Jump to content

DCS Mods structure : How to create your plugin from scratch


Recommended Posts

OK, Trying to bring in my own AN/AAS-38 FLIR Pod, As the ingame one has the F-18 Pylon Attached to it.. And I already have my own Pylon for it..

 

So:

I did the code below, Problem is, despite my own Elements/Shapes, the Engine is still loadign the F-18C FLIR POD Shape and ignoring my PylonShape and FLIR Pod Shape Declarations.

 

declare_loadout(
{	--
category		=	CAT_PODS,
CLSID			= 	"{ALQ_AN_AAS38}",
Picture			=	"ANAAS38.png",
wsTypeOfWeapon	=	wsType_Weapon,wsType_GContainer,wsType_Control_Cont, 74},
displayName		=	_("ALQ Pylon - AN/AAS-38 FLIR"),
attribute		=	{4,	15,	44, 74},
Cx_pil			=	0.001959765625,
Count			=	1,
Weight			=	200,
Elements	=	
{
	{	ShapeName	=	"ALQ_Pylon",	IsAdapter   =   true		   }, 
	{	ShapeName	=	"AN_AAS-38_EFG" ,	Position	=	{-0.20,-0.082,0.017}, Rotation = {45.0, 0.0, 0.0}},
	
}, -- end of Elements
})

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

I think as similar with my problems to generate new weapons on DCS: W. the engine ignore the new shape declarations (engine limitations?).

 

It's only doing it for the POD right now afaik,

 

Missiles, Fuel tanks, etc, I can load up whatever shape on the Pylon and Stores elements.

 

If I Change the last attribute, I can change the POD Loaded (ie 74 for AAS-38 FLIR, 101 for AAQ-38, etc),

 

But it wont load the shape table to load a new shape while retaining the actual pod attributes.

 

 

I'm Guessing I'm gonna have to define the entire pod's attributes in local declaration w/ new name?


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

trying a few things:

 

So far, this is what I came up with and is the only one NOT to crash DCS on Loadup, or cause the Aircraft to go missing due to string errors etc.

 

However Both seem to cause Mission Editor to Hang......

 

local AAS38SH =   {
	category		= CAT_PODS,
	name			= "AAS_38_SH", 
	user_name		= _("AAS_38_SH"),
	wsTypeOfWeapon 	= {wsType_Weapon,wsType_GContainer,wsType_Control_Cont,WSTYPE_PLACEHOLDER},
       Cx_pil			= 0.001313754,
	type = OPTIC_SENSOR_IR,
           scan_volume =
           {
               azimuth = {-35.0, 35.0},
               elevation = {-150.0, 30.0}
           },
           view_volume_max = 
           {
               azimuth_sector = 12.0,
               elevation_sector = 12.0
           },
           magnifications = {5.8, 23.3},
           resolution = 0.05,
           laserRanger = true,
	shape_table_data =
	{
		{
			name	 = "AAS_38_SH",
			file	 = "F_18EFG_Super_Hornet_AN_AAS-38",
			life	 = 1,
			fire	 = { 0, 1},
			username = "AAS_38_SH",
			index = WSTYPE_PLACEHOLDER,
		},
	},
	
   }

declare_weapon(AAS38SH)

declare_loadout({
category		=	CAT_PODS,
CLSID			= 	"{F_18_EFG_ALQ_AN_AAS38}",
Picture			=	"ANAAS38.png",
wsTypeOfWeapon	=	AAS38SH.wsTypeOfWeapon,
displayName		=	_("ALQ Pylon - AN/AAS-38 FLIR"),
attribute		=	{4,	15,	44,	WSTYPE_PLACEHOLDER},
Cx_pil			=	0.001959765625,
Count			=	1,
Weight			=	170,
Elements	=	
{
	{	ShapeName	=	"GAR-8" ,	Position	=	{0.0,0.0,0.0}},
}, -- end of Elements
})

