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Caldera

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Everything posted by Caldera

  1. Hey all, Logitech x56 owner here. I have been having a couple of nagging issues and I was wondering if it was just me or other users having the same problems. Issue 1: The Joystick and Throttle lose programing in DCS After I have set up, activated and tested a configuration in the x56 HOTAS software. It will work for awhile and then just quit. I load and reload, I activate and re-activate, I test and re-test and I bang my head. If I power cycle both the joystick and the throttle then they will often work again for awhile. I have only programed the x56 for use in DCS. At one time, I had just about the whole start sequence programed to just three switches on the throttle. I also simulated a two stage PAC1 trigger pull. Issue 2: The Joystick looses the ability to fire weapons in DCS I am pretty sure this is a game issue, but I am unsure. Because of Issue 1 I have been using the x56 in Direct X Mode only. I use the DCS mapping feature with no x56 programing in effect. But, every once in awhile I can't fire guns or release weapons. Nothing happens when I pull the trigger or press the weapons release button. When it happens I have popped out of the game while it is still running and tested with control panel. Everything checks OK. Weird thing, not even the keyboard can fire guns or release weapons during that time. I exit the game and restart the game then all is good. Thanks in advance, Caldera
  2. I tried to use as a cursor slew. Their physical positioning has the happenstance of being in the way of my thumb. Because of this I often touched them by mistake. Even a slight movement would cause me to have re-adjust the cursor. I got annoyed with that. Currently I only use the one on the throttle for zoom. I use it on the zoom axis. I have a wide dead zone to prevent accidental touches from messing up my aim and a fast curve rate. I set the exact amount of zoom that I want by setting the maximum values on the axis curve to specific values that work for me. It works remarkably well as a quick look fast zoom. Caldera
  3. So... There are not many work a rounds. Just deal with it I guess. The problem is that for the A-10 the longest missile is the maverick. It can get dicey enough just trying to take out a SAM that has a longer range under ideal conditions. Stay low, pop up and try to get the maverick to lock on through the trees. Which, it just about will not do. I am kind of getting that feeling that is not a great idea or plan. Caldera
  4. Emmy; Preload = 100100 Tress = 100% Caldera
  5. Hey; Using the TGP, what is the best way of dealing with the peculiar way that trees are simply are not there, but suddenly are there? How about buildings that pretty much do the same exact thing? I got into a few multiplayer games today where this is really an issue. The TGP ranges that I am find myself using are much longer due to SA threat. The drawing range seems to based on what would be a bit more than the pilots visual range. Or, I guess, maybe a video setting. The TGP's visual range, which is much greater, causes a pretty weird effect to occur. For example, mavericks will not lock on to a target that was once in plain view. But magically becomes obscured by trees or buildings. Caldera
  6. That might explain that... I have noticed that the TGP will simply walk off the target at the weirdest times. It seems to happen to me at the worst times. Caldera
  7. Thanks! That has been allot of help. Caldera
  8. Emmy, Thanks! Sorry, I can find no definition to STPT Mode in the Flight Manual nor really anywhere else for that matter. There are references to STPT, but every one seems to know what it means except myself. I can be a knucklehead most times. Page 410: NAV STPT (DEFAULT)/TDC GUNS GUN SOLUTION (DEFAULT)/TDC/STPT CCIP CCIP SOLUTION (DEFAULT)/TDC/STPT C-CCIP CCIP RETICLE (DEFAULT) CCRP STPT (DEFAULT)/TDC A_A STPT (DEFAULT) It never says what STPT stands for. I often wish that the manual was better. Page 462: STR PT (Steer Point). The STR PT function ... My assumption is that you mean Steerpoint and the acronym is STPT. And that you are talking about creating a Mark Point for each target. Then switch the AAP to MARK. Then slave the Mavericks to the Steerpoint. Is that correct? I have been trying to learn that sequence, but the dang Break Lock Mode kept getting in my way. I was not changing the FOV for each Maverick I intended to fire and that hung me up. Caldera
