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#3604528 - 07/10/12 08:11 AM New P-51D 1.2.0
Silver_Dragon Offline
Member

Registered: 08/26/08
Posts: 384
Loc: Arafo, Canary Islands, Spain
New version 1.2.0
http://forums.eagle.ru/showthread.php?t=90965
Quote:
DCS: P-51D Mustang Beta Update Available

The next beta version of DCS: P-51D Mustang is now available for download. Access to the beta is provided with a pre-purchase of the Mustang from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

List of changes since last version:
Exit simulation crash fixed.
Canopy crank hung on slow machines. Now fixed.
Removed odd, LOUD sound being emitted from the P-51.
Installer description for "Simplified flight model" -> "Uses simplified flight dynamic calculations that also results in easier flight control" added.
Missions updated.
Added a crashed model for the P-51D.
Updated P-51D splash screen.
Added failures due to engine and oil system failures.
Improvements to aircraft shake effect.
Added trimmer shake.
Slip ball frequency increased to account changes in aircraft shake.
Cockpit gauges descriptions in LUA were made more readable.
Load of the digital filter parameters from LUA was made more convenient.
Adjusted Immortal damage Option.
New damage areas added and existing damage of systems improved.
Tail wheel swiveling tuned.
Corrected textures of the Voodoo skin.
Added adjustments to fuselage shaking by the propeller.
Adjustment of exhaust animation, advanced timing, and the loss of power with retarded ignition have been added/adjusted.
Adjusted the friction parameters of a free gear axis.
Crash at {RCtrl+J} from P-51D cockpit has been fixed.
Unlimited weapons for HVAR missiles now works.
Possible cold start crash is fixed.
Adjusted start-up sequence to be more accurate. See manuals.
Canopy glass adjusted.
Flight and Quick Start manuals updated.
Cockpit model updated.
Added new P-51D skins.
Different helmets depending on skin.
Adjusted trimmers for FFB at low speed, FFB shaking at stall, reworked of physics of free gear.
Air start controls were in the wrong position. Fixed.
Fixed animation pointers update for the canopy crank handle.
Fixed coolant indicator animation.
Sudden switch on landing light when it start in the air is fixed.
Added WWII era helmets.
USAF 485rd FS livery fixed.
Radio frequencies are now restored after return to the ME.
K-14 and gauge panel shaking has been tuned.
New volumes for actuators.
New textures for engine damage model.
The taxi light cone collision with wing has been fixed.
Gauge panel suspension has been tuned.
Oxygen system did not deplete - no Hypoxia possible. Fixed.
The hinge moment influencing to roll rate and rudder has been fixed.
Cockpit shaking at post-stall condition has been added.
The artificial damper for a taxi has been added.
The taxi light animation in LODs has been corrected.
HVAR position on the hard points is fixed.
"SALVO" lever will not return to its original position when reloading. Fixed.
Float fuel sensor has been fixed.
Gunsight range throttle handle was moving erratically when operating from joystick axis. Fixed.
Fixed tooltip typos.
Improved propeller disk.
Engine stops when external tanks are dropped.
Fixed that when the battery is drained, all electrical systems (except starter), are still functional.
Removed Bomb racks and hardpoints when the Civil Aircraft box is checked in the ME.
Landing gear eight wheel rolls too fast compared to left wheel. Fixed.
From a runway start, Mustang's landing light pointed straight down. Fixed.
Oxygen system flow rates at altitude implemented.
Possible client exploding during cold start fixed.


Edited by Silver_Dragon (07/10/12 08:11 AM)
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#3604582 - 07/10/12 09:51 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
theOden Offline
Member

Registered: 08/09/10
Posts: 253
As an ex-1C/maddox customer it is hard to not be impressed by ED/DCS flow of fixes (actual ones, not the type that brings back old bugs).

Noticed DCS:World and A-10C/Ka50-2 also are up to 1.2.0 status.

Apply DCS:World before using the P51 update.


