

Galinette
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Everything posted by Galinette
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The concept of an elevation axis doesn't work on the mirage, because of the way it works. Elevation gets memorized between modes, for instance if a lock is lost the radar starts searching again at the last known contact elevation, not at the previous search elevation. With an axis this behavior would be lost, as soon as you loose the lock and the axis moves slightly the elevation would be lost and back to the search elevation. There are many other cases of this, such as every mode with an elevation having is own stored elevation setting. This only works with a up/down button logic. The real aircraft has an up/down rocker switch with fixed speed and no center button, we have reproduced the behavior and elevation speed precisely. It takes just 5 seconds to go between extremes -50° to +50°. It's absolutely usable in real life and thus it is in the DCS module too!
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[REPORTED] No Super 530Ds remaining, but still available for jettison
Galinette replied to streakeagle's topic in Bug Reports
The logic is good. The 530 is fired but its pylon is still there and jettisonable. So you can select it and hear the clunk. The whole PCA logic sequence is the right one. What is not, is that pylon is not jettisoned visually and it should. This wasn't possible at the time due to DCS limitations. This may have changed, we will have a look later on. -
Google for "afterburner"
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Just use a joystick tester software that shows axis percentage to measure your detent position! Unfortunately it's not possible to add special options that can be changed in flight.
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It's there to serve as a "white paper", in case anyone with a strong experience in jet engine modelling wants to share its feedback. It also has some value for understanding any issue that could be found by users.
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Small precision, Sec Carb isn't a RPM control but a direct control over fuel flow. It also disables all safeties on RPM. Which means it can be used with a loss of RPM meter
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Flameout doesn't occur at a fixed altitude, it's based on pressure, temperature, richness and mach in the combustor. Should be between 60000ft and 80000ft depending on conditions (mostly airspeed)
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The visual effects are handled by DCS core code, no change was done on the module side. You should ask on general DCS subforum.
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Interesting! So it's only made of shift registers?? There isn't any microcontroller in the Warthog/Virpils?
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Hi; I'm starting to design my own grip for a Virpil base. Is there any available board that would be compatible? Or do I need to cannibalize a TM or Virpil grip board? Thanks!
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The game can output surround sound to DirectX, so I guess in theory WMR or SteamVR could remap surround channels to the headset stereo using head rotation, but it doesn't seem to work
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Is there a way to get sound following head movements? Currently turning my head doesn't make any change in sound direction, which is a big immersion killer I think.
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Clearing this symbol isn't very critical, it does just unclutter your display. It's not a lock, just a memory of the last lock or TAF track. It will be replaced by the next one.
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CORE only replaced the samples, and couldn't fix the dcs code issue which makes the shutdown sound play at startup. Plus it doesn't sound like the real M53P2 at all. It's a nice to have mod but it certainly does not fix the issue. M-2000C engine sound doesn't work like other modules for legacy API reasons (first 3rd party module, the sounder API wasn't available at the time). ED needs to unlock something before further work is possible. Full rework of engine sounder (samples + code) will then be possible.
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This requires a work with ED. Old story, the M2000C was the first full fidelity module using the DCS 3rd party API. At the time sound had to be handled by core DCS code and for legacy reasons this is still the case. Then ED quickly added the possibility for 3rd party modules to code their own sound. But for the M2000-C it's still hardcoded inside DCS. This is the only module in this case. Unplugging this and switching to custom code using this API is a somewhat complex task and it will be done, but likely in a major DCS version change.
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We just checked. The thousands wheel is blocked. You can't go from 3 to 0 or conversely, it's mechanically blocked on the real aircraft. Exactly as in DCS. The wheels that go from 0 to 9 should allow going from 9 to 0 and conversely. Currently it works well in DCS using the mouse wheel. With mouse buttons you can go from 9 to 0 but not 0 to 9. So to conclude on this, only clicking with the left mouse button on a 0-9 wheel showing 0 does not work. Should be fixed but absolutely low priority as mouse wheel is the new way (and much more convenient) and works perfect. Regarding startup engine overheat, an engine overhaul is in the way and this is already on the todo list.
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Did you try the mouse wheel? You can turn it both ways to turn the bingo digit wheels. And it indeed can change from 9 to 0 or 0 to 9 without doing the full turn. It doesn't work on the thousands though, as it's limited to 0-3
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Regarding the 0 to 9 wheel digits, it actually work with the mouse wheel which is more convenient.
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Hi! Thanks for your work! A few comments about the updated format - The waypoint table keys should remain integers, ie 1, 2, 3, 4 instead of "waypoint1" etc..., this is important as waypoints are integer based in every aircraft, and ordering with strings would cause problems (ie waypoint2 would come after waypoint13, unless we add a leading zero but then problem occurs after 99, etc etc...). Using integer keys is perfectly valid lua and ED use them a lot as well. They can use the syntax { [1] = ... }as well if you prefer it, again it's up to the file creator preference. - Adding newlines and tabs is perfect, it makes all more readable while still being 100% compatible - using alt=500.0 or ["alt"]=500.0 is strictly equivalent in lua (since the name has no space or special chars, alt= is just the shorter version, it will parse the same). So again, its fully compatible with the first draft format, it's up to the file creator to use one format or the other - So besides this, the only major difference in the updated format is the outer Datacartridge = { } encapsulation. I see no issue except it could be lowercase for consistency. On the module side I can make it compatible with and without the enclosing table.
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Me yes (see video) If you expect a "jump" in roll movement, this would be unrealistic. The bomb isn't released with an impulse so there is no counter impulse on the aircraft. It just affects balance, which is already physically modelled. No, as said above the mass change behavior is correct as is. Digital Combat Simulator 2022-04-05 21-40-10-1.mp4 Now when it comes to sound effect, there is definitely a recent change. Dropping a single Mk82 doesn't make sound while dropping two is clearly audible. This is core DCS behavior Digital Combat Simulator 2022-04-05 21-42-22-1.mp4
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The ghost lock can be cleared with "RAZ" switch on the VTB (its the lower left VTB switch, RAZ is displayed on the screen)
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I just tried the BAP100, the sound is there but really faint. I only hear it with 0 interval, then the 18 sounds just play nearly as one and you hear it. I don't know why, but this is a DCS core thing. Was this reported for other modules?
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I just tried dropping Mk82Air. Launching one does not make anything perceptible, while launching 4 at once can be heard and you feel a FM reaction to mass loss. I think the launch feedback has been reduced a lot, but this is a core DCS behavior.
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The lack of FM reaction and launch sound is definitely a bug. It was somehow triggered by some change in DCS though.