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Everything posted by Sickdog
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That makes perfect sense.... I'd be happy if there were no animations and would just let us pop off, but oh well, not a show stopper by any stretch. Will just be patient and hope hope hope some day in the future!
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Hi Mike, thanks for the reply. I've actually watched that video many times already ( and watched again just now for good measure to make sure I didn't miss something Wags said to address my question in my thread about suspending), but not quite sure what you think is in that video that has to do with my question. If you have something specific to say about it, I'm all ears. Thanks tho!
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First off - Pretty impressed so far, been wishing for this kind of experience for about 30 years. Have spent only about 30 minutes playing around with it but have discovered I'm unable to detach from the Catapult after hooking up if I decide to for whatever reason. Ok, maybe it's not often IRL to hook up and then suspend the launch, but hey, I find in DCS sometimes I change my mind and don't want to launch. And that's one thing great about DCS, the freedom to be as realistic or unrealistic as you want, so sure would be nice to be able to do/undo certain things when we want to. Prior to the SC we could hookup and unhook as we wished, would be nice to have that option in SC too. I've already checked ATC Comms, Ground Crew Comms, the old key command to hook up to cat, nothing seems to work. Am I alone here or anyone else want this ability to suspend?
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How to set up toggle switches (a tutorial)
Sickdog replied to Spy Guy's topic in PC Hardware and Related Software
First off, Thank You LeCuvier! Secondly, sorry I forgot to mention it’s for the Hornet!! Oops. But I appreciate the quick response. I’ll give this code a try, I’m fine with that limitation. Merci!! -
How to set up toggle switches (a tutorial)
Sickdog replied to Spy Guy's topic in PC Hardware and Related Software
Hi all, have switched from DCS-BIOS to button boxes so still in the learning curve of adjusting the default.lua to get the desired results for switches and buttons. I’ve thus far had success from reading this forum and the tutorial in getting some of my ON/OFF switches to work properly (so far Master arm, L/R Generators, and a few others including some ON/OFF/ON switches. But I’ve hit a roadblock with the Pitot Heat switch. Looking at the Default.lua it only had one line of code associated with it. {down = elec_commands.PitotHeater, up = elec_commands.PitotHeater, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 1.0, value_up = 0.0, name = _(‘Pitot Heater Switch - ON/AUTO’), category = {_(‘Right Console’), _(‘Electrical Power Panel’)}}, My problem is it already appears to be setup to work properly but it acts as a toggle switch, so I’m having to flip the switch twice every time. Any ideas on how to solve this? Thanks in advance! -
At the risk of getting into an aerodynamic debate, I feel the real issue is the retraction of flaps from Half to Auto during a field Takeoff. I find that the nose pitches up quite drastically regardless of the aircraft weight when the flaps are retracted. It's hard to get a nice smooth climb-out like I've seen in videos when cleaning up. And yes, I am a civilian jet pilot in real life, and no I don't have any time in a real Hornet or any other military jet, so perhaps this is realistic and I'm using poor technique... but I don't think so.
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Thanks BlackLibrary. Maybe I'll revert back to the pre-Hub DCS-BIOS for my sim-pit anyway since my gear lever down-lock solenoid hasn't worked since switching to the hub. One last thing- Just curious if you saw the same behavior I described with the light turning off (well, on for me) immediately when raising the hook? We can take this to a PM if you want so we don't spam the whole thread about this one little issue. THANK YOU for all your work on this and helping me out!