 

or

 

local AAS38SH =   {
	category		= CAT_PODS,
	name			= "AAS_38_SH", 
	user_name		= _("AAS_38_SH"),
	wsTypeOfWeapon 	= {wsType_Weapon,wsType_GContainer,wsType_Control_Cont,WSTYPE_PLACEHOLDER},
               Cx_pil			= 0.001313754,
               OPTIC = "AN/AAS-38 FLIR/LDT",
	shape_table_data =
	{
		{
			name	 = "AAS_38_SH",
			file	 = "F_18EFG_Super_Hornet_AN_AAS-38",
			life	 = 1,
			fire	 = { 0, 1},
			username = "AAS_38_SH",
			index = WSTYPE_PLACEHOLDER,
		},
	},
	
   }

declare_weapon(AAS38SH)

declare_loadout({
category		=	CAT_PODS,
CLSID			= 	"{F_18_EFG_ALQ_AN_AAS38}",
Picture			=	"ANAAS38.png",
wsTypeOfWeapon	=	AAS38SH.wsTypeOfWeapon,
displayName		=	_("ALQ Pylon - AN/AAS-38 FLIR"),
attribute		=	{4,	15,	44,	WSTYPE_PLACEHOLDER},
Cx_pil			=	0.001959765625,
Count			=	1,
Weight			=	170,
Elements	=	
{
	{	ShapeName	=	"GAR-8" ,	Position	=	{0.0,0.0,0.0}},
}, -- end of Elements
})


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

OK, got the POD to show up using:

 

Now I just have to figure out how and where the parameters for the sensor goes.. :)

 

declare_loadout(
{
	category	= CAT_PODS,
	CLSID		= "{F_18_EFG_ALQ_AN_AAS38}",
	attribute	=  {wsType_Weapon,wsType_GContainer,wsType_Control_Cont,WSTYPE_PLACEHOLDER},
	Picture		= "ANAAS38.png",
	displayName	= _("ALQ Pylon - AN/AAS-38 FLIR"),
	Weight		= 175,
	Cx_pil		= 0.002,
	shape_table_data = 
	{
		{
			name 	= "ANAAS38_F18EFG",
			file	= "F_18EFG_Super_Hornet_AN_AAS-38";
			life	= 1;
			fire	= { 0, 1};
			username	= "ANAAS38_F18EFG";
			index	= WSTYPE_PLACEHOLDER;
		},
	},
	Elements	= 
	{
		{
			ShapeName	= "ANAAS38_F18EFG",
		}, 
	}, 
}
)

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

  • 1 month later...

Does anyone know how to declare the gun pod container?

I could declare shells, gun and the gun pod container but can't get pod to shoot.

 

--GPU-5A Gun Pod declaration

   -- GAU13_30_HE Shell
   declare_weapon({category = CAT_SHELLS, name = "GAU8_30_HE", user_name = _("GAU8_30_HE"),
       model_name      = "tracer_bullet_A-10",
       mass            = 0.360, -- Bullet mass
       round_mass      = 0.700, -- Assembled shell
       cartridge_mass  = 0.360, -- Empty shell
       explosive       = 0.360,
       v0              = 950.0,
       Dv0             = 0.0060,
       Da0             = 0.0017,
       Da1             = 0.0,
       life_time       = 31.0,
       caliber         = 30,
       s               = 0.0,
       j               = 0.0,
       l               = 0.0,
       charTime        = 0,
       cx                = {0.5,0.80,0.90,0.080,2.15},
       k1                = 5.7e-09,
       tracer_off      = 1.5,
       tracer_on       = tracer_on_time,
       smoke_tail_life_time = 0.5,
       scale_tracer    = 0,
       cartridge       = 0,
       scale_smoke     = barrel_smoke_level,
       smoke_opacity   = barrel_smoke_opacity,
       name = "30mm HE",
   })
   -- GAU13_30_AP Shell
   declare_weapon({category = CAT_SHELLS, name = "GAU8_30_AP", user_name = _("GAU8_30_AP"),
       model_name      = "tracer_bullet_A-10",
       mass            = 0.360, -- Bullet mass
       round_mass      = 0.700, -- Assembled shell
       cartridge_mass  = 0.083, -- Empty shell (+ link if links are stored as well)
       explosive       = 0.0000,
       v0              = 1080.0,
       Dv0             = 0.0060,
       Da0             = 0.0017,
       Da1             = 0.0,
       life_time       = 31.0,
       caliber         = 31,
       s               = 0.0,
       j               = 0.0,
       l               = 0.0,
       charTime        = 0,
       cx                = {0.5,0.80,0.90,0.080,2.15},
       k1                = 5.7e-09,
       tracer_off      = -100,
       tracer_on       = tracer_on_time,
       smoke_tail_life_time = 0,
       scale_tracer    = 0,
       cartridge       = 0,
       scale_smoke     = barrel_smoke_level,
       smoke_opacity   = barrel_smoke_opacity,
       name = "30mm AP",
   })
   
