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Posted

All appears fine. The only thing I would suggest would be to keep them as individual planes rather than clustering them into one MOD. This would allow the views to be set for the F-18 et al and allows the end user to pick and choose what planes they want installed.

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Posted

Aussieboy,

 

Installed your F-18C-zip and cockpit AI mod as instructed,in general it's brilliant especially with a working F-15C cockpit but I have a major problem, I cannot seem to fire any weapons except the 20mm, there is no key string for weapon release only weapon fire which only manages the 20 mike,mike, is there a work around for this as at least i'd like to let loose a few AMRAAM's.

Cheers Rob.

Posted
Aussieboy,

 

Installed your F-18C-zip and cockpit AI mod as instructed,in general it's brilliant especially with a working F-15C cockpit but I have a major problem, I cannot seem to fire any weapons except the 20mm, there is no key string for weapon release only weapon fire which only manages the 20 mike,mike, is there a work around for this as at least i'd like to let loose a few AMRAAM's.

Cheers Rob.

 

Hi Rob,

To be honest I've never fired an AMRAAM or dropped a bomb in DCS so I'm not really sure. The only thing I can think of is that I left the old input folder and didn't update it.

 

Try this,

Delete the input folder from DCS World\Mods\aircrafts\F-18C folder and replace it with the one attached below. You may need to reconfigure the joystick axis'

Posted (edited)

Sorry Aussieboy that didn't work either, I think it's because you are using a def file of say the SU-25(air to ground modes etc,etc,) I just want it to have A-A only the same as stock FC3 F-15C(i.e same HUD and key commands) is there a way to do this?

In other words same A-A avionics and radar facilities as the FC3 F-15C.

Thanks Rob.

Edited by Viperrm64
Posted

I will need to look into the problem further because I didn't set a def file for it, that's how it comes. Anyway I'll look into it and in the meantime maybe someone else might know of a workaround.

Posted (edited)

I'm an idiot, thanks to you're update you gave me, I then realised I hadn't deleted the input config files in DCS Saved Games I did so and copied across my F-15C key and joystick configs and it all works fine now, full air-air avionics and TWS radar and weapon release all fine.Thanks for your speedy replies i'm off to shoot down some Flankers in my new Hornet thanks again to you.

Rob.

Edited by Viperrm64
Posted
I'm an idiot, thanks to you're update you gave me, I then realised I hadn't deleted the input config files in DCS Saved Games I did so and copied across my F-15C key and joystick configs and it all works fine now, full air-air avionics and TWS radar and weapon release all fine.Thanks for your speedy replies i'm off to shoot down some Flankers in my new Hornet thanks again to you.

Rob.

 

Very cool indeed, I'm glad it's all working fine. How awesome to finally have a fully working pit for the Hornet, not to mention the FM feels a whole lot better now.

Posted
Hey guys, amazing work with the flyable ai aircraft. I have been able to get the L39 and the F16 to work, but I have come across a problem trying to fly the F-4E. I was able to make it "flyable" as in, you can place it in the editor and take control. However, none of the controls are responsive. keyboard and joystick commands wont work. I have tried deleting the control profile, re-applying controls, etc. Any ideas?

 

-Thanks

 

Hi Potatum,

 

I will take a look at the F-4 for you. I have had it working before so it shouldn't be too much trouble to get it going again. Will keep you posted

Posted

AussieBoy,

 

I was wondering do you think you might be able to do the same mod on the F-15E as you did with the F-18C as a standalone with some(or all preferably)A-A and A-G capabilities or maybe just all A-G modes, it is just a thought especially using the new Eagle pit.

 

Cheers Rob.

Posted

But why dropping the A-G capabilities of F18-C? :D

They work pretty nice. Sure... just guns, rockets and bombs but... good enough for now :) . The only problem is the messing of pylons order and loadout on weapons display. But I don't know how to fix it.

[sIGPIC][/sIGPIC]

I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

I understand all that Zaelu it is just a personal request, I like the air to air in the Hornet with Aussieboy's FM tweaks but I would like the F-15E with the new F-15C pit purely for fast in and fast out A-G with maybe only AIM-9M's for close quarter protection same as the Warthog, I love the Warthog to bits but the F-15E was built for fast low-level ingress to the target and fast low or high-level egress(like say the Tornado) so it really is my own personal taste.

Posted

I would love a F15E with F15C cockpit and working pylons too... but I couldn't do it.

 

We need to edit the Script for F15C to accomodate more than 11 pylons so F15E will not crash when using F15C avionics and 12-19 pylons.

 

Second problem is on F15C avionics I couldn't make the PODs/Missiles view feed to show up. At least like you can with Su-27/33 ones. This would be beneficial for F18C also.