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Hi BlackLibrary, Thank you for the response. Yes, I'm talking about the light physically located above the arresting hook handle. I think it's the only light associated with the arresting hook in the cockpit. Can I ask what you mean when you say you tested it with the "refpage"? Because when I test it in the DCS-BIOS Hub (under control reference, think it's considered the "virtual cockpit connection", the only way I know how to test it), I'm showing the "Hook Light" indicating a "0" when ON and "1" when OFF. I can take screen shots if it helps you see what I'm talking about. Also, I see strange behavior with the arresting hook in the virtual cockpit connection. The values don't change when I click on the virtual cockpit controls or the handle in game, they always read "0". However, when I click on the virtual cockpit "Toggle" or "INC"/"DEC" value, the hook lever in game will move, but no values change in the control reference (virtual cockpit) in the DCS-BIOS Hub. I've randomly checked at least 10 other controls in the hub control reference (virtual cockpit connection) and they are all working properly, both functionally and indications, so it's just the arresting hook and light acting weird. One more thing that might help with this issue... I've noticed the arresting hook light seems to be incorrectly triggered by ONLY whether the handle is in the up or down position. But if you watch the behavior of the light in the cockpit, there is a delay when the light turns off as you raise the hook. So essentially, the hook light remains on anytime the hook isn't in the fully retracted position. In summary, drop the hook = light goes on immediately. Raise the hook and there should be a delay when the light turns off. I'm seeing not only reversed indication values but also a simple on and off command of the light based on lever position, not hook position. and if it helps, here are the snippets I'm using from the control references: DcsBios::Switch2Pos hookLever("HOOK_LEVER", PIN); DcsBios::LED arrestingHookLt(0x74a2, 0x0100, PIN); Thanks again for taking a look at this!
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F-18 ARRESTOR HOOK light Hey guys, has anyone using DCS-BIOS wired up an Arrestor Hook light? I've hooked up LED's using DCS-BIOS for the APU run, Gear status indicators, flap status indicators, the entire Left Eyebrow and Right Eyebrow, and the Caution/Advisory panel with no issues, all function as one would expect. But for some reason the Hook indicator light is giving me issues. Basically, it appears reversed. When the hook is in the up position and the light is off in game, the LED is lit, and when the hook is lowered the light turns off (and confirmed in the DCS-BIOS Virtual Cockpit with the value indicating 1 {ON} when the hook is up, and 0 {OFF} when hook is down). I've searched the forums for this issue and researched how to maybe change the code on this, but I have gotten nowhere. I was able to simply change the sketch code so that when it receives an OFF signal to turn on, and vice versa... but it's annoying as the light is always on anytime I'm not flying the Hornet with the hook up. Anyone else experience this or have any suggestions on how to fix it? Thanks a ton in advance!
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I have them connected through a USB hub.
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I currently have 5 (and plan to have a few more) using the DCS-BIOS hub (3xnanos and 2x megas) and I will say they all connect and work properly about 90% of the time. Sometimes one or two won’t connect, or the whole app freezes and I just close the app and re-launch it... sometimes having to do that a few times till they all connect. Have you tried that?
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I'm running into the same issue myself. I haven't tried to edit anything in the libraries since the DCS HUB version of DCS-BIOS came out, suspect it has something to do with that? Would really appreciate anyone chiming in here. Thanks!
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Pretty sure I know what you’re saying, but for anyone wanting clarification, NO, the catapult bug isn’t fixed in today’s update. And YES, frustrating as heck.
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[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
Wow, just wow... still broken after today’s update. Unreal. -
[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
It's hard to do a "short" track when the problem seems to be occurring mostly after landing and taking off, then the subsequent landing. I tried to make a fast test of it using the default F-18 instant action carrier landing mission (so in this case, no scripts, no mods, and definitely no AIRBOSS), as vanilla as I could make it.... and after the first landing onboard had no issues at all hooking up to CAT 3. Took off, landed, tried hooking up to CAT 3 again and I got tossed like a horseshoe. CatapultCrazinessBug2.trk -
Strange, but Fair enough. Thanks for the response. Maybe some track files are in order if this is isn’t an issue across the board for everyone. But I just tried to connect to a random MP server (DDA Training srvr), immediately spawned into Hornet, taxied over to CAT 3 (second catapult from port/left side), lowered launch bar, hit “U”, and BOOM! -> thrown about three planes length forward and to the right, collapsing my nose gear. Here's a link to thread with my track file: https://forums.eagle.ru/showthread.php?t=263442&page=3
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[MISSING TRACK FILE] F/A-18C NOT STRAPPING UP ON CATAPULT
Sickdog replied to N0as's topic in Bugs and Problems
Try connecting to CAT 3 after taking off and landing on ship to really have some fun.... yeah, still broken after update today. (Update- sometimes you don’t even have to takeoff and land, first time hookup to 3 will launch you- it’s intermittent. And both SP and MP. I’ll upload a track...) I can't post track in more than one thread, but here's a link to the thread where I just posted my track... https://forums.eagle.ru/showthread.php?t=263442&page=3 :cry: -
Still bugged after i tested it. (Worked fine on initial hookup, came around after one pass, landed, tried connecting to CAT 3 and got thrown). Can’t believe no one else is talking about it... and hasn’t been acknowledged or fixed by ED.
