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heclak

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Everything posted by heclak

  1. Hi everyone, Just a quick update that we’re still working on some minor fixes and upgrades so the project isn’t dead. Sorry but my schedule has been really busy so progress is really slow.
  2. I just tested that mission in the latest Open Beta and it works fine. Which version of DCS and the A-4E are you using? Make sure you're on the latest version of DCS and the A-4E. The latest version of the A-4E should say v1.3.1 on the main menu of DCS. If in doubt just delete the A-4E folder and reinstall a new copy of the A-4E from Github. Unless you're really landing too hard and genuinely crashing.
  3. The issue with carrier landings have nothing to do with the A-4E. It’s DCS that needs to be fixed. The suspension code in DCS is broken. We’re still waiting for someone from ED to get back to us on the matter. If you experiencing the issue where you explode when landing on the carrier, we are very sure that you started in the air. Start the Mission from the ground or catapult and the suspension code will work.
  4. Tanker functionality isn't in the base model. We're working on it but it's not in a state that we're happy releasing it.
  5. Looking good! Thanks for joining in the stream. Really appreciate the company.
  6. The HIPEGs have their own charge and arm switches. It's just in front of the throttle section.
  7. Is there another link for the standalone model viewer? All three ftp links are down and the model viewer that shipped with latest OB has glass and light rendering broken.
  8. I know there's a mention of AI aircraft suspensions compressing while still on landing approach but before touching the ground. It was posted on Reddit but I'm not sure if it was reported here.
  9. For the FFB2 users, I know that there is an issue where the aileron trim doesn't wrong when using the MS FFB2. Turns out the sim's Lua function responsible for roll trim doesn't respond when the sim detects an FFB2. However, I've figured out another way to send trim information to the sim which in my testing shows it does work with the FFB2 and other sticks. Please check the information and file provided on the issue tracker and let me know if it solves the aileron trim problem for you as well. I'll need to rewrite the trim implementation in the A-4E with this new solution before I can commit it into the main code. If all goes well, this fix will go into the next update. Unfortunately, I have no clue if I will be able to solve the issue where the AFCS doesn't work with the FFB2. It probably requires a huge rewrite of how the AFCS works and I'm not sure if I have the time for that right now. But I'll leave the issue on the tracker for future work. And I'm not sure how many FFB2/A-4E users are there. Do let me know if you're an FFB2 user.
  10. I did double check the altimeter setting between the mission and A-4 before confirming it as a bug. There's definitely a bug in the Lua function from the sim. Within the same mission in Caucasus, spawning at any location will give an altitude output of 14ft. Even if the airfields have a few hundred feet of elevation difference. And if you fly from a higher elevation airfield to a lower one, you'll end up with a negative altitude value from the sim. So unless the airfield is supposed to be 300 feet below sea level... Weird thing is the error isn't a consistent error. It's fairly consistent on Caucasus, you're always 14 ft at spawn. But on PG, some places are 14ft while some at 2000 ft. My guess is some coder who updated the terrain data didn't realise how the Lua function works and didn't update the one for the avLua devices. So the altitude data is all wrong. Some users have told me the altitude at some places in Nevada is wrong even on official modules. So there's probably an altitude table that is just being read from.
  11. There is a bug in the value returned by get_base_data().getBarometricAltitude() which is provided by the sim to obtain the aircraft's barometric altitude via Lua devices. This function should correctly return the current barometric altitude of the aircraft but it is currently broken in DCS 2.5.5.32533 Open Beta. It is uncertain how many versions back did this function break. The function has been tested on Caucasus, Nevada, and the Persian Gulf with the same error. Steps to reproduce the behaviour: 1) Create an aircraft on any map with the QNH set at 2992. Use a Lua device to return altitude information. Relevant functions are listed below. local sensor_data = get_base_data() print_message_to_user(sensor_data.getBarometricAltitude()) 2) Check the correct altitude print out against the value provided in the status bar (Ctrl + Y). Altitude does not match. Expected behaviour Barometric altitude output should match the value in the status bar. It is understood that the function returns barometric altitude in metres. The necessary conversions have been done for comparison. Screenshots This screenshot shows the raw output of the getBarometricAltitude() function with the value converted to feet. The discrepancy can be observed between the status bar and barometric altitude value.