function GAU_13 ( tbl )

   tbl.category = CAT_GUN_MOUNT
   tbl.name      = "GAU_13"
   tbl.display_name    = "GAU_13"
   tbl.supply      = 
   {
       shells = {"GAU8_30_AP", "GAU8_30_HE"},
       mixes  = {{1,1,1,1,2}}, --  
       count  = 353,
   }
   if tbl.mixes then 
      tbl.supply.mixes =  tbl.mixes
      tbl.mixes        = nil
   end
   tbl.gun = 
   {
       max_burst_length = 100,
       rates              = {2400},
       recoil_coeff      = 0.5*1.3,
       barrels_count      = 1,
   }
   if tbl.rates then 
      tbl.gun.rates    =  tbl.rates
      tbl.rates        = nil
   end    
   tbl.ejector_pos             = tbl.ejector_pos or {0.0, 0.05, 0.0}
   tbl.ejector_dir             = tbl.ejector_dir or {0, -1, 0}
   tbl.supply_position          = tbl.supply_position   or {0, -0.3, -1.5}
   tbl.aft_gun_mount             = false
   tbl.effective_fire_distance = 2200
   tbl.drop_cartridge             = 203
   tbl.muzzle_pos                = {0,0,0}    -- all position from connector
   tbl.azimuth_initial         = tbl.azimuth_initial    or 0   
   tbl.elevation_initial         = tbl.elevation_initial  or 0   

   return declare_weapon(tbl)
end

local GPU_5A = {
category = CAT_PODS
}

declare_weapon(GPU_5A)

declare_loadout(
   {
       category        = CAT_PODS,
       CLSID            = "{GPU-5A}",
       Picture            =    "guv.png",
       displayName        =    _("GPU-5A Gun Pod"),
       attribute        =    {wsType_Weapon,wsType_GContainer,wsType_Cannon_Cont,WSTYPE_PLACEHOLDER},
       wsTypeOfWeapon    =    {wsType_Weapon,wsType_Shell,wsType_Shell_A,[b][color=Red]----???----[/color][/b]},
       Cx_pil            =    0.0020,
       Count            =    3,
       Weight            =    841,
       shape_table_data = 
               {
                   {
                       name    = "GPU-5A";
                       file    = "gpu-5a";
                       life    = 1;
                       fire    = { 0, 1};
                       username    = "GPU-5A";
                       index    = WSTYPE_PLACEHOLDER;
                   },
               },
       Elements    = 
               {
                   {
                       DrawArgs    = 
                       {
                           [1] = {1, 1},
                           [2] = {2, 1},
                       }, 
                       Position    = {0, 0, 0},
                       ShapeName    = "gpu-5a",
                   }, 
               }, 
   }
)

su-24.gif

Link to comment
Share on other sites

  • 3 weeks later...

Hello,

Is it possible to send a key command (or whatever else command) from Av Lua device in my cockpit systems? And how?

 

I.E. iPlaneEngineStart (Not sure I wrote it right)

What should I declare in command_defs.lua and in the systemname.lua?

 

I am searching and searching and it is still not clear to me. Just a little hint would help me a lot. I already understand everything I need by now (clickables, listening commands, sending arg values, params...) except how to send a command from device.

[sIGPIC][/sIGPIC]

Link to comment
Share on other sites

Not sure if it's what you're asking for, but here's an example for airbrakes :

 

In the command_defs.lua add your commands :

 

	PlaneAirBrake = 73,		
PlaneAirBrakeOn = 147,
PlaneAirBrakeOff = 148,	

 

In systemname.lua add :

 

local Airbrake  = 73 -- This is the number of the command from command_defs
local AirbrakeOn = 147
local AirbrakeOff = 148

dev:listen_command(Airbrake)
dev:listen_command(AirbrakeOn)
dev:listen_command(AirbrakeOff)

 

Then further down, for the actual code :

 

function SetCommand(command,value)			

if (command == Airbrake) then
              .......
      elseif(command == AirbrakeOn) then
              .....
       end
end

Link to comment
Share on other sites

Not sure if..

