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Stonehouse

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Everything posted by Stonehouse

  1. Thanks Grimes. Problem solved. Waypoints were just randomly placed without any consideration. Obviously either something changed along the way ie devs fixed something and so where I had previously made something work via a loophole it doesn't now or it was just the continuous trigger maybe (haven't looked at mission building for quite a while) or I was just having a brain fart about the AI Set task. Very likely the latter. Actually rechecking my really, really old missions a bit more carefully this morning I see they were using once plus AI Set task. Probably just lucky they worked ok at the time by the sounds of it.
  2. Hi Grimes, I've double checked all mods have been switched off via JSGME and also renaming the "Mods" folder under saved games and then carried out a repair. I didn't see anything downloaded other than the exe's being replaced. I then created a mission as per my above method. P51/25s, Spitfires and F16's to try to demonstrate it also occurs for AI only aircraft. Ran the mission and only the lead pilot in each group started their engines although all aircraft were occupied by an AI pilot (and could see their heads moving). I also deliberately picked a different airfield this time around. Latest open beta version. Win7/64 professional with 24 GB memory if that makes any difference although I can't see how it would. Mission attached. Screen shot of end mission screen after time advancing about 10 mins. Screen shot of P51s. I've run the mission from main menu and within the editor with the same results. Cheers, Stonehouse uncontrolled bug.miz
  3. Ok I might do a repair and then do an example mission to upload if the problem persists. It isn't that they do not taxi - that is just a symptom. The disease is that only the lead aircraft in the group starts engines. All the rest sit there with the pilot in the cockpit but do not start. Tried it with everything from a P-51 to an F16. <edit> Guess I should also check that the method has not changed. (1) place the group, select take off from ramp, add triggered action "perform command" & start (2) add normal trigger, continuous evaluation, condition whatever but for testing make it time more 30, action = AI Task set(group name/1. Start) Is that still the way to do it?
  4. Can someone else please check this for confirmation that there is a bug? I am finding that regardless of aircraft type or whether there is 2, 3 or 4 aircraft in the group that only the first aircraft starts when the trigger conditions are met and the group is set up as uncontrolled. So all my missions where a group of AI aircraft are set up for a delayed ramp start no longer work for me as only aircraft 1 starts up and therefore the group will never taxi out and take off. Thanks, Stonehouse
  5. I can confirm that the mod no longer appears to work as the file SpitfireIX_CPT_GLASS_SPEC.dds appears to no longer be used or at the very least is no longer referred to by that name. To avoid any future confusion I have removed the mod from user files
  6. Just an fyi. Markindel's original DC3 superseded by https://www.digitalcombatsimulator.com/en/files/3302330/ https://www.digitalcombatsimulator.com/en/files/3302331/ https://www.digitalcombatsimulator.com/en/files/3302332/ Try replacing He111.lua with the attached and you should see some improvements hopefully. I notice there is some damage model related errors popping up in the log but that isn't surprising really considering all the changes that have been underway in that area. HE111.lua
  7. Not sure about the double canopy bug and I don't fly the Spit at present so I'm not sure of the status of my clean canopy mod. Possibly it needs to be added to the zip file under DCS World\Mods\aircraft\SpitfireLFMkIX\Cockpit\Textures rather than simply sit in a folder under saved games in order to work. Or perhaps it needs to be setup as a custom cockpit livery. I know there were changes made to DCSW in the recent past that meant the trick where folders named the same as a zip file overriding the zip file contents stopped working. That's why Mustang's terrain mod went from a small download to a bit over a gig after the relevant patch last year. If I get time in the next week or so I will try to check but people here may already be able to answer you sooner as how best to install the textures. From memory my textures were 99% clear in game.
  8. Looking at the lua it seems that the guns are set up as- left outer 270 rounds 798 rpm, left middle 270 rounds 800 rpm, left inner 500 rounds 803 rpm, right inner 500 rounds 797 rpm, right middle 270 rounds 801 rpm right outer 270 rounds 804 rpm. No idea of correctness but particularly the numbers for rpm seem too exact to be approximations or coincidence so I would assume ED based the setup for ammo and rpm on a technical manual or reference.