  12. Hi all, There appears to be a bug in the main sim with regards to the main sim's ability to report barometric altitude correctly. The sim is returning height above ground instead of barometric altitude. This is causing the altimeter to reflect an incorrect altitude. We are still trying to confirm this bug so if someone else can help confirm this behaviour, we would really appreciate it.
  13. Follow the official instructions https://github.com/heclak/community-a4e-c This should result in C:\Users\user\Saved Games\DCS\Mods\aircraft\A-4E-C Installing in your main install is explicitly mentioned in the official instructions and the wrong way of doing it. Doing so will cause the module to fail loading even if install correctly. Please delete it from the main install.
  14. Please refer to my response to Dmitri. The trapping issue is an ED issue, not the A-4E.
  15. Everything that you’ve described are bugs in the DCS World Sim and not the A-4E module itself. ED is the one who can fixed those issues. The carrier landing issue is a well known and reported issue but we have yet to hear from ED if they are fixing it or not. Check the link below, maybe it would be fixed faster if more people would comment on it https://forums.eagle.ru/showthread.php?t=242341 The only workaround for now is not to start in the air. Only start from the catapult or land airbase. The rest of your graphical issues need to be reported to ED too as we are not responsible for the carrier. We don’t have the ability to ask ED to prioritise any bug fixes for us.
  16. Unfortunately, a briddle system isn't available in DCS so we are unable to use a briddle system.
  17. Sure. We love to see what the community is doing with the A-4E.
  18. There isn't a need to delete your input folder unless you run into issues rebinding keys. There's no major change to the controls that people usually have bound so we don't predict many people needing to rebind keys. But you must delete the existing A-4E-C folder and replace it as per all updates.
  19. No worries. I’m perfectly fine with people reporting possible issues as long as people are willing to be detailed and assist in additional testing. Not all issues can be recreated on our end. There’s also the point that mods like the A-4E might not be causing the bug but just revealing a bug in the main sim. In that case, we really can’t do anything about it. But if there’s something that we can do on our end that is within reason, we’ll definitely try our best since we are making this for the community after all. I’m not sure if you’ve seen my reply on your thread. It would be extremely useful if you could help out with providing that data. So if there’s really something that I can do on our end, we can try to squeeze it into the next patch.
  20. Glancing through the logs attached. It looks like it is a failure of the EFM suspension logic. This looks like the EFM suspension of the AV8B. This is due to an out of range input from the EFM code of the AV8B. 2019-06-13 11:01:03.636 INFO DCS: invalid input at index 0 in suspension 2019-06-13 11:01:03.636 INFO DCS: invalid input at index 1 in suspension 2019-06-13 11:01:03.636 INFO DCS: invalid input at index 2 in suspension 2019-06-13 11:01:03.636 INFO DCS: invalid input at index 3 in suspension I'm unable to recreate this bug at this point. But if someone who is familiar with the point in the mission where this happens can help with some tests and tracks then I can check if there is something that can be done from the A-4E's end of things. But my current working theory is a failure between the math logic when both EFM and SFM are loaded in the same sim. There already is a major physics bug in the SFM transition logic in the sim that has yet to be fixed so I won't be surprised. Here is the help that I need: 1. A track with the sinking bug happening. 2. A test if the sinking bug can occur with the MB339 installed instead of the A-4E. This test will allow testing if SFM is the cause of the issue. https://forums.eagle.ru/showthread.php?t=169358
  21. That’s interesting. It was never brought to our attention that there was such a bug. It would be best to file bugs at https://github.com/heclak/community-a4e-c/issues so we can be informed of it. I’m inclined to think it is a bug with the DCS Engine itself between EFM and SFM aircraft but I’ll try to investigate regardless. Since I haven’t been able to recreate this issue yet, would you be able to help with some tests for data collection?