 

EDIT: I solved this using dispatch action. Maybe I was just confused by using variable name in it. Command defs value of the defined keyboard command reacts fine. It is just raw code without any systems checks.

If anyone were interested:

 

Command_defs line is

iCommandLeftEnginesStart=	311, --Keyboard command name and engine start command value from Export.lua

 

systemname.lua working code is

local m701c 	    = GetSelf()

local update_time_step = 0.1

make_default_activity(update_time_step)

local sensor_data = get_base_data()

local iCommandLeftEnginesStart=	311 -- I think this variable is not necessary
local Button_10 = 3010 -- I think this variable is not necessary

m701c:listen_command(3010) --Command value of engine start clickable
start=0
function SetCommand(command,value)	
if command==3010 then start=1 end
end

function update()
   if start>0 then
dispatch_action(nil,311)
end
end


Edited by Chlebakus

[sIGPIC][/sIGPIC]

Link to comment
Share on other sites

  • 3 weeks later...

Hi,

 

I'm trying to make a plugin (not by modifing the planes/F-15C.lua) that adds an F-15C as a new entry but with new custom weapons.

1. I've managed to make a plugin with the weapon using declare_weapon(w) and declare_loadout(l) but the missile_data entries are not be updated.

2. will copying-paste the plane info from the planes/F-15C.lua work into add_aircraft?

IAF.101_Phantom, 101 squadron XO, Preflight Community Manager

[sIGPIC][/sIGPIC]

watch your six, i'm behind you

-----

Mods: IAF_Weapons: Python 3 and 4

https://www.digitalcombatsimulator.com/en/files/2835842/

Link to comment
Share on other sites

You'll need a lot more than that to add a new aircraft. You should check the Wunderluft example, it has everything you need for that.

 

As for adding weapons, it's not supposed to do anything to missile_data. Everything should be internal to your new aircraft.

 

Also, last time I checked, adding custom weapons to the F-15C while still using an F-15C cockpit made DCS crash, so there's that...


Edited by archimaede
Link to comment
Share on other sites

Thanks!

So far I've been able to make a new weapon that appears in the mission builder for the F-15C. It didn't crash the game but the missile appears as unkn in the MFCD.

Any ideas?

 

Sent from my Nexus 4 using Tapatalk

IAF.101_Phantom, 101 squadron XO, Preflight Community Manager

[sIGPIC][/sIGPIC]

watch your six, i'm behind you

-----

Mods: IAF_Weapons: Python 3 and 4

https://www.digitalcombatsimulator.com/en/files/2835842/

Link to comment
Share on other sites

You must use visibility animation with argument number 114 (if I remember it correctly) for your external cockpit. Value 0 is visible, value 1 hidden. Game will handle the animation automatically when you have human cockpit model present.

 

 

That's right, a big thank you! :thumbup:

Link to comment
Share on other sites

Thanks!

So far I've been able to make a new weapon that appears in the mission builder for the F-15C. It didn't crash the game but the missile appears as unkn in the MFCD.

Any ideas?

 

Sent from my Nexus 4 using Tapatalk

Did you use an AIM-120/AIM-7/AIM-9 base for that new weapon ?

Does the missile appear in external view ? Can you shoot it ?

Link to comment
Share on other sites

Based on a new weapon type I've created a totally new type, which works perfectly appear with skin and fires. obviously the current cockpits can't display the new name. I was hoping it's dynamically loaded from a file somewhere...

 

Sent from my Nexus 4 using Tapatalk

IAF.101_Phantom, 101 squadron XO, Preflight Community Manager

[sIGPIC][/sIGPIC]

watch your six, i'm behind you

-----

Mods: IAF_Weapons: Python 3 and 4

https://www.digitalcombatsimulator.com/en/files/2835842/

Link to comment
Share on other sites

Thanks!

Out of curiosity, do you know in which files is it located?