 

But I don't know how to do it.

[sIGPIC][/sIGPIC]

I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted
AussieBoy,

 

I was wondering do you think you might be able to do the same mod on the F-15E as you did with the F-18C as a standalone with some(or all preferably)A-A and A-G capabilities or maybe just all A-G modes, it is just a thought especially using the new Eagle pit.

 

Cheers Rob.

 

Yeah sure, I already have the E model and just need to tweak the views slightly. The easiest way is for you to change the capabilities in notepad. Open the aircrafts lua file in DCS World\Scripts\Database\planes folder.

 

Look at the below red section for the F-15E:

 

attribute = {wsType_Air, wsType_Airplane, wsType_Fighter, F_15E,

"Fighters", "Refuelable"

},

 

And now the F-18C

attribute = {wsType_Air, wsType_Airplane, wsType_Fighter, FA_18C,

"Multirole fighters", "Refuelable"

},

 

The above is pretty much self explanatory, you can look at the other planes for example keywords to use.

 

Scroll down to the bottom of the file you see

 

aircraft_task(CAP),

aircraft_task(Escort),

aircraft_task(FighterSweep),

aircraft_task(Intercept),

--aircraft_task(GAI),

aircraft_task(PinpointStrike),

aircraft_task(CAS),

aircraft_task(GroundAttack),

aircraft_task(RunwayAttack),

aircraft_task(AFAC),

aircraft_task(Reconnaissance),

 

 

The task section are the categories the plane is displayed in the mission editor. You can remove the ones you don't want

Posted (edited)

Hi Aussieboy,

Tested the Strike Eagle this morning( never got a chance last night due to irritating wife!!!) and i'm afraid I have a couple of problems. One is that although the key commands allow A-G mode(7 key) mine is defaulting to standard F-15C avionics(could be what you did for me with F-18C) and second and probably because of the first problem I cannot loadout my F-15E from the loadout menu at all(A-A or A-G), I get is a crash on anything but empty which does work allowing me to fly it.

Any solutions?

As always your help would be appreciated.

Rob.

 

P.S. You should hear it with Diveplanes F-100 sound mod ROCK AND ROLLLLL!!!!

Edited by Viperrm64
Posted

As I wrote in first post and the readme of initial mod

 

http://forums.eagle.ru/showpost.php?p=1768240&postcount=1

 

F15E because it has F15C avionics it assumes only 11 pylons and when you load something on pylons 12-19 it crashes the game upon loading up the mission.

 

Also... As said before Ground Missiles (antiradiation, TV, laser) and smart bombs don't work. Or at least I couldn't make them work.

[sIGPIC][/sIGPIC]

I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

Hi Zaelu,

 

It seems you are right, although even if I remove stores from pylon 12 or 19 and just have tanks I still get a crash when I try to load a mission, mine only works with an empty loadout. It's a shame because it flies well and the new Eagle pit looks great(although no way near correct) and as said with Diveplane's F-100 sound mod it sounds awesome, maybe one of the very clever guy's out there who's a wizard with lua files and such can come up with a solution if not i'll just use it as a flying solo plane which is better than nothing.

Cheers Rob.

  • 2 weeks later...
Posted (edited)

Hi there,

 

I was looking to use SFM of corresponding aircraft model, when using Xcontrol beta 4 ,the flight Model is linked to cockpit.

I also see Aussieboy try to put an "FM" folder and FMoption.lua in his mod.

 

Using Alex post this:

see any entry.lua inside mods/aircrafts

 

local FM = {self_ID, 'OPTIONAL_FM_DLL', old = 6 --[[ F_15 as CWS source --]] }

make_flyable('AIRCRAFT-ID',nil --[[ ommited cockpit script path --]] ,FM,current_mod_path..'/comm.lua') comm.lua is radio menu declaration (optional )

 

where "old" is mark for use old FC style cockpit

 

After many tests i'd like to show an exemple of separated AFM from Cockpit; in entry.lua of your mod:

local FM = {self_ID, 'F/A-18C', old = 53}--Plane SFM

make_flyable('F/A-18C', 'Mods/aircrafts/Flaming Cliffs/Cockpit/KneeboardRight/', {self_ID,'FA_18C',old =6}, current_mod_path..'/comm.lua')}, current_mod_path..'/comm.lua')--plane CWS(cockpit and weapons system used)

 

plane number is found in wsTypes.lua

 

I verify DCS is using the right AFM by tweaked idle engine RPM of F/A-18C("[53] = .....Nmg = 50") in SFM_data.lua

 

I hope my english was not too bad.

 

Have a nice modding day.

Edited by Deus-Olympus
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