Edited by theOden (07/10/12 09:52 AM)

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#3604603 - 07/10/12 10:43 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
sharpe26 Offline
Member

Registered: 09/13/02
Posts: 725
Loc: Maastricht, Holland
yeah, considering what they do and did and just produced DCS is looking good. Wish I could say the same about 1c/Maddox but alas...
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#3604659 - 07/10/12 12:49 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Sim Offline
Hotshot

Registered: 09/18/01
Posts: 8914
Loc: Vegas
Would love to have some feedback on how it actually flies. Can't access DCS forum from my location.

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#3604918 - 07/10/12 10:16 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Aero Offline
Member

Registered: 09/29/07
Posts: 282
Loc: Milwaukee, USA
It isn't really clear from the change notes, but has FFB been implemented? (Notes say it's been "adjusted") That's the feature I was mostly waiting on. If so, I'm very much looking forward to giving it a try this weekend.

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#3605020 - 07/11/12 05:41 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Nate Online   content
Member

Registered: 05/24/01
Posts: 1217
Loc: Dublin, Ireland
Yes it has.


Nate

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#3605025 - 07/11/12 05:58 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Twopots Offline
Junior Member

Registered: 04/08/11
Posts: 7
... it flies beautifully. I'm performing sacrificial rites as I type so that the *right* 3rd party dev steps up to the plate and starts to develop a WWII plane and environment set for DCS: World.
Seriously though, since I *tasted* the DCS: P51 every other prop sim that's out there feels as a feeble shadow *to me*. It's as if someone's opened the window and pointed out that there's a real sky out there! It's a given that the other prop sims have done a stirling job up to this point ... but how can I dally with them after experiencing the lovin' of the DCS Mustang?
Now ... if I remember correctly from the advanced section of the Druid's manual, the scarifice of the fleas from a mangy black cat during a high moon on hallowed ground will achieve the desired effect ... or was that a tabby?


Edited by Twopots (07/11/12 06:01 AM)

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#3605036 - 07/11/12 07:15 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Stonehouse Offline
Member

Registered: 10/24/99
Posts: 436
Loc: Sydney,NSW,Australia
Can anyone advise what is needed to get the WW2 style pilot helmet going please? I know it's the dds file pilot_P51_helmet_b in P-51D.zip in DCS World\Bazar\World\textures and I figure it's the entry in the aircraft skins description.lua file that somehow controls it's selection:

{"pilot_P51_patch", 0 ,"empty",true};
{"pilot_P51_helmet", 0 ,"pilot_P51_helmet",true};

where the true apparently tells the game to look in the DCS folders rather than the skin folder itself but changing the 2nd line to be

{"pilot_P51_helmet", 0 ,"pilot_P51_helmet_b",true};

doesn't do the trick. Is it the 0 that needs to be changed to a specific ID perhaps? Trial & error so far gets me nowhere. Any clues anyone?

Cheers,
Stonehouse


Edited by Stonehouse (07/11/12 07:16 AM)

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#3605041 - 07/11/12 07:46 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Twopots Offline
Junior Member

Registered: 04/08/11
Posts: 7
Mate, I'm still downloading the upgrade (in Toowoomba, QLD), however I read on the DCS forum somewhere that it's dependent on the skin you choose. Go into the armament screen in the mission editor and you can choose skins there. Hope that solves it ... I'll be looking for the leather flying helmet too lol.


Edited by Twopots (07/11/12 07:46 AM)

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#3605054 - 07/11/12 08:12 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Stonehouse Offline
Member

Registered: 10/24/99
Posts: 436
Loc: Sydney,NSW,Australia
Yeah tried that but I think the skin has to be set up to use the WW2 helmet. I can see in the Voodoo air racer skin's description.lua

{"pilot_P51_patch", 0 ,"empty",true};
{"pilot_P51_helmet_A", 0 ,"pilot_P51_helmet_voodoo",false};

and there is a dds file for the helmet in the skin folder that has a modern helmet with a fancy paint job but when I put the Voodoo skin on a p51 in a mission I still see the normal default helmet and trying to do the same thing for a standard skin by copying the WW2 helmet dds file to the skin folder and doing something like the above doesn't work either. There must be a trick to it that isn't documented so far that I've seen or I'm just dumb which is quite possible too winkngrin

Cheers,
Stonehouse

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#3605080 - 07/11/12 08:54 AM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
theOden Offline
Member

Registered: 08/09/10
Posts: 253
Had a struggle for the new helmet too and found it as an "id" issue.

