Jump to content

Recommended Posts

Posted

if I make missiles and guided bombs for mod / addons, need animate alierons / timons and other control surfaces to give them funcionality with a airplane?

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

  • 3 years later...
Posted (edited)

Sorry to "resurrect" that post. I have a "little" problem add weapons to DCS: W, and intent search a answer to a problem.

 

That is a weapon definition:

 

torpedo_53_65k = {

category = CAT_MISSILES,

name = "torpedo_53_65k",

user_name = _("torpedo_53_65k"),

model = "torpedo_53_65k",

wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AS_Missile,WSTYPE_PLACEHOLDER},

Escort = 1,

Head_Type = 2,

sigma = {15, 15, 15},

M = 4800.0,

H_max = 12000.0,

H_min = 500,

Diam = 533.0,

Cx_pil = 2.0,

D_max = 500000.0,

D_min = 3000.0,

Head_Form = 1,

Life_Time = 1800.0,

Nr_max = 0.5,

v_min = 170.0,

v_mid = 986.0,

Mach_max = 2.5,

t_b = 0.0,

t_acc = 6.0,

t_marsh = 1800.0,

Range_max = 500000.0,

H_min_t = 0.0,

Fi_start = 3.14152,

Fi_rak = 3.14152,

Fi_excort = 3.14152,

Fi_search = 99.9,

OmViz_max = 99.9,

warhead = {

mass = 2573;

expl_mass = 513;

other_factors = {1, 1, 1};

obj_factors = {1, 1};

concrete_factors = {1, 1, 1};

cumulative_factor = 3.0;

concrete_obj_factor = 0.0;

cumulative_thickness = 0.9;

piercing_mass = 0.0;

caliber = 150,

},

Damage = 50,

exhaust = {0.9, 0.9, 0.85, 0.3}, -- Tail smoke color format {R, G, B, alpha}. All values from 0 to 1

exhaust1 = tail_solid,

X_back = -5.814,

Y_back = 0.099,

Z_back = 0.0,

Reflection = 0.75,

KillDistance = 0.0,

shape_table_data =

{

{

name = "torpedo_53_65k",

file = "torpedo_53_65k",

life = 1,

fire = { 0, 1},

username = "torpedo_53_65k",

index = 361,

},

}

}

declare_weapon(torpedo_53_65k)

 

declare_loadout(

{

category = CAT_MISSILES,

CLSID = "{torpedo_53_65k}",

--Picture = "torpedo_53_65k.png",

displayName =_("torpedo_53_65k"),

angles = {

{math.rad(45), math.rad(-45), math.rad(-10), math.rad(45)},

};

reference_angle_Z = math.rad(60),

moveable = false,

attribute = torpedo_53_65k.wsTypeOfWeapon,

Cx_pil = torpedo_53_65k.Cx_pil,

Count = 1,

Weight = 310,

Elements =

{

ShapeName = "torpedo_53_65k",

Position = {0,0,0},

}, -- end of Elements

}

}

)

 

The main problem coming here:

 

...

--[[ ]]

GT_t.WS_t.ship_torpedo_53_65k = {}

GT_t.WS_t.ship_torpedo_53_65k.angles = {

{math.rad(45), math.rad(-45), math.rad(-90), math.rad(90)},

};

GT_t.WS_t.ship_torpedo_53_65k.reference_angle_Z = math.rad(60)

GT_t.WS_t.ship_torpedo_53_65k.moveable = false

GT_t.WS_t.ship_torpedo_53_65k.LN = {}

GT_t.WS_t.ship_torpedo_53_65k.LN[1] = {}

GT_t.WS_t.ship_torpedo_53_65k.LN[1].type = 1

GT_t.WS_t.ship_torpedo_53_65k.LN[1].distanceMin = 13000

GT_t.WS_t.ship_torpedo_53_65k.LN[1].distanceMax = 555000

GT_t.WS_t.ship_torpedo_53_65k.LN[1].reactionTime = 1

GT_t.WS_t.ship_torpedo_53_65k.LN[1].launch_delay = 2;

GT_t.WS_t.ship_torpedo_53_65k.LN[1].external_tracking_awacs = true;

GT_t.WS_t.ship_torpedo_53_65k.LN[1].sensor = {}

set_recursive_metatable(GT_t.WS_t.ship_torpedo_53_65k.LN[1].sensor, GT_t.WSN_t[0])

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL = {}

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1] = {}

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].ammo_capacity = 4

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].type_ammunition = {4,4,11,122}

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].name_ammunition = "torpedo_53_65k"

GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].reload_time = 1000000; -- never during the mission

GT_t.WS_t.ship_torpedo_53_65k.LN[1].BR = { {pos = {0, 0, 0} } }

 

--Torpedo Tubes

-- 1 --

ws = GT_t.inc_ws();

GT.WS[ws] = {}

set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_torpedo_53_65k);

GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 20}

GT.WS[ws].center = 'Tube01'

GT.WS[ws].LN[1].show_external_missile = true

GT.WS[ws].LN[1].PL[1].ammo_capacity = 3;

GT.WS[ws].LN[1].PL[1].reload_time = 5;

GT.WS[ws].LN[1].BR[1].connector_name = 'Tube01'

...

 

The number in RED has appoint to the Weapons.lua

 

How I can add a new index weapon to DCS: W without modification the weapons luas or make conflict with other index weapon?

 

If use that index. other weapons appears, not the definite weapon on the previous luas, with the propel 3D model.

Edited by Silver_Dragon

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

  • 2 months later...
Posted (edited)

It would be really interesting to have data lua for a torpedo. I would gladly change my U-Boat.

Thanks for your work.

 

 

 

 

JzgEuD2l.jpg

Edited by Markindel
Add pictures
  • 2 weeks later...
Posted

I was editing the existing files (MissileTable.sht, db_weapons_data.lua, etc), to add a new AS missile.

However, I do not need to modify the existing file any longer.

Because you presented the code.

Thank you, Silver_Dragon.

 

Sorry my bad English.

  • 1 month later...
Posted

Ok, I resurrect that post.

 

I modify my scripts. Now I add the weapons designation to the weapons.lua, and add them to init.lua to use them, but the main problem show on my previous post persist. I cant add new weapons to DCS: W, only can search and replace not used index weapons to make them some "usable" (122 index point to a "old" P-15 missile disapear on DCS:W).

 

Attach my mods to that post, if someone like check my LUAs. That have a working Pr.205 (show on some my youtube videos), and a Pr.877 with implement weapons but crash with start a mission with them. Put into the Mod/tech directory to enable on the mission editor. All models has not textured, I dont have the necesary experiece to make them :(

Project205.rar

Project877.rar

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

  • Recently Browsing   0 members

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