SkateZilla Posted November 21, 2016 Share Posted November 21, 2016 (edited) ok I know I'm overlooking it here, but Where's the mech timing line for the Landing gear / AI Draws? I have MechTiming for the CanopySet using: mech_timing = {{0.0, 1 / 6.5}, -- CANOPY_OPEN_TIMES {0.0, 1 / 6.700}, -- CANOPY_CLOSE_TIMES }, But I need to set timings for other animations... ie mech_timing[LandingGearDeploy]= the DefaultLUA Lists: -- Default timing data for mechanical parts animation. -- Entries with non-default indexes are deprecated, -- please add any custom mech data into 'mech_timing' section of the aircraft db entry. DefMechTimeIdx = 0 -------------------------------------------------------- -- The format: -- the each end-table consists of pairs of values - animation stage and -- animation speed (units - arg values, [0..1] as a rule) mech_timing = {} mech_timing[DefMechTimeIdx] = {{0.0, 1 / 9}, -- CANOPY_OPEN_TIMES {0.0, 1 / 6} -- CANOPY_CLOSE_TIMES } I also need to define some custom animation parameters for the AI (ie Speedbrake/Gear etc). Is there a way to do that? Edited November 21, 2016 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
SkateZilla Posted November 22, 2016 Share Posted November 22, 2016 If can be of any help, function from: local sensor_data = get_base_data() getAngleOfAttack getAngleOfSlide getBarometricAltitude getCanopyPos getCanopyState getEngineLeftFuelConsumption getEngineLeftRPM getEngineLeftTemperatureBeforeTurbine getEngineRightFuelConsumption getEngineRightRPM getEngineRightTemperatureBeforeTurbine getFlapsPos getFlapsRetracted getHeading getHelicopterCollective getHelicopterCorrection getHorizontalAcceleration getIndicatedAirSpeed getLandingGearHandlePos getLateralAcceleration getLeftMainLandingGearDown getLeftMainLandingGearUp getMachNumber getMagneticHeading getNoseLandingGearDown getNoseLandingGearUp getPitch getRadarAltitude getRateOfPitch getRateOfRoll getRateOfYaw getRightMainLandingGearDown getRightMainLandingGearUp getRoll getRudderPosition getSpeedBrakePos getStickPitchPosition getStickRollPosition getThrottleLeftPosition getThrottleRightPosition getTotalFuelWeight getTrueAirSpeed getVerticalAcceleration getVerticalVelocity getWOW_LeftMainLandingGear getWOW_NoseLandingGear getWOW_RightMainLandingGear Has This been expanded since 2012? there are Parameters I'd like to load, but arent on that list Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
gospadin Posted November 22, 2016 Share Posted November 22, 2016 Has This been expanded since 2012? there are Parameters I'd like to load, but arent on that list I don't believe so, but will double check in an hour or so and edit this response. My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E Link to comment Share on other sites More sharing options...
gyrovague Posted December 27, 2016 Share Posted December 27, 2016 when defining a system and animations. is "get_cockpit_draw_argument_value" A valid string? I'd be nice to set some external animations based off a Cockpit Argument Value. get_cockpit_draw_argument_value works fine for me (at least inside an avLuaDevice instance), I use it to do exactly what you describe above (update another draw argument based on the position of a cockpit draw argument). AFAICT, these are all valid functions: get_aircraft_draw_argument_value set_aircraft_draw_argument_value get_cockpit_draw_argument_value Note that there is no set_cockpit_draw_argument_value, AFAIK you can only set them indirectly via parameter gauges. ____________ Heatblur Simulations [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gyrovague Posted December 27, 2016 Share Posted December 27, 2016 Has This been expanded since 2012? there are Parameters I'd like to load, but arent on that list Just duplicating what I said on discord on 2016-11-23: If I dump the functions from get_base_data in DCS, I get the following: getAngleOfAttack getAngleOfSlide getBarometricAltitude getCanopyPos getCanopyState getEngineLeftFuelConsumption getEngineLeftRPM getEngineLeftTemperatureBeforeTurbine getEngineRightFuelConsumption getEngineRightRPM getEngineRightTemperatureBeforeTurbine getFlapsPos getFlapsRetracted getHeading getHelicopterCollective getHelicopterCorrection getHorizontalAcceleration getIndicatedAirSpeed getLandingGearHandlePos getLateralAcceleration getLeftMainLandingGearDown getLeftMainLandingGearUp getMachNumber getMagneticHeading getNoseLandingGearDown getNoseLandingGearUp getPitch getRadarAltitude getRateOfPitch getRateOfRoll getRateOfYaw getRightMainLandingGearDown getRightMainLandingGearUp getRoll getRudderPosition getSelfAirspeed getSelfCoordinates getSelfVelocity getSpeedBrakePos getStickPitchPosition getStickRollPosition getThrottleLeftPosition getThrottleRightPosition getTotalFuelWeight getTrueAirSpeed getVerticalAcceleration getVerticalVelocity getWOW_LeftMainLandingGear getWOW_NoseLandingGear getWOW_RightMainLandingGear I think the only new ones compared to the list you gave are: getSelfAirspeed getSelfCoordinates getSelfVelocity ____________ Heatblur Simulations [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Nero.ger Posted January 7, 2017 Share Posted January 7, 2017 be aware that "getSelfCoordinates" returns 3 values: x,alt,z (all in Meters) 'controlling' the Ka50 feels like a discussion with the Autopilot and trim system about the flight direction. Link to comment Share on other sites More sharing options...
cubanace Posted January 24, 2017 Share Posted January 24, 2017 Great guide and information,Thank you Alex.:thumbup: SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
kadda Posted May 30, 2017 Share Posted May 30, 2017 this is the same package of Wunderluft that i posted before , but now 3d models included : L-39 for external shape , and P-51D cockpit as cockpit shape , without textures as it will be to big for sample http://files.mail.ru/1U99DD may be it s too late, but can i have a working link for this example ? With respect _________________ Kadda _________________ My works TL-39 (NewGen) project (Ру)/(EN) Link to comment Share on other sites More sharing options...
buzzard55 Posted August 2, 2017 Share Posted August 2, 2017 I know this is an older thread but I need assistance with adding a few things to a mod I have. Link to comment Share on other sites More sharing options...