Here's my experiment in lua:
Quote:


{"pilot_P51_patch", 0 ,"empty",true};
--{"pilot_P51_helmet", 0 ,"pilot_P51_helmet_b",true};
--{"pilot_P51_helmet", 0 ,"pilot_P51_helmet",true};
--{"pilot_P51_helmet", 0 ,"empty",true};

}
name = "Sweden F8 Barkarby Blue"
countries = {"USA","UKR"}
--id = 7 -- Tuskee
id = 2 -- german
--id = 5 -- iron ass/tuskee



Result:

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#3605422 - 07/11/12 06:01 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
sharpe26 Offline
Member

Registered: 09/13/02
Posts: 725
Loc: Maastricht, Holland
hmm, it isn't in the loadout selector?
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#3605461 - 07/11/12 06:59 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
Stonehouse Offline
Member

Registered: 10/24/99
Posts: 436
Loc: Sydney,NSW,Australia
@Sharpe26, no not in the loadout selections. Only civil or non civil option is there. I guess it would be nice to have it under your profile or in the P51 specific options as an override but I can understand why they linked to the plane skin. It just means the WW2 skins need to add that bit in. I imagine you could (if you were someone who is good at graphic art) rework the pilot body skin to also have a WW2 european uniform or pacific/desert uniform and include it in your skin package.Which then works very easily as the mission designer chooses the skins to suit the mission and gets the appropriate pilot gear for the time/theatre/side.

@theOden, thank you m8, I'd read somewhere that IDs controlled the skin used for the pilot head so wondered if it might be there but had no idea of what was a valid number to use or even what the specification of the variable was so I that had an idea of when to stop. ie single digit 0 - 9 or 2 digits 0-99 or something bigger. Do you know if id = 2 is the only one that works? or have any clues as to the range of valid IDs? Is there a list published somewhere of the ones used (you put descriptions against the ones you use, some of which would not be obvious from just looking at the pilot so guess that you found them posted somewhere) I'd experiment but am at work at the moment.

It's funny that DCS's own Voodoo air racer skin doesn't seem to pick up the painted helmet unless it's just my copy that has the issue. Do you see it in game when you use the Voodoo skin? Looking at the DDS file the helmet is painted up to match the plane skin but I just see the usual off white helmet.

<edit> Sorry just realised you meant id = 5 and 7 also give the ww2 helmet <endedit>

Cheers,
Stonehouse


Edited by Stonehouse (07/11/12 09:15 PM)

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#3607407 - 07/15/12 01:29 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
robmypro Offline
Member

Registered: 11/20/08
Posts: 215
They are true professionals with a love for the craft. No doubt about it.

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#3608203 - 07/16/12 07:18 PM Re: New P-51D 1.2.0 [Re: Silver_Dragon]
cichlidfan Offline
Junior Member

Registered: 03/02/11
Posts: 95
Loc: Woodbridge, VA, USA
This is what you need to do, from EDs forum:
http://forums.eagle.ru/newreply.php?do=newreply&p=1505846

Originally Posted By: FCS_Heater;1505846
Hi guys,

with the new version of DCS P-51D, it's now possible to modify the helmet.



At the end of the description.lua (inside the livery folder..) file you need to add this code:



Code:
countries = {"USA",}

id         = 7 -- Tuskegee airmen head



1 -- USAF Pilot with HGU-55
4 -- USAF Pilot with WWII helmet
6 -- USAF Black Pilot with HGU-55
7 -- USAF Black Pilot with WWII helmet



Edited by cichlidfan (07/16/12 07:19 PM)
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