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Everything posted by GeoS72
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@Saxman, thanks for the clarification! I'm not sure why I didn't understand it at first.
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@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.
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Maneuvering On The Ground With Differential Braking
GeoS72 replied to AG-51_Razor's topic in Bugs and Problems
@tekwoj, yes, it is noticeable in external view, with or without trim set. -
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
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Confirmed. The Master Arm, Gun Sight Light, and Gun Sight Brightness key binds work!
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Maneuvering On The Ground With Differential Braking
GeoS72 replied to AG-51_Razor's topic in Bugs and Problems
Tail wheel authority is still not correct. I hope this will be addressed in the next DCS update. -
investigating TEDAC Export does not switch off when switching to PLT seat
GeoS72 replied to jonsky7's topic in Multi-Display
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. -
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.
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George AI and AGM-114L Lasing and Fail to Fire Problems
GeoS72 replied to GeoS72's topic in Bugs and Problems
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. -
investigating TEDAC Export does not switch off when switching to PLT seat
GeoS72 replied to jonsky7's topic in Multi-Display
@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? -
FC3 Aircraft and ControlsIndicator location
GeoS72 replied to GeoS72's topic in Multi-Display Support
Bumping up the thread. Now going on 2 months without much of a peep from the team at ED. -
ControlsIndicator file and Integrity Check (IC) Failure
GeoS72 replied to GeoS72's topic in Multi-Display Support
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? -
Maneuvering On The Ground With Differential Braking
GeoS72 replied to AG-51_Razor's topic in Bugs and Problems
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? -
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?
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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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FWIW, there is no difference when using the rudder AND wheel brake at the same time. An adjustment to the wheel brake/tail wheel caster effect is requested.
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It would be very helpful to add text to the Controls Indicator overlay to differentiate between Propeller, Throttle, Blower (Super Charger), and Mixture axes. I added text using GIMP; the text may be oversized but it could be resized accordingly. I wanted to have the vertically oriented text be superimposed on the respective axis with it outlined & filled. But GIMP was not cooperating with me. As an alternative, adding P (Propeller), T (Throttle), B (Blower/Super Charger), and M (Mixture) at the bottom of the axes would also be informative without being intrusive. Could this be added to the module?
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When you takeoff, skid off the runway then land on your nose...and not die. It looks like the spinning prop acted like a gyroscope and kept the aircraft wobbling like this. You could even raise the gear, fire guns and rockets with no detriment to the pilot or plane!
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UncleStains, I already have a bug report for that keybind issue.
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Case in point: After cold starting the Corsair, I pulled forward and began to turn left on the taxiway. I couldn't make a sharp enough turn despite the tail wheel being unlocked (by default) and fully pressing on the left brake pedal. It barely turned left. This should be addressed because it makes turning on deck (carrier) or on land a bear to accomplish. Warbird Practice_005-20250620-142341.trk
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Cheese, Thanks for commenting. However, the axes are properly bound. When I step on the left brake, the aircraft will first turn to the left. After releasing the brake, it will then swing right. And vise versa. It's like there is a phantom applying brakes. It is also very difficult to "spin in place" when applying brake to one side; it is the opposite effect when you jump into the P-47 or P-51. You can spin around to your heart's content in a P-47 or P-51.
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A keybind for charging the guns would be awesome!
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I'm not sure if this is a bug or not: Differential braking is challenging in the Corsair. It will suddenly turn right after applying left brake and turn left when applying right brake after it makes the turn in the proper direction. Additionally, when attempting to take off from ground, the brakes feel like they are engaging. All keybinds are properly set. I do find it odd there is no brake axis visually represented in the ControlsIndicator overlay.
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The keybinds for turning the gunsight light switch on/off and gunsight light intensity +/- do not work.
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Cannot fire HVAR & Tiny Tim rockets in Training Missions
GeoS72 replied to GeoS72's topic in Bugs and Problems
I was certainly confused, especially when the narrator says, "the red button on your stick"! Thank you for the attention to detail! For some reason, any preset loadout with the Tiny Tim rockets will not load. You can manually add them, but the Tiny Tims will not load from a dynamic spawn or automatically load in the tutorial.