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Posted (edited)

EFFSSI Beta

 

EFFSSI is the merger of Eagle Radar Improvements (ERI) 2.1 mod and Flanker Fulcrum Sighting System Improvements (FFSSI) mod. Sighting system because FFSSI improves both the radar and EOS systems of all the Flankers and Fulcrums aircrafts.

 

FFSSI Improvements:


  1. When the radar or EOS lost lock on their target they will try to re-lock the target
     
    When the radar lost lock on its target not because of player unlock, it will try to regain lock with the radar first and then with the EOS. If re-lock attempt fails, player will be left with the radar on. With EOS, when it lost lock on its target not due to player unlock, it will try to re-lock the target only with the radar straight away. And if that fails, player will be left with the EOS on. All those are done by taking into account the player's aircraft's displacement and heading change since lock was lost and the approximation of where the target would be using the target's velocity vector just before lock on it was lost. Player can interrupt the re-locking attempt by changing master mode.
     
    This should remedy the inconsistencies of the radar and EOS systems that are mentioned in this thread :).

 

Install:

  1. Install Leavu+ERI 2.1
  2. Extract the file attached to ...\Eagle Dynamics\LockOn Flaming Cliffs 2\Config\Export

EFFSSI 0.1.zip

Edited by Bvoiash
  • Like 1
Posted (edited)

Oh, by the way if anyone knows how to move the radar and EOS azimuth angle left and right through Lua do let me know. As currently the azimuth angle doesn't move left or right. The code is already there but unfortunately the corresponding commands don't seem to do anything.

Edited by Bvoiash
Posted

Great initiative!

 

Are you planning to add other features to this mod?

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

Excellent! What kind of features are you thinking about?

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted (edited)

Hi Case, sorry I didn't reply sooner. But anyway concerning features, currently the only one that I know of besides what I have implemented is what GGTharos told me about. That is the radar would adjust its elevation such that it would also search at -1 km of the current elevation.

 

If anyone knows more on how the radar and EOS systems of the Fulcrum and Flanker aircrafts in Flaming Cliffs 2 work feel free to let me know. Although, having said that, I can't promise anything as it all depends on what can be implemented through Lua and the free time that I have. And on top of that I'm sure the current feature need improvements.

Edited by Bvoiash
Posted

so this will make the radar stop to reset/turn off every time you lost a target...

is that right?

It also make that MFD information from su-27/33/mig-29 appear at the secondary monitor (which works with leavu-eri 2.1)????

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Posted
so this will make the radar stop to reset/turn off every time you lost a target...

is that right?

No, it won't. What this mod does is to have both the radar and EOS systems try to regain lock on the target every time lock on the target is lost without player unlock.

 

It also make that MFD information from su-27/33/mig-29 appear at the secondary monitor (which works with leavu-eri 2.1)????

No, as I haven't done anything in this mod to make LEAVU to work with any of the Flanker or Fulcrum aircrafts.

 

Hopefully that answer your questions :).

Posted

ok, thanks! So this is like a automated radar mod...

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Posted

I'm curious, how did you separate unintentional unlocks from intentional ones?

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Posted

It also make that MFD information from su-27/33/mig-29 appear at the secondary monitor (which works with leavu-eri 2.1)????

 

Are you sure it's reallistic?!

  • Like 1

[sIGPIC][/sIGPIC]

Posted
I'm curious, how did you separate unintentional unlocks from intentional ones?

Hi Yoda, all I did was in the case where there was a target locked last time FFSSI was run but no target locked when FFSSI is currently running, I check whether the keyboard key backspace has been pressed in between.

 

As considering that FFSSI is run around every 0.03 second like ERI, the possibility that the target lock is lost first and then the player presses backspace within that time frame is small. So whenever it is detected in a single interval between FFSSI runs that the backspace key has been pressed and a target lock was lost, I made the code interpret it as lock lost due to player unlock.

Posted (edited)

Not error proof, but that's the best way to do it through Lua that I could think of. Unless someone knows a better way and doesn't mind telling me about it :).

Edited by Bvoiash
Posted
Not error proof, but that's the best way to do it through Lua that I could think of. Unless someone knows a better way and don't mind telling me about it :).

Hi. I very often use the lock key to both lock and unlock targets. Most especially on Su/Mig and sometimes on F15 in STT.

[sIGPIC][/sIGPIC]

Posted
Hi Yoda, all I did was in the case where there was a target locked last time FFSSI was run but no target locked when FFSSI is currently running, I check whether the keyboard key backspace has been pressed in between.

 

As considering that FFSSI is run around every 0.03 second like ERI, the possibility that the target lock is lost first and then the player presses backspace within that time frame is small. So whenever it is detected in a single interval between FFSSI runs that the backspace key has been pressed and a target lock was lost, I made the code interpret it as lock lost due to player unlock.

 

nice :).

How did you check the keypress btw? Did you import some dll that ur lua script could access?

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Posted
Hi. I very often use the lock key to both lock and unlock targets. Most especially on Su/Mig and sometimes on F15 in STT.

Oh, well I suppose I could make it so that it also checks the enter key as well as the backspace key. Is there anyone else that does that as well?

 

nice :).

How did you check the keypress btw? Did you import some dll that ur lua script could access?

No, I didn't. As I found out that because you have done just that in ERI I don't need to do that again in FFSSI.

Posted
Oh, well I suppose I could make it so that it also checks the enter key as well as the backspace key. Is there anyone else that does that as well?

 

 

No, I didn't. As I found out that because you have done just that in ERI I don't need to do that again in FFSSI.

 

aha my old crappy dll :).

Yes that works, but if u get a 64bit version of dcs or fc2 in the future, then that dll wont work anymore Im afraid, so maybe we should make a new clean one that we can compile 2 versions of :P

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Posted (edited)

Is it really that bad though? And you made that dll, did you :blink:? As all along I thought you got it from somewhere else.

Edited by Bvoiash
Posted
Is it really that bad though? And you made that dll, did you :blink:? As all along I thought you got it from somewhere else.

 

No I wrote it myself, but I misplaced my source code :P

It's a quite ugly solution which relies on this http://msdn.microsoft.com/en-us/library/ms646293(v=vs.85).aspx

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Posted

I might have the source fellas (I have some ancient pre-Kenai versions of Leavu around). Will look for it when I get home.

 

Great to hear some more mods in the pipeline.

Posted
No I wrote it myself, but I misplaced my source code :P

It's a quite ugly solution which relies on this http://msdn.microsoft.com/en-us/library/ms646293(v=vs.85).aspx

 

Ooh, I wouldn't have a clue how to write a dll. But anyway we can certainly look into making a new one that will also be compatible with 64 bit version of FC2 (if ED ever release one, though I doubt that will happen) and DCS :).

 

And Moa, do you want me to include your export code for AOA, tailhook, etc in future version of this mod by the way?

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