Speaking about the su-27, it has the ability to head tracking and slave to the missiles, can be setup also for other aircraft? Is it a setting in the plane object?

 

 

Sent from my Nexus 4 using Tapatalk

IAF.101_Phantom, 101 squadron XO, Preflight Community Manager

[sIGPIC][/sIGPIC]

watch your six, i'm behind you

-----

Mods: IAF_Weapons: Python 3 and 4

https://www.digitalcombatsimulator.com/en/files/2835842/

Link to comment
Share on other sites

Thanks!

Out of curiosity, do you know in which files is it located?

If you're talking about the name of the missile that you want appearing on the HUD, then it's in your userName attribute.

Speaking about the su-27, it has the ability to head tracking and slave to the missiles, can be setup also for other aircraft? Is it a setting in the plane object?

As far as I know, it's linked to the SU-27, meaning it's in the SU-27 code.

  • Like 1
Link to comment
Share on other sites

  • 1 month later...

Alright, I'm back with another issue. I'm creating a gun like this :

 

function m60c(tbl)

tbl.category = CAT_GUN_MOUNT 
tbl.name 	 = "m60c"
tbl.supply 	 = 
{
	shells = {"7_62x51"},
	--shells = {"M61_20_HE"},
	--shells = {"M2_50_aero_AP","M20_50_aero_APIT"},
	--mixes  = {{1,2,2,1,2,2}}, --  
	count  = 500,
}
if tbl.mixes then 
   tbl.supply.mixes =  tbl.mixes
   tbl.mixes	    = nil
end
tbl.gun = 
{
	max_burst_length = 500,
	rates 			 = {600},
	recoil_coeff 	 = 0.01,
	barrels_count 	 = 1,
}
if tbl.rates then 
   tbl.gun.rates    =  tbl.rates
   tbl.rates	    = nil
end	
tbl.ejector_pos 			= tbl.ejector_pos or {0, 0, 0}
tbl.ejector_pos_connector	= tbl.ejector_pos_connector 		 or  "Gun_point"
tbl.ejector_dir 			= {-6, -2, 0}
tbl.supply_position  		= tbl.supply_position   or {0.121,  -0.48, 0}
tbl.aft_gun_mount 			= false
tbl.effective_fire_distance = 1500
tbl.drop_cartridge 			= 205	
tbl.muzzle_pos				= tbl.muzzle_pos 		 or  {0,0,0} -- all position from connector
tbl.muzzle_pos_connector	= tbl.muzzle_pos_connector 		 or  "Gun_point" -- all position from connector
tbl.azimuth_initial 		= tbl.azimuth_initial    or 0   
tbl.elevation_initial 		= tbl.elevation_initial  or 0   
if  tbl.effects == nil then
	tbl.effects = {{ name = "FireEffect"     , arg 		 = tbl.effect_arg_number or 436 },
				   { name = "HeatEffectExt"  , shot_heat = 7.823, barrel_k = 0.462 * 2.7, body_k = 0.462 * 14.3 },
				   { name = "SmokeEffect"}}
end
return declare_weapon(tbl)
end

 

It all works just fine, except for the recoil_coeff. Any time I fire, the recoil is so huge that it causes my aircraft to stall in a few rounds!

 

I tried changing the value to something big, to something small, to something in between, it's always way too much recoil for the caliber.

 

Do you guys have any ideas on how to fix that ?

Link to comment
Share on other sites

  • 1 month later...

anyone know the command or option in pod/loadout declaration to enable spinner animation based on speed?

 

i have 3 pods, that have spinners on them, I'd like to animate them to spin above a certain speed if possible, or simply when AC is moving.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

Hello gentlemen ...

I present my problem.

I inserted a new plane ... I do not care that it is controllable for now.

The thing that interests me is that it carries out its task.

It is a tanker, but I have not found anywhere lua dedicated.

 

below will place the code that I'm using... In red specific for tanker ... the problem is that the AI in flight, and clients do not perform refueling.