  9. Bunny, Exactly what the doctor ordered. I had no misses, no flubs or break lock modes. Oh my! As for the M282L, I am starting to think that switching to guns while the missile is is flight might have something to do with it. I mean it seems logical to pursue the attack to its fullest. However, today I followed jason's advice about the TVV staying off target and I did not switch to guns while the missile was in flight. Doing that, the TGP stayed locked on correctly. I did more or less try to release the rocket with the target in the CCIP reticle. I had no misses. Any ideas about the pictures of the After Action Debriefing that I posted? Caldera
  10. Bunny; Ok thanks, maybe that is it. I assumed that the FOV was a SOI thing not a missile thing and I never noticed it in the heat of battle. The flight manual is pretty unclear on this issue. Also, in the quick fire videos I watched doing just that escaped my notice. Jason; Thanks, I will give that a try. Caldera
  11. QuiGon; Looks like you are right. Maybe frustration took its toll and I switched it by mistake fiddling with it. The damn ZSU is sitting in the middle of a runway and Maverick can't find it? Caldera
  12. Thanks, Pretty sure I am using narrow FOV for the Maverick. That generally is the first thing that I do when I start my attack sequence. The first one goes off with out a hitch. The Gymbal Roll is pretty weird, because it usually only happens during a hard maneuver. This is not the case for rocket attacks. I check to see if I have a good fixated view on target as I often adjust the TGP just prior to weapon release. It is like the laser has some interaction that causes this to happen. Thanks for the advice, I will keep trying. Caldera
  13. Hm... I guess what I am understanding then is that the IFF panel does not function, but the IFF does function in the game for the A-10? You can blast me for stupid questions, but just so you know my IFF is indeed turned on. Caldera
  14. Hey all; Some some weird things are happening with my Mavericks (AGM-65D) and Laser Guide Rockets (M282L). I can't figure out what it is that I am doing wrong. Maverick??? It is a little hard to see on the Maverick screen (GIF). The Maverick should be able to be locked on to the target. I feel that this is a pretty good firing solution picture. But, notice that big cross hairs are behind the screen and that the keyhole cross hairs are AWOL. This attempted Maverick shot is the second shot in my attack sequence. I have repeated this sequence many times using Mavericks and it keeps happening to me. The sequence is that at about 8 miles I fire a Maverick at my first target (Strella). Then I make the TGP SOI. I put the SPI on my second target (ZSU). Next, I make the Maverick screen SOI. I slave to SPI and the result is what you can see above. It will not allow me to lock on the Maverick. Some times it works as expected and some times I get this. I have to fiddle around with it. To get it to work I have been caging and then re-slaving the Maverick pipper. By repeating that process a few times, I don't know why but it will just work again. As you notice, the process takes longer than I want it to take and I get pretty close to my target. I do know that something like this is supposed to happen if you attempt to lock on out of parameter. But.... Laser Guided Rocket??? The problem I have been having has happened quite a few times. I do not have pictures of this. Ok, so the following is my attack sequence using a M282L. I have a target locked up as SPI. The TGP is staring straight the target as I am mostly wings level in my attack dive. The laser is on and the L's are blinking. I release a M282L at about 4.5nm. It speeds away intent on destruction. A few seconds later TGP rolls off target rapidly and I get a Gymbal Roll error. Like I said, this has happened so many times to me that I half expect it to happen every time. To make it worse, I rarely get a Gymbal Roll at any other time. Annoying... After Action Report??? I killed allot of stuff, but what is it? These vehicles are mixed up in a bunch of trees and some buildings along a road. What do the numbers in parentheses mean? For example, one Mk 82 has (232) next to it. Thank you in advance. Caldera
  15. QG, I am sorry I did read above. However, there are changes to this game that are not in the manual. To boot, I misunderstood Frederf, he must have been referring to the actual A-10. Caldera