  22. Community A-4E-C Release v1.3.1 now available Hi everyone! We are releasing a new patch for the A-4E-C with some critical fixes and a number of new key bindings that have been requested by the community. This is not a major release with significant new features so we are naming it version 1.3.1. The primary fix in this patch is the new EDM 3D files which are required as of DCS Openbeta version 2.5.5. This is a required update for all versions post 2.5.5 which should eventually be required for the release version as well. We have been working on some quality of life improvements such as additional key bindings and we have improved the function of the carrier catapult. Spawning on the carrier catapult will now automatically hook you into the catapult with no additional key presses. We are consolidating all our resources on Github so our distribution will be via Github as well. No account is necessary to download but a free account is required for posting bugs in the issue tracker. Please take a look at the detailed changelog below for details. We hope you'll be able to take the A-4E to the skies once again and thank you for your support. Download Community A-4E-C v 1.3.1 Calling for Testers We are constantly looking for additional people who can help with functional testing and playtesting of the development builds of the A-4E-C. Due to the complex nature of the mod, the dev team isn't able to properly test every aspect of the mod and this has been pushing back our development time and release schedule. We are looking for motivated individuals who are able to help perform functional testing when new features are added and playtesting when a release version is being built. We need individuals who are willing to file bug reports detailing the problem so that the devs can address the issues. Experience and knowledge of the A-4E while appreciated, is not a requirement. We need testers who could try to break the module with incorrect procedures as well. What is important is the willingness to learn the systems through the various documentation, the willingness to be procedural in testing, and filing bug reports in the issue tracker when bugs are found. If you are interested in helping out, please get in contact with us through our discord channel. Changelog: Version 1.3.1 - 17 June 2019 Added - Added new quick start (instant action) missions (4 in Caucasus, 4 in Persian Gulf). - New keybindings - Added "clickable cockpit" binding to mouse - Added AWRS keybinds - Added axis for white floodlights - Fixed lighting axis - Added APC keybinds - Added engine start/stop keybinds for joystick - Added View padlock bindings - Added BOMB ARM and BDHI keybinds - Added new incremental controls for lighting Changed - Corrected cockpit position with respect to external model (Gunsight alignment is slightly affected but the offset should be negligible) - Aircraft will now be hooked into the catapult if spawned on the catapult. Deprecated - removed unused FC3 keybindings for HUD and HUD modes Removed - Some unused keybindings may be removed. Primarily leftover FC3 keybindings. Fixed - fixed floating nosegear - Fixed init code where left wing tip nav light turns invisible when the master light switch is toggled at the start - Updated anti-collision rotation angle to 180 degrees - Fixed RWR initial volume to match volume position - Added aggressor liveries to AUSAF - Fixed condition where flaps indicator is invisible when power is not available - replaced EDM8 files with EDM10 files as support for EDM8 was dropped with 2.5.5.31917 - updated theme to get loading image automatically loaded when A-4E-C is used List of new keybindings Mouse - Clickable Mouse Cockpit Mode On/Off Keyboard - Lock view (cycle padlock) - Unlock view (stop padlock) - All missiles padlock - Threat missile padlock - Lock terrain view - AWRS: Toggle multiplier - AWRS: Quantity select increase - AWRS: Quantity select decrease - AWRS: Mode Select CCW - AWRS: Mode Select CW - APC: Power - OFF - APC: Power - Stby - APC: Power - Engage - APC: Temp - Cold - APC: Temp - Std - APC: Temp - Hot - BDHI - NAV CMPTR - BDHI - TACAN - BDHI - NAV PAC - BOMB ARM - NOSE & TAIL - BOMB ARM - OFF - BOMB ARM - TAIL - Function Selector: OFF - Function Selector: ROCKETS - Function Selector: GM UNARM - Function Selector: SPRAY TANK - Function Selector: LABS - Function Selector: BOMBS & GM ARM - Interior Lights: White Floodlight Increase - Interior Lights: White Floodlight Decrease - Interior Lights: Instrument Lights Increase - Interior Lights: Instrument Lights Decrease - Interior Lights: Console Lights Increase - Interior Lights: Console Lights Decrease Joystick - Lock view (cycle padlock) - Unlock view (stop padlock) - All missiles padlock - Threat missile padlock - Lock