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[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
Still bugged after update. Anyone else??? (attached a track... no problem first hookup to CAT 3, launched and landed {after a bolter, don't judge, in a hotel room testing with crappy joystick and didn't bother getting carrier into the wind}, attached to CAT 3 and POW!) CatapultCrazinessBug.trk -
[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
I don't want to sound like an ungrateful or whining DCS user, but curious why things like cows and other (just in my opinion) less important bugs are being acknowledged and labeled as "REPORTED" when we're on page 3 of this (again, in my opinion) massive issue, and yet silence. Haven't there been enough reports here to justify either acknowledgement of the bug by the mods or some other representative of ED, or that it's being investigated? I get that they're probably overloaded with a lot of reports of bugs, but this just seems like a pretty big problem for a lot of the community that enjoys the naval aviation aspect. I appreciate their hard work but sure would be nice to see some sort of acknowledgement from them about this issue. -
[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
I tried to edit the pre-update mission, switched Hot start ramp Jets to takeoff from runway (start on CAT), and deleted and re-added a couple slots as well. I tested it and the slots that were set to take off from runway properly started on the CAT (however 3&4 slots didn’t start on CAT 3&4 as I had set them up to do but instead started on CAT 1&2) and they launched fine. My first landing i was able to connect with no issues to CAT 2, but subsequent traps and reconnects exhibited the same bugged behavior. I suppose the next test is to try making a mission from scratch with new update but I was hoping an old mission load and new save with update would do the trick. I’m now suspecting this is a legitimate bug. Ugh. -
Multi-purpose post here: 1) bumping this thread to see what the latest is with this fantastic project... hopefully some updates from the developer or anyone working with the CAD files. 2) question for anyone that is able to answer: has anyone printed out the Wing Fold Mechanism? And if so, anyone have any idea on how it is supposed to function in regards to attaching and wiring up switches/buttons? I have printed all 9 (I think that’s the total number) parts and see how they fit together but trying to figure out how to make it work/wire it up is like a Chinese puzzle to me right now. I feel like there are a few small parts/hardware missing (springs maybe?) from the design in CAD, I’m probably not opening the sldprt/slasdm files properly to see everything due to my inexperience with autodesk fusion. I’m loving this project so far, I’ve been able to print out the left and right panel faces and made my own boxes for them to attach to for my desk-pit. I’ve also printed out the hook lever and have that working great in sim! Thanks again to the developers for this massive undertaking!
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I had the problem too, but Alt-Enter multiple times did not fix the issue when in full screen, had to be in windowed screen for mouse to not be confined.
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[REPORTED] catapult broken - Destroys aircraft while trying to "attach"
Sickdog replied to T-Pap's topic in General Bugs
I’ve had the exact same thing happen to me and my friends on our own server in multiplayer. I haven’t had a chance to see if it happens in single player or not, but guessing the answer is yes. I had a thought and will test later if I can... the only mission I’ve played since update is a mission created prior to the update. I’m wondering if a new mission created after the update would yield the same bug or not. I seem to recall some bugs in the past were due to pre-update missions. Someone want to test that? (I’m away from the computer today)