  16. Otto, Thanks! But by the above method, at least for me, things are not a mess and are far from it. Things are quite simple and work extremely well in the game. Basically, no different than zooming in to make an attack for the purpose of being able to see better. As you know, that becomes totally instinctive. The view I get is perfect, I can see 100% of the HUD 100% of the time. It is exactly the same each time I attack. No leaning or contorting my head what so ever. No uncomfortable head positions that make my eyes want to pop out. I focus on hitting the target only, not squirming all around my desk. With guns I almost never miss now, because the view is so stable during the attack. The only thing that moves is the pipper to the target. It has an adequate level of zoom (which I can adjust) built in as well. I am not fighting with TrackIR to keep the view stable during a precision attack. If you haven't, you should try it out. It is a better and much more effective option in my opinion. I am pretty excited about this discovery. I do agree that there should be a HUD resize feature. For at least the last eight years, this has been a no go. I suspect that ED is compelled to believe that things are working as intended. This thread got moved to wishlist with a tag attached "correct as is". I don't actually know what that means. But... I did forget to mention one thing I believe however. For the method that I describe above you have to have User Snap-View Saving checked in the MISC. tab. This forces the game to look at the Saved Games SnapViews.lua file. Otherwise, you get the default views. I wanted my cockpit instrument panel view back. So I re-configured the SnapViews.lua file so that numpad 5, the old HUD view settings, would be my cockpit instrument panel view. If anyone else is interested, copy lines 149-155 to lines 343-349. The HUD view will be numpad 0 and numpad 5 with be the cockpit instrument panel view. Both views will work great, except the HUD view is accessible with a single HOTAS switch activation. That makes it allot easier to use. Caldera
  17. numpad 5 This looks like the perfect drooling on the UFC HUD view. In my opinion, this view mode has possibilities. You can edit it. The first time is always the best! You can bind these views to your HOTAS, but to use them you first have to switch to numpad 0 / RCTRL numpad 0 view mode. The HUD view is especially important. The next part gets a little tricky, but well worth it. In the Snapviews.lua file copy the contents of lines 343-349 to lines 293-299. Make sure to write everything down first. If you forget, you can refer to lines 149-155 of the A-10C config. This re-configures the file so that the numpad 0 mode or the RCTRL numpad 0 mode (same thing) is also the HUD view. It is no longer the cockpit instrument panel view. Now, map the HOTAS switch of your choice to num0 or Cockpit panel view in. You now have a beautiful static zoomed in HUD view, with one switch activation on your HOTAS. A switch that you can easily turn on or off to your hearts content. You can also edit this view to your hearts content. For example: more or less zoom, head position, view angle etc... In my case I mapped it to a switch on my x56 throttle that holds position. If I go into attack, I flip the switch on and I get a perfect zoomed in HUD view that doesn't move with TrackIR. If I am maneuvering the switch is off. Then I can still have the head position fully aft to the ejection seat with TrackIR fully functional. The cake and guess who gets to eat it? It works pretty good. Try it out. Be aware, the changes get wiped if you use RALT numpad 0. One could simply remove that keyboard bind if they wanted to prevent that. Caldera
  18. Did you ever get one of those "UH WHAT?" moments? After reading about 7000 comments by players across the internet and about watching 70 youtube videos no one mentions something. It is probably just too common of knowledge, but not for a rookie like me. I am talking about the numpad 0 view mode, or whatever it is called. Pressing the numpad 0 you get a nice view of the cockpit instrumentation panel. Releasing it you get the default view. But, something I never realized is that it also puts the simulation into another view mode. At least from my testing it bypasses TrackIR mode and makes the screen static on a view that has been selected. Which can be useful because the parameters can also be edited directly in the SnapViews.lua file, as well as very useful views that exist in the file. numpad 0 view Pretty useful view. But like I said, the simulation has secretly been placed in another view mode. If RCTRL numpad 0 is pressed it will stay in this mode until you press RCTRL numpad 0 again or press and release numpad 0. Alternately, pressing and holding numpad 0 you can do the same thing. The following pictures were taken while in RCTRL numpad 0 mode. numpad 4 numpad 6 Keep reading...