  9. Not sure if I have an out of date version but there seemed to have been some typos in the lua for VPC_RAF_Car.lua. Basically an underscore had been typed as a "-". My corrected version attached. VPC_RAF_Car.lua
  10. You could always resurrect my old flak script but the explosions are not correct (never were) compared to the new flak bursts. I think what is needed is the aerial equivalent of the new artillery effect you can trigger in a zone. No units required and you would get the effect you want.
  11. I think CrazyEddie did his skins straight from the dds files but I'm not knowledgeable in that area at all sorry
  12. I think there was quite a difference between the 1943 P-38 and the late 1944 P-38Ls and Js with the 150 octane fuel and so increased power and hydraulically boosted controls and the introduction of the dive recovery flaps (approx. June 1944) but unfortunately the aircraft couldn't shake off the bad rep it had built up.
  13. I believe they need to be the same type of bomb as well. Hypothetical example: if you have 1000lbers and 500lbers on the aircraft then you will only be able to drop one type at one advanced action point even if you say bombs and all. The ones that drop first will be the ones on the lowest numbered pylon and it's mate on the other wing. This was the issue I had with the DC3 cargo mod where I wanted to be able to drop say ammo and medical A5 containers on the one advanced action point and it would only drop the first. In the end I changed the set up of the mod so you couldn't have a mixed load-out as it made it simpler for users and from a support viewpoint. It's something I think ED needs to address for the Mossie and A20 and generally for WW2 bombers as they often carried mixed loads of incendiaries and HE all dropped on the same point.
  14. Just be aware that it will most likely (I actually think definitely) break integrity checking for playing online. Doesn't sound like it will matter to you but with the edit of the lua present you will have trouble joining servers that enforce integrity checking.
  15. I was doing some mission building involving some turboprop aircraft and noticed that the external sound was that of a pure jet engine. Double checked it with an E3 and a C130 and they sound like standard jet engines. I believe the cause is one of the recent patches looks like it has gone through and set the engine type for all turbo props to be "TurboJet" and in fact the only engine types in use in SFMdata.lua are "TurboJet" and "Piston" (the P51).
  16. Anyone got any clues or specific info about the piston engine equivalent of the extended engine data and thrust max table you can define for jets? You can see examples for aircraft based on jet engines or their derivatives in the Community A4 mod. Tried using the same set up in a piston engine aircraft and not surprisingly specifying thrust max at specific mach number and height didn't work. At a guess it's probably something to do with WEP manifold pressures at a given speed and height. Thanks, Stonehouse PS dpdh_m and dpdh_f don't appear to help tune performance at different altitudes for piston engine aircraft or at least that's what I seem to be seeing running test missions for the same aircraft at max speed at different heights.
  17. Tend to agree about mediafire, some of their pop up adds get quite aggressive and won't allow you to close them except by clicking their offered button (no do not do it) or using task manager to kill iexplore.exe but haven't mentioned it as no one else has previously. However, more troubling is for the first time ever ESET is flagging the rar file as unsafe and won't allow me to download it today. Is it possible mediafire plays silly buggers with packaged files at times? or that your upload could get hacked and someone has uploaded a replacement Mustang? Don't really know much about it but was really surprised by the ESET warning. <edit> cleared cache and tried again. Realised this time that it is probably the unsecure certificate being used by mediafire which I block rather than allow just prior to doing the "save as" that is triggering the unsafe warning.
  18. Over the last week I have been trying to figure out what the values in the detailed engine specification represent and then trying to find good data to populate the ones I think I understand. As a result the mods no longer are set up as turbo props with a sound file workaround but are back where they should be as piston engine aircraft with appropriate default DCS World sounds. These engine changes are coupled with a few new data items from a 1951 journal published by the Aeronautical Society of India improving the FM. I hope people who choose to download the mods are happy with the end result. I personally am fairly pleased with how it performs in game even though I know there are still differences to the real aircraft's performance due to my lack of knowledge, data and understanding of the hidden depths of DCS world's FM modelling. I'd also like to thank Blue_Six for his help with the aeronautical side of things and a few welcome insights on the engine parameters. Even though I suggest redownloading the mods to get the updated structure I will post up the new versions luas later on today to help out people who don't wish to do so. Mods are found at https://www.digitalcombatsimulator.com/en/files/3302330/ https://www.digitalcombatsimulator.com/en/files/3302331/ https://www.digitalcombatsimulator.com/en/files/3302332/ New lua's attached, note these will not give you the mission editor loadouts so you'll either need to redownload the mods or create your own loadouts as you prefer.