IAF_Phantom Posted October 13, 2017 Share Posted October 13, 2017 does any one know how to get a new plane mod to be recognized with Id (and not UKN) by the RADAR or RWR? IAF.101_Phantom, 101 squadron XO, Preflight Community Manager [sIGPIC][/sIGPIC] watch your six, i'm behind you ----- Mods: IAF_Weapons: Python 3 and 4 https://www.digitalcombatsimulator.com/en/files/2835842/ Link to comment Share on other sites More sharing options...
elastictangent Posted July 9, 2020 Share Posted July 9, 2020 Is vector thrust possible? Link to comment Share on other sites More sharing options...
Cougar133 Posted January 6, 2021 Share Posted January 6, 2021 (edited) hi All is it possible to add sounds in cockpit depending on values ? for example , i have a good sound telling me "too fast" . is it possible to activate this sound i create , when i reach a speed value ? how to do it ? in specific lua file ? Edited January 6, 2021 by Cougar133 [sIGPIC][/sIGPIC] https://www.facebook.com/RSDvirtuel/ Ryzen 7950X / Z670E - 32Gb DDR5 6000CAS36 - 4070TI - ReverbG2 - Hotas Cougar FSSBR1 Link to comment Share on other sites More sharing options...
fang16 Posted June 11, 2021 Share Posted June 11, 2021 How prevalent is this guide now? In relation to DCS 2.7 now that it is out? Is there a newer guide available? 1 Link to comment Share on other sites More sharing options...
Scifer Posted August 21, 2021 Share Posted August 21, 2021 Is it possible to make a mod to insert beacons on maps? How do you do that? Link to comment Share on other sites More sharing options...
J-1775 Posted October 30, 2021 Share Posted October 30, 2021 On 6/11/2021 at 8:57 PM, fang16 said: How prevalent is this guide now? In relation to DCS 2.7 now that it is out? Is there a newer guide available? Asking me exactly the same questions. The fact that >4 months after there's no answer here, makes me doubt, the thread seems to be dead... @fang16, if you listen: can you point me to some useful and up-to-date sources wrt EDM and texturing? Link to comment Share on other sites More sharing options...
razo+r Posted October 30, 2021 Share Posted October 30, 2021 (edited) On 8/21/2021 at 4:04 PM, Scifer said: Is it possible to make a mod to insert beacons on maps? How do you do that? Check the existing mods for how to do that. 14 minutes ago, J-1775 said: Asking me exactly the same questions. The fact that >4 months after there's no answer here, makes me doubt, the thread seems to be dead... @fang16, if you listen: can you point me to some useful and up-to-date sources wrt EDM and texturing? It should be for the most part still be applicable. More up to date sources are around too though most are scattered around and not always complete. And what up to date sources do you want for EDM and texturing? The beginners guide covers most of that and is still to some extend viable. Edited October 30, 2021 by razo+r Link to comment Share on other sites More sharing options...
Airmage Posted February 23, 2022 Share Posted February 23, 2022 Hi. I'm trying to put weapons and make them work on the latest UH60L mod, since the maker announced that weapons won't happen with this mod. I've come as far as mounting the guns on the pylons and seems that i declared them(i guess), but i can't get them to shoot. The mod did not have a weapons folder, only fuel tanks declared in the main object lua file. I also set the controls for master, gun fire and weapon release in options, but they dont do anything. I'm guessing the mod has no idea about working weapons. It does not have a cockpit weapons panel. Can someone help me make them work? Link to comment Share on other sites More sharing options...
JahnR Posted March 7, 2022 Share Posted March 7, 2022 I'm making a massive mod, so I might start bombarding this topic with questions. Almost finished but needs a few icings on the cake so to speak. First one is simple: I have a custom plane mod that I'm insanely proud of, but there is one thing that ruins it. Ejection seat! I can only find numbered references to different seats, but no reference to simply disabling it. Should I just name it "0" in "ejection_seat_name" in the lua, or do I need to make a new line where I state "has_ejection_seat = false" or something? Later on, I'm gonna start asking about animations and sdef's. I'll be eternally grateful for any help at all, since this mod project has turned my day to day life and routines into a mess. Been sleeping less than between 10-20 hours a week for the past two months since I started this project. Link to comment Share on other sites More sharing options...
J-1775 Posted March 7, 2022 Share Posted March 7, 2022 As propably every mod creator I can make up a very good picture of your situation, JahnR. However, as others have already noted this thread currently seems quite dead. Apart from my recent question I see more open and unanswered questions. Hope the best for you. If you find a better thread for newbie mod creators, please come back and 'spread the word' here. Link to comment Share on other sites More sharing options...
Fresh Posted January 11 Share Posted January 11 Does anyone know how to find out the current QNH when in game, so that I can set the altimeter Kollsman window to it in a mod at post_init phase? Link to comment Share on other sites More sharing options...
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