 

-mounting 3d model paths and texture paths 
mount_vfs_model_path (current_mod_path.."/Shapes")
mount_vfs_liveries_path (current_mod_path.."/Liveries")
mount_vfs_texture_path  (current_mod_path.."/Textures/Avionics")
mount_vfs_texture_path  (current_mod_path.."/Textures/KC-767A.zip")
mount_vfs_texture_path  (current_mod_path.."/Textures")

KC767A =  {
       
Name     =   'KC-767A',
DisplayName   = _('KC-767A'),

HumanCockpit   = true,
HumanCockpitPath    = current_mod_path..'/Cockpit/',

Picture    = current_mod_path..'/Textures/KC-767A.png',
Rate     = 40, -- RewardPoint in Multiplayer
Shape     = "KC-767A",

shape_table_data  = 
{
 {
  file    = 'KC-767A';
  life    = 18; -- lifebar
  vis     = 3; -- visibility gain.
  desrt    = 'KC-767A'; -- Name of destroyed object file name
  fire    = { 300, 2}; -- Fire on the ground after destoyed: 300sec 2m
  username = 'KC-767A';
  index    =  WSTYPE_PLACEHOLDER;
 },
 {
  name  = "KC-767A";
  file  = "KC-767A";
  fire  = { 240, 2};
 },
[color=red] },
mapclasskey   = "P0091000064",
attribute     = {wsType_Air, wsType_Airplane, wsType_Cruiser, KC_767A,"Tankers",},
Categories    = {"{8A302789-A55D-4897-B647-66493FA6826F}", "Tanker",},[/color]
ViewSettings = {
Cockpit = {
[1] = {-- player slot 1
 CockpitLocalPoint      = {16.2,1.0,0.000000},
 CameraViewAngleLimits  = {20.000000,120.000000},
 CameraAngleRestriction = {true,50.000000,0.400000},
 CameraAngleLimits      = {80.000000,-75.000000,90.000000},
 EyePoint               = {0.000000,2.000000,0.000000},
 limits_6DOF            = {x = {-0.050000,0.450000},y ={-0.200000,0.200000},z = {-0.220000,0.220000},roll = 90.000000},
},
}, -- Cockpit 
Chase = {
 LocalPoint      = {4.259000,3.819000,0.000000},
 AnglesDefault   = {180.000000,-8.000000},
}, -- Chase 
Arcade = {
 LocalPoint      = {-12.041000,6.419000,0.000000},
 AnglesDefault   = {0.000000,-8.000000},
}, -- Arcade 
}, 
-------------------------
 M_empty = 25000,
 M_nominal = 30000,
 M_max = 55000,
 M_fuel_max = 30000,
 H_max = 12200,
 average_fuel_consumption = 0.2,
 CAS_min = 42,
 V_opt = 236,
 V_take_off = 77,
 V_land = 70,
 has_afteburner = false,
 has_speedbrake = false,
 main_gear_pos =  {-0.724, -2.55, 2.157},
 radar_can_see_ground = false,
 nose_gear_pos =  {6.546, -2.55, 0},
 AOA_take_off = 0.15,
 stores_number = 0,
 bank_angle_max = 54,
 Ny_min = 0.5,
 Ny_max = 2.5,
 tand_gear_max = 0.577,
 V_max_sea_level = 180,
 V_max_h = 250,
[color=red]tanker_type = 1, 2,
 is_tanker   =   true,
 air_refuel_receptacle_pos = {0, 0, 0},
[/color]wing_area = 283,
 wing_span = 47.5,
 thrust_sum_max = 300000,
 thrust_sum_ab = 300000,
 Vy_max = 9,
 length = 48.51,
 height = 15.85,
 flaps_maneuver = 0.5,
 Mach_max = 0.86,
 range = 12200,
 crew_size = 3,
 RCS = 50,
 Ny_max_e = 3.4,
 detection_range_max = 60,
 IR_emission_coeff = 0.5,
 IR_emission_coeff_ab = 0,
 engines_count = 2,
 --wing_tip_pos =  {-0.295, 0.765, 17.521},
 wing_tip_pos =  {-11.295, 1.987, 20.8},
 nose_gear_wheel_diameter = 0.72,
 main_gear_wheel_diameter = 1.1,
 engines_nozzles = 
 {
  [1] = 
  {
   pos =  {-2.039, -1.113, 8.55},
   elevation = 0,
   diameter = 1.523,
   exhaust_length_ab = 11.794,
   exhaust_length_ab_K = 0.76,
   smokiness_level     =  0.05,
  }, -- end of [1]
  [2] = 
  {
   pos =  {-2.039, -1.113, -8.55},
   elevation = 0,
   diameter = 1.523,
   exhaust_length_ab = 11.794,
   exhaust_length_ab_K = 0.76,
   smokiness_level     =  0.05,
  }, -- end of [2]
  [3] = 
  {
   pos =  {-5.039, -0.613, -15.2},
   elevation = 0,
   diameter = 1.523,
   exhaust_length_ab = 11.794,
   exhaust_length_ab_K = 0.76,
   smokiness_level     =  0.05,
  }, -- end of [3]
  [4] = 
  {
   pos =  {-5.039, -0.613, 15.2},
   elevation = 0,
   diameter = 1.523,
   exhaust_length_ab = 11.794,
   exhaust_length_ab_K = 0.76,
   smokiness_level     =  0.05,
  }, -- end of [4]
 }, -- end of engines_nozzles
crew_size  = 2,
crew_members = 
{
 [1] = 
 {
  ejection_seat_name = 9,
  drop_canopy_name = 20,
  pos =  {3, 0.5, 0},
  canopy_pos = {3, 0.5, 0},
 }, -- end of [1]
  [2] = 
  {
  ejection_seat_name = 9,
  drop_canopy_name = 0,
  pos =  {1.5, 0.75, 0},
  canopy_pos = {3, 0.5, 0},
 }, -- end of [2]
}, -- end of crew_members
  fires_pos = 
 {
  [1] =  {-0.589, 0.7, 0},
  [2] =  {-0.295, 0.7, 8},
  [3] =  {-0.295, 0.7, -8},
  [4] =  {-0.295, 0.7, 4},
  [5] =  {-0.295, 0.7, -4},
  [6] =  {-0.295, 0.7, 6},
  [7] =  {-0.295, 0.7, -6},
  [8] =  {-3.887, 0.801, 1.921},
  [9] =  {-3.887, 0.801, -1.921},
  [10] =  {-6.476, 1.261, 0},
  [11] =  {-6.476, 1.261, 0},
 }, -- end of fires_pos