  19. Just to add for each model that you have the edm (3d shape) files for you are able to view all the arguments and manipulate them to see what the different values do in the standard DCS World model viewer. Official edm files are usually under \DCS World\Bazar\World\Shapes or in DCS World\Mods\aircraft\ or in DCS World\CoreMods\aircraft\ depending on what you are looking for. The model viewer exe is located in DCS World\bin and there is a thread about how to set it up over in the 3d modelling sub forum. Might save time for people looking for a particular argument id.
  20. You'd have to modify C-130.lua and C-17A.lua in DCS World\Scripts\Database\planes to have a pylon position with available loadout being the paratroops and also set up a weapon definition like in the weapon.lua in the DC3 mod and somehow get that picked up when the game calls the various lua's that make up these aircraft. Think you'd have to add the paratroops to the main weapon definition luas for the game. Definitely would have IC issues if you could figure out all the edits to do it. It's definitely able to be done I think. It would be a nice small addition if ED would consider doing it and I doubt it would take their 3D artists much work to add a airborne soldier shape and the chute as they have all the tools and experience within the game environment, ditto for their programmers. We'd have to accept the same limitations though (ie soldiers despawn on impact) or their scope of work changes and they would have to invent something new to cater for the soldiers to act like weapons falling which convert to a ground unit on impact. Easier way would be to use a separate mod set up as per the Cuesta brother's AC130 mod as then you are adding onto the game rather than changing core files.
  21. Lovely aircraft but the included export.lua clashes with helios if you happen to run multiple monitors.....well it does for me anyway. Generates lots of lua errors in dcs.log as a result.
  22. The official model viewer now shows you the arguments that are in use. There is an expandable floating drop down list that shows all the args that are used as well as a slider for each for you to change the value assigned and see the animation.
  23. Ok I have updated all three DC3 mods again. Performance is now restored that of the original release, I have added the sound folder structure to the mod and a readme.txt instructing how a user might substitute piston engine sounds for the default turbo prop sounds if they wish to. The sound files themselves are not included in the mod packages as they are copyright. If I should find or be provided with substitute wav files that are public domain then I will update the packages again to save the user having to do anything. Please find attached correct lua's for those people who have already downloaded the mods. Unfortunately you guys will have to manually create the sound folders under the mods as per details below. Hope this gives everyone the best of both worlds and it all works this time around.
  24. I found a solution but it isn't a pretty one. It turns out that generic turbo prop aircraft use the engine wav files Tu95FrontEngine.wav, Tu95BackEngine.wav and PlaneAroundEngine.wav for sound from in front of the aircraft, behind the aircraft and finally from the side of the aircraft. Therefore if you make a folder Sounds\Effects\Aircrafts\Engines under the mod main folder and copy the files ExB2.wav, ExF2.wav and ExS2.wav from folder DCS World\Sounds\Effects\Aircrafts\Engines\WrightCyclone-1820-97 to C:\Users\your username\Saved Games\DCS\Mods\aircraft\the mod folder name\Sounds\Effects\Aircrafts\Engines and name them such that ExF2.wav becomes Tu95FrontEngine.wav and ExB2.wav becomes Tu95BackEngine.wav and ExS2.wav becomes PlaneAroundEngine.wav eg of folder structure C:\Users\your username\Saved Games\DCS\Mods\aircraft\DC3 Cargo\Sounds\Effects\Aircrafts\Engines This seems to make the DC3's sound like a radial piston engine aircraft but there are no start up or shutdown sounds. I will update the mods on user files again as soon as I can so that the setting typeng = 3 is used and the detailed engine section commented out so that the aircraft once again will fly in a believable manner. @Moderators, I don't think this post breaches any rules - I couldn't see any that seem to apply and my suggestions above don't seem any worse than some of the other mods around that directly change/replace ED sound files and I am certainly not going to distribute the files ExF2 etc with the DC3 mod as I am well aware they are ED's property. If it does breach some part of the forum rules please let me know and I will happily remove this post assuming you haven't done so already.
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