terrain view - Engine Start - Engine Stop - AWRS: Toggle multiplier - AWRS: Quantity select increase - AWRS: Quantity select decrease - AWRS: Mode Select CCW - AWRS: Mode Select CW - APC: Power - OFF - APC: Power - Stby - APC: Power - Engage - APC: Temp - Cold - APC: Temp - Std - APC: Temp - Hot - APC: Power - STBY/OFF - APC: Power - STBY/ENGAGE - APC: Temp - STD/COLD - APC: Temp - STD/HOT - BDHI - NAV CMPTR - BDHI - TACAN - BDHI - NAV PAC - BDHI - TACAN/NAV CMPTR - BDHI - TACAN/NAV PAC - BOMB ARM - NOSE & TAIL - BOMB ARM - OFF - BOMB ARM - TAIL - BOMB ARM - OFF/NOSE & TAIL - BOMB ARM - OFF/TAIL - Function Selector: OFF - Function Selector: ROCKETS - Function Selector: GM UNARM - Function Selector: SPRAY TANK - Function Selector: LABS - Function Selector: BOMBS & GM ARM - Interior Lights: White Floodlight Increase - Interior Lights: White Floodlight Decrease - Interior Lights: Instrument Lights Increase - Interior Lights: Instrument Lights Decrease - Interior Lights: Console Lights Increase - Interior Lights: Console Lights Decrease Joystick Axis - Lighting: Instrument - Lighting: Console - Lighting: White Flood - AWRS Drop Interval
  23. A heads up for all the key binding requests. Here is the list of new key bindings that are coming in v1.3.1. These are pending testing right now and there might be changes. So if there are some commands that you requested, you're encouraged to join in the testing group to help confirm that the commands are working. We want to make sure this changelog is confirmed before doing a public release. Then we can get back to working on the cool stuff again for the next big update. Active testers are still a rarity so it might take a long time to confirm the changelog if we can't get more help. We would appreciate your support if possible. Mouse - Clickable Mouse Cockpit Mode On/Off Keyboard - Lock view (cycle padlock) - Unlock view (stop padlock) - All missiles padlock - Threat missile padlock - Lock terrain view - AWRS: Toggle multiplier - AWRS: Quantity select increase - AWRS: Quantity select decrease - AWRS: Mode Select CCW - AWRS: Mode Select CW - APC: Power - OFF - APC: Power - Stby - APC: Power - Engage - APC: Temp - Cold - APC: Temp - Std - APC: Temp - Hot - BDHI - NAV CMPTR - BDHI - TACAN - BDHI - NAV PAC - BOMB ARM - NOSE & TAIL - BOMB ARM - OFF - BOMB ARM - TAIL - Function Selector: OFF - Function Selector: ROCKETS - Function Selector: GM UNARM - Function Selector: SPRAY TANK - Function Selector: LABS - Function Selector: BOMBS & GM ARM - Interior Lights: White Floodlight Increase - Interior Lights: White Floodlight Decrease - Interior Lights: Instrument Lights Increase - Interior Lights: Instrument Lights Decrease - Interior Lights: Console Lights Increase - Interior Lights: Console Lights Decrease Joystick - Lock view (cycle padlock) - Unlock view (stop padlock) - All missiles padlock - Threat missile padlock - Lock terrain view - Engine Start - Engine Stop - AWRS: Toggle multiplier - AWRS: Quantity select increase - AWRS: Quantity select decrease - AWRS: Mode Select CCW - AWRS: Mode Select CW - APC: Power - OFF - APC: Power - Stby - APC: Power - Engage - APC: Temp - Cold - APC: Temp - Std - APC: Temp - Hot - APC: Power - STBY/OFF - APC: Power - STBY/ENGAGE - APC: Temp - STD/COLD - APC: Temp - STD/HOT - BDHI - NAV CMPTR - BDHI - TACAN - BDHI - NAV PAC - BDHI - TACAN/NAV CMPTR - BDHI - TACAN/NAV PAC - BOMB ARM - NOSE & TAIL - BOMB ARM - OFF - BOMB ARM - TAIL - BOMB ARM - OFF/NOSE & TAIL - BOMB ARM - OFF/TAIL - Function Selector: OFF - Function Selector: ROCKETS - Function Selector: GM UNARM - Function Selector: SPRAY TANK - Function Selector: LABS - Function Selector: BOMBS & GM ARM - Interior Lights: White Floodlight Increase - Interior Lights: White Floodlight Decrease - Interior Lights: Instrument Lights Increase - Interior Lights: Instrument Lights Decrease - Interior Lights: Console Lights Increase - Interior Lights: Console Lights Decrease Joystick Axis - Lighting: Instrument - Lighting: Console - Lighting: White Flood - AWRS Drop Interval Edit: New commands for lighting were added.
  24. I’ve posted info for testers and a test build on discord. We don’t have a specific procedure for this patch as it’s mostly fixes. We do have test conditions and behaviours for more complex systems like the AWRS. This is what I provided testers with during the AWRS rewrite. https://cdn.discordapp.com/attachments/518815760123035648/541473437709893664/AWRS_Notes_for_Testers.pdf Do drop by the discord channel if you can to get the feed for the test build. If we can get a couple of people to sign off on the changelog then we can release it to the general public. Then I can get back to working on the cool stuff for v1.4.
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