-- Countermeasures
SingleChargeTotal   = 0,
CMDS_Incrementation  = 0,
ChaffDefault    = 0, 
ChaffChargeSize   = 0,
FlareDefault    = 0, 
FlareChargeSize   = 0,
CMDS_Edit     = false,
chaff_flare_dispenser  = {
 [1] = 
 {
  dir =  {0, 1, 0},
  pos =  {-3.677, 1.012, -0.859},
 }, -- end of [1]
 [2] = 
 {
  dir =  {0, 1, 0},
  pos =  {-3.677, 1.012, 0.859},
 }, -- end of [2]
}, -- end of chaff_flare_dispenser
 --sensors

detection_range_max   = 60,
radar_can_see_ground   = true, -- this should be examined (what is this exactly?)
CanopyGeometry = {
 azimuth   = {-160.0, 160.0}, -- pilot view horizontal (AI)
 elevation = {-50.0, 90.0} -- pilot view vertical (AI)
},
-- Sensors = {
--  RWR = "Abstract RWR", -- RWR type
--  RADAR = "N-019", -- Radar type
-- 
-- },
HumanRadio = {
 frequency = 127.5,  -- Radio Freq
 editable = true,
 minFrequency = 100.000,
 maxFrequency = 156.000,
 modulation = MODULATION_AM
},


 
[color=red]Tasks = {
       aircraft_task(Refueling),
   }, 
DefaultTask = aircraft_task(Refueling),[/color]

 Countries = {"Italy"},
}
add_aircraft(KC767A)

Can anyone help me?

 

THX in advice!

 

 

Not to bring up old topics,

 

But I've hit the same issue,

 

The AI Simply reaches Waypoints and RTBs, and when Player approaches new Tanker,

The tanker is NOT listed in the Radio Menu.

 

So it's likely something with Radios/Comms Missing somewhere.

 

As the new tanker sits in it's orbit pattern. and the waypoint options/settings for the enw tanker vs S-3B Tanker are Identical,

 

Just no radio or interaction is occurring.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Link to comment
Share on other sites

  • Recently Browsing   0 members

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