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About Murleen

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  1. I'm actually working on the BoBP taxiways at the moment - about half way through, so hopefully about a week left.
  2. In the github repo are the headless textures LizLemon created, and a python script which will run over the unpacked game MGM files, create headless alternatives for any using the originals of the modded textures, and then update the luascript files to point at the new models. If you'd prefer, if you post your modded textures I can rerun the script to update the mod files.
  3. You need to create separate versions of the .mgm files for the in-cockpit pilot view, which use the new headless texture. Given the texture files, I have a script in https://github.com/Murleen/PilotInCockpitMod which runs on all the mgm files and creates the headless models and updates the files in luascripts - you can try updating that with your new textures.
  4. I have been working on improving some of the existing taxi paths, but it's slow work as I've been busy recently. If you see issues, particularly ones where planes hit buildings etc, post the mission file here and I can check when I get to it.
  5. If possible, it's probably easier to run PWCG on the same machine as the Dserver, as then you don't have to move files back and forth - the Dserver just looks like any other installation of BoX
  6. If it goes into hangars when reversed, don't you have the hangars in the way when landing when not reversed?
  7. I've not seen this before - can you post any example missions?
  8. I've updated the first post in this thread with a new release to work with 3.201.
  9. In straight and level flight, you should see 1G Heave, representing gravity. You should see 0G if diving with an acceleration of 9.81m/s^2. The G-meter uses the acceleration data from the game, but needs to apply the gravity term on top, which requires using the rotation data to determine which way "down" is in the local reference frame of the plane. It's possible there are some errors here - it's easy to flip signs in the maths terms etc. I've done some rough testing (e.g. checking that a 60 degree bank is 2G), but I'm not enough of an expert on the physics or the manoeuvres to check exhaustively. If you find a case where it looks to be reporting the wrong data, let me know and I can take a look.
  10. Updated version, will dump log data to a file "gmeter.csv" gmeter.zip
  11. I'll try to add csv dumping tonight, which would allow graphing
  12. I knocked up a quick G-meter application using the motion simulator API - to get IL-2 to export the data you need to add this to your startup.cfg: [KEY = motiondevice] addr = "" decimation = 2 enable = true port = 4321 [END] The app separately prints out the "Surge" (forwards/backwards), "Sway" (side to side) and "Heave" (up/down) G-force components. Hopefully this is useful to measure the G-force thresholds. I may have got some of the maths wrong (the API gives acceleration rather than G-force, so you need to add in the gravity component), so it might be worth calibrating the numbers you get. gmeter.zip
  13. I don't see the approach waypoint that far back - is there an option in the advanced settings for it?
  14. I have been looking in to this - the game seems quite finicky about the angle planes need to be at just before reaching the runway. Unfortunately I've been busy recently and haven't managed to finish this off.
  15. And it turns out the Valve Index was back in stock today, so I should have that (with canted screens) next week...
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