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GeoS72

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About GeoS72

  • Birthday 02/18/1972

Personal Information

  • Flight Simulators
    DCS World; Falcon BMS
  • Location
    Virginia Beach, VA
  • Interests
    Flight sims

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  1. @Saxman, thanks for the clarification! I'm not sure why I didn't understand it at first.
  2. @M1Combat, @Saxman,& @GTFreeFlyer, am I missing something? Maybe I misunderstand your post? You can bind the oil, intercooler, and cowl flaps to buttons. They function similarly to the P-47D controls. Granted, they are not on axes, but I never experienced a problem mapping either of these controls to discrete switches on my HOTAS.
  3. @tekwoj, yes, it is noticeable in external view, with or without trim set.
  4. It looks like the Gun Charge key binds were added/fixed in the early July patch. They can be found under: Guns, left, charge OFF Guns, left, charge ON Guns, right, charge OFF Guns, right, charge ON
  5. Confirmed. The Master Arm, Gun Sight Light, and Gun Sight Brightness key binds work!
  6. Tail wheel authority is still not correct. I hope this will be addressed in the next DCS update.
  7. Last weekend, I flew the AH-64 using a dynamic slot on my squadron's server. The aircraft went down and while the pilot was killed I must have switched to the CPG just before exploding into a fiery hole in the ground. Afterwards, I spawned in a few more time as the pilot in different Apaches. One thing remained constant: The TEDAC display was ON any time I jumped into the cockpit. Can this problem be addressed? It's been on the books for a very long time with no updates (1yr 9mo+) from the ED Team. Here is a screenshot of my cockpit setup with multi-monitor configured (Main monitor plus 3 Cubesim MFDs). The main viewport is on the left, the TADS Page is on my Left MFD, the Weapons Page is on my Right MFD, and the errant TEDAC display is on my Center MFD.
  8. Floyd, et al: GeorgeAI still misbehaves with all conditions being met: good line of sight, altitude, and constraint box within limits. The point to make: this problem still persists after 1 year of the initial complaint. Any improvement to the AI logic is small but also not advertised. Case in point: months ago, I discovered the AI ability to swap between Laser and RF missiles. I believe it coincided with the addition of Target Zoom function (Long Press Up in the AI wheel). That was not advertised in change logs. You would think that adding this new capability would be showcased in a short video; nope! Hell, I would have welcomed the change if it were mentioned here (as an example). I'd be more than happy to host a day/time on my server to demonstrate the shortcomings of GeorgeAI; this way all invited guests can see with their own eyes, collect data, and dissect that data. DM me for details.
  9. This problem still persists. The issue with capturing GeorgeAI behaving badly in a track file is also a concern. I play almost exclusively in the multiplayer environment. With that, the track files are large and the time taken to reach a target can be a while - 20+ minutes. The problem of GeorgeAI lasing when he wants can be mitigated by using a mixed Hellfire loadout (e.g. 3 RF + 1 laser missiles per pylon). The AI will habitually lase from 10,000m down to 8,200m every 15 - 20 seconds (maybe longer, it's been a while since I timed it). Then he will take a lunch break at ranges under 8,000m; lase whenever he feels like it. To combat his lunch breaks, I long press left on the AI wheel to cycle between RF and Laser Hellfire. That kinda helps to put him back on track. He will often double lase the target when switching between Laser and RF missiles when using this technique. I want to make this clear: The GeorgeAI lasing problem still persists. By no means is my workaround a permanent solution to this on-going problem. It is a field-expedient remedy to a problem that can be resolved above my paygrade.
  10. @BIGNEWY, Has there been any progress on this issue with the AH-64 TEDAC video export? It's been under investigation for well over 1 year and 9 months. But who's counting anyway?
  11. Bumping up the thread. Now going on 2 months without much of a peep from the team at ED.
  12. Bump to garner the attention of ED team members. Thread is now 2 months old. Will ED please address the modification of ControlsIndicator.lua files and Integrity Check?
  13. Yes, this is certainly a bug that should be addressed. As needed, my thread could be merged into this one: Bug/No Bug Differential Braking (link also has track file). @-Rudel-, would you kindly add this to the list of issues to address?
  14. Thank you for the rapid reply, @-Rudel-! I also have a similar controls indicator request for the Prop, Throttle, Mixture, and Blower axes here:ControlsIndicator Overlay Wishlist Would that request also be taken into consideration?
  15. Could the wheel brake indicator be added to the ControlsIndicator overlay for the Corsair? If it's already in-work, is there a time frame to expect it?
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