  19. Frederf. Good to know thanks. On page 146 of my flight manual it says : IFF was first developed in World etc... This panel is non-functional in this simulation. While the A-10C cannot interrogate other aircraft with IFF, it can respond to IFF interrogations. The A- 10C has five IFF modes it can respond with: • Mode 1. This etc.... Does this panel currently work for the A-10C 2? Caldera
  20. Do I miss something? Doesn't IFF help shooter not make a mistake by shooting at a friendly and also help the friendly target from being the victim of before mentioned mistake? Caldera
  21. DF, Thank You! Yes, I am getting the idea. In fact, this thread got moved from its original posted location. I researched some more dialog and I find threads going all the way back to at least 2013. They all pretty much say the same thing, rehashed in many different ways. I have tried every work around that I can find. No Luck. Evidently, a its not problem so it hasn't gotten a change. I can understand that. From what I can see the folks at ED are very talented, creative and could make a change if they desired. By the same logical thought that makes the HUD fit and be viewable if you lean forward then, in effect, an adjustment to HUD projection itself should be able to accomplish the same thing. Basically doing a similar thing, but from the reverse perspective. I just wish that there was a way to simply adjust the HUD projection itself and have all the elements work correctly. I don't know how. You have any ideas? Caldera
  22. fuda, Thank you! I have messed with the Z axis of TrackIR quite a bit trying to mix up a solution. The problem that I have I guess is that I don't really like the "default" view as well as a "head at ejection seat" view. The cockpit frame seems to "occlude" a tremendous lot of things that make flying a flight simulator really cool. I tend to fly by instinct. When I see the "scenery", the "horizon" then, lets just say it works better for me. When I want a clear view of the cockpit instrumentation and/or MFCD's I use the keypad 0 view. This view is set up from a some what of a forward leaning position and more importantly it is static, so I can read the instrumentation with ease. I have often thought that a nice addition might be a view of the HUD (just the HUD) that does the same thing. This is the default view And honestly, it is great! Where is the depressible pipper? Where is the TVV? They are at the end of the runway out of view. This is my chosen view And honestly, it is greater! All I have done is move the head position back to the ejection seat and changed the viewing angle up a bit. The collimation effect on the HUD pretty much messes it up though. I can only see the top half or the bottom half of the HUD at any one time. Except for the HUD, this view provides me the greatest feeling of actually flying. Where slight movements of my head with TrackIR give wide open views of horizon and spacial awareness. I do not find myself staring at the HUD display and flying the HUD. I find myself staring at the scenery, the horizon and my targets. I am looking at outside the cockpit stuff. I feel like I am flying the aircraft with my SA in the mode "Whats going on out there?". I don't know how to fix just the HUD. From my desired head position, moving forward to see all of the HUD I can do this. From my normal seated position this position is about half way to my monitor which is about 30 inches away. It is uncomfortable and some what unnatural to me. For some reason, no matter what I set the Z axis value to in TrackIR I seem to always get the same result in DCS. Caldera
  23. I figured this out. When I was goofing around in the SnapViews.lua file I figured out that the Vangle variable controls this when using TrackIR. I think it basically effects all views in TrackIR including where the HMD is placed. The default value of Vangle is I believe -19. Hence, I was always looking 19 degrees down in the cockpit and out of the cockpit. I noticed that if I didn't have some down angle then I was constantly fighting to keep the HMD view out of the HUD view. My current value of Vangle is -10 (subject to change). Even though the shaded area of the HMD is overlapping the HUD it does not occlude unless the target cross is over the HUD. The frontal view can get crazy, especially when the aircraft is banking. Turning the HUD to night colors helped, but still got confusing as hell. This makes virtual life easier and of course is a compromise of sorts. Caldera
  24. Thanks! The result is not what I expected. Out of curiosity, Is there a setting that can be changed to drop at the first bombs CCIP? Caldera
  25. Hey all; So I never quite know if I am doing something wrong. Please take a look at the pictures. So no points off for my bad aim please These pictures show 18 Mk-82 rippled single off at 75 foot intervals. First picture is my target range. This picture is a bomb run that I released as the pipper just as it crossed the first vehicle. This picture shows me releasing as the pipper crosses about the 4th vehicle. From all appearances it shows the pipper and the calculated impact point is not really where it visually appears to be. In my case for 18 bombs it looks like the pipper is really calculating the drop for 9th bomb (middle) not the first bomb. Is this correct? Caldera
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