SkateZilla Posted July 25, 2015 Posted July 25, 2015 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
Silver_Dragon Posted July 25, 2015 Posted July 25, 2015 I think as similar with my problems to generate new weapons on DCS: W. the engine ignore the new shape declarations (engine limitations?). For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
SkateZilla Posted July 25, 2015 Posted July 25, 2015 (edited) 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 July 25, 2015 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
Silver_Dragon Posted July 25, 2015 Posted July 25, 2015 Have that definitions correct or need to change them to "declare_loadout" style to work properly into DCS: W? http://forums.eagle.ru/showpost.php?p=2434506&postcount=286 For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
SkateZilla Posted July 26, 2015 Posted July 26, 2015 (edited) 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 July 26, 2015 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
SkateZilla Posted July 26, 2015 Posted July 26, 2015 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
Morkva_55 Posted September 26, 2015 Posted September 26, 2015 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", }, }, } )
archimaede Posted September 27, 2015 Posted September 27, 2015 Sorry mate, I haven't tried to make any gun pod yet so I can't help you on that one... :( Community A-4E mod
Chlebakus Posted October 15, 2015 Posted October 15, 2015 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]
archimaede Posted October 15, 2015 Posted October 15, 2015 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 Community A-4E mod
Chlebakus Posted October 15, 2015 Posted October 15, 2015 (edited) 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 October 22, 2015 by Chlebakus [sIGPIC][/sIGPIC]
IAF_Phantom Posted November 3, 2015 Posted November 3, 2015 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/
archimaede Posted November 5, 2015 Posted November 5, 2015 (edited) 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 November 5, 2015 by archimaede Community A-4E mod
IAF_Phantom Posted November 6, 2015 Posted November 6, 2015 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/
yufighter Posted November 6, 2015 Posted November 6, 2015 Why doubles cabin when specifying the line - shape_name = "cockpit_avion_n" in the file mainpanel_init.lua insert a special * .edm model cabins with more details. How to remove the cabin of the aircraft model (less detailed) model and the pilot?
Chlebakus Posted November 6, 2015 Posted November 6, 2015 Why doubles cabin... This way: http://forums.eagle.ru/showthread.php?t=151793 [sIGPIC][/sIGPIC]
yufighter Posted November 6, 2015 Posted November 6, 2015 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:
archimaede Posted November 6, 2015 Posted November 6, 2015 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 ? Community A-4E mod
IAF_Phantom Posted November 6, 2015 Posted November 6, 2015 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/
archimaede Posted November 7, 2015 Posted November 7, 2015 It is on SU-27 and such, but not on F-15C. Community A-4E mod
IAF_Phantom Posted November 7, 2015 Posted November 7, 2015 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/
archimaede Posted November 7, 2015 Posted November 7, 2015 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. 1 Community A-4E mod
archimaede Posted January 5, 2016 Posted January 5, 2016 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 ? Community A-4E mod
SkateZilla Posted March 5, 2016 Posted March 5, 2016 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
SkateZilla Posted March 8, 2016 Posted March 8, 2016 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
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