.

The only thing that DCS has changed, is FC3 Aircraft binaries do not load automatically w/ old = x variable in the flyable declaration, which causes the module to not load and if you try to force control it says it cannot.

adding that line loads the binaries at launch of DCS, allowing users to continue to load into aircraft as it was before 2.9.6.

If you're getting the cockpit and no FM, then the entry.lua flyable declaration is wrong, and it's pointing to a null SFM/PFM. Likely from ill-advised edits done after the patch to try and restore the mod.

Who do you think helped most of these teams find solutions?

 

Hi.

I just read the post right now. If you want to use SFM I have not found a possibility to have the external args connected to the Inputs without another lua driving the animations. It seems as if the connecting piece is missing.

EFM drives the Animation on its own.

Is there a fix for SFM as well?

  • 2 weeks later...
Posted (edited)

I've seen 2 posts where one is talking about adding, the below, to F-15C.lua (aircraft specific lua) and the other is adding it to entry.lua. Does either work?

load_immediately = true,
Edited by sBryansGames

*Social Media*

twitch/sBryansGames

 

[sIGPIC][/sIGPIC]

  • 2 months later...
Posted

Hi there, I've experienced this issue related to some planes, mostly old ones, like flyable mig-23, 27,su-17.

Nav lights are under a single collection =argument lights and all point to a single Arg=49...is it a common issue, and is there a fix around for that? Thanks in advance 

IMG_20241218_182745.jpg

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