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About PeaceSells

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  1. Yes, of course, thanks for reminding me. Attached pics of the mod during the day, dawn and at night.
  2. That's what I did, I lowered the friction as much as I could (just be carefull not to unscrew it completely, the manual says the screw may fall out) in order to minimize the stiction. It did make a difference and I'm pleased with it. I don't have any curves on it, but I don't do any carrier landings yet...
  3. Just in case someone missed it, this is the thread by Nero with an example of how to use the DCS's own radar: https://forums.eagle.ru/showthread.php?t=220666
  4. As always, pretty useful stuff. Thanks a lot for sharing!!
  5. In my honest opinion the current cockpit still look awesome to my eyes. I know many people comment on it's age and resolution, but the Ka-50 cockpit for me is one of those examples of how you can have immersive and good-looking appearance without being extremely high-res. I still love the feeling of sitting in that cockpit. All that was just to say that ED fixing the button lights is much more urgent than doing the new high-res cockpit, if that's what ED is waiting for...
  6. Jesus Christ, the radar is working! The most valuable thing to extract from this example, IMO, is how DCS expects you to interact with the radar. As I understood so far: The contact's data is contained the "RADAR_CONTACT_[number]_" param in conjunction with the "RANGE", "AZIMUTH", etc. params. Now I look in the strings extracted from the CockpitBase.dll (as indicated in this thread: https://forums.eagle.ru/showthread.php?t=182020 ) and I see strings like RADAR_CONTACT_%02d_ RANGE AZIMUTH etc. Now how on earth you discovered that those strings, among the zillion other strings in
  7. Hey Nero, that was so cool of you to share this... I will have to take a good look into it as soon as I can to see what I was doing wrong... Again, invaluable information in a few lines of code, thanks a lot for this!!
  8. ^^ But if you're using the real DCS radar, then the work around isn't necessary...
  9. Wouldn't the AI be actually responding to the weapon launch, instead of to the radar, because I would find it pretty spooky if the AI was responding to this radar simulation...
  10. Wow, Nero.ger already figured how to link that to the weapon system, I'm going to have to edit my post above lol...
  11. I was planning on sharing code only after this alternate radar was a bit more advanced, but considering that the main curiosity around this is probably how to get target data in your cockpit lua environment, I guess I should show the working code behind that. On top of that we can add our own logic for simulating a real radar's detection limitations (which I plan on gradatively try and implement), but looking at it at the state it is right now has the advantage that it becomes easier to visualize the channel used for communicating enemy data (not just enemy, any possible unit) to the cockpit e
  12. ^^ Thanks, I will post code and more info on what I'm doing, I just can't do stuff right now.
  13. This is most likely not possible... the probability that we'll find improvised ways around to each one of these limitations is very low... in my current opinion, at least.
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