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Munkwolf

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Everything posted by Munkwolf

  1. That's true with the stock files, but it's an easy fix. Using the Harrier as an example, as it's like that.. Go to <DCS_Install>\Mods\aircraft\AV8BNA\Input\AV8BNA\joystick In there you will see F16 MFD 1.diff.lua and F16 MFD 2.diff.lua Just delete those two F16 files. Then the Cougar MFD's will fallback to using the default.lua file and all those bindings will be available to assign to the MFD's. Basically, if there is a device-specific lua diff in there that matches an active device, then that overrides the default joystick lua file. You'll need to do that after each update, as updates will replace those files.
  2. Agreed. Most of the time it is, but for some modules and controls there's a disconnect. I've added bindings before and then realized they were already there, just named differently. fwiw/fyi, you can search the labels shown in the cockpit in the Cockpit\clickabledata.lua file, note the associated device/control there, and then check for that device/control in the Input\<joystick/keyboard>\default.lua files
  3. For other bindings, you might check here, I went through the Gazelle a month or two ago and think I got everything mappable that is clickable. Formatted for use with Quaggles Command Input Injector. https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/SA342/Input/joystick/default.lua
  4. @Wildhare that looks like bindings from the keybinds project, and those are for use with Quaggle's Command Input Injector, a mod that lets you put those bindings in your Saved Games\DCS folder so that you don't have to redo them every time the game updates. Download this, best used with a mod manager like OvGME: https://github.com/Quaggles/dcs-input-command-injector Then you'd put those bindings in a file at <user>\Saved Games\<DCS>\InputCommands\A-10C_2\Input\A-10C_2\joystick\default.lua. Enable the mod and launch DCS and you should see them available. You can also grab the bindings for all planes, which are packaged up as an InputCommands folder to put in your Saved Games\<DCS> folder: https://github.com/Munkwolf/dcs-community-keybinds/
  5. it is. big ole thread over on hoggit about the jittering. high priority, just a tough issue for them to fix. sounds like it wasn't tested on VR until later on than maybe it should've been in hindsight.
  6. Hi, yup! I'll get to them within a day or two. Not much in the way of standardization yet. Currently the main goal is getting more complete coverage, so any/all keybinds welcome. If you'd like to follow the patterns already in there, that's a bonus. I'm about halfway through a script to diff the clickabledata files vs the stock default.lua files vs the InputCommands lua files so it's easier to audit coverage and generate some reporting. Hoping to have that done and do a bit more organizing over this weekend.
  7. that's correct afaik, updates now automatically wipe shaders
  8. To anyone getting blue screens or disconnects with the G2, have you disabled the "allow the computer to turn off this device to save power" option in Device Manager? I was having issues with my MFD's occassionally disconnecting/reconnecting, and that causing joystick gremlin to go inactive until i alt-tabbed out and reactivated it. I found threads about unchecking that power saving box for all the usb controllers in device manager. Did that, and haven't had any more MFD disconnect issues since (yet).. but still had G2 blue screen every day or so, and noticed that power management option was also present for the G2 under the Mixed Reality Devices group in Device Manager. Unchecked that, and I haven't had a blue screen the past few days.. hopefully I didn't just jinx it and I'll get one later.. but for anyone having blue screens or other issues.. worth a shot?
  9. check here: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/A-10C_2/Input/A-10C_2/joystick/default.lua
  10. edit: sorry, i was definitely missing it, does seem possibly like a bug!
  11. Maybe I'm missing something, but if you want to see that vertical space can you not move the cockpit camera back some to zoom out? The side mirrors are in same spots in both screens, so it's scaled to fit horizonally, and for a wider aspect monitor, that means you're going to lose some vertical. I fail to see how this is anywhere close to a bug instead of just the consequences of having one aspect ratio monitor vs another.
  12. sadly, "2, return to base" asap into vaicom if i have an AI wingman. just recently, a-10c mission where i didn't send them back to base, final approach on landing, wingman goes in front of me and starts oscillating vertically +/- 100ft at like 2hz. then disappears below. then i land and they run into me from behind and took off my right wing. imo AI is by far the biggest weak spot of DCS and it adversely affects every single part of the experience outside of cockpit familiarization and solo training.
  13. This. It seems to be the case for a lot of the training missings, across at least some of the modules. Have to wait for the audio to completely finish before the script trigger is active.
  14. Same is happening for me. In the Huey, too. It's like the axis inputs are initializing at 0,0 instead of the centerpoint. I have to move the stick immediately when I click fly, else things go very wrong very quickly.
  15. Thanks @YeaImRota! I'll reach out to them. Also, thanks for the heads up about that repo with bindings - I'll check it out. Last updates for a lot of the planes being 4 years ago may mean some of them are out-of-date, but dunno until they're checked. Just scanning the Viggen ones, it looks like I list I pulled from a couple of months ago, and then a couple of weeks ago and went through and removed a lot of them as they were added to the module. That's gonna be one of the challenges - keeping up with updates. It's on my list to write up a script to audit the clickabledata files vs the default.lua's vs what's in the keybinds project to target where updates are needed (added or removed). Should be able to get to that this weekend.
  16. Hey everyone, just a heads up that another user (krota) added bindings pulled from warthog keybinds for switches thread to the keybinds project, and I've been making updates the past couple of days to get more clickable things bindable. I'll scan through that thread to see what else might be missing, but if anyone has any specific requests, please let me know. Not everything clickable is functional, so I've left a few things out. Plus a few axis commands don't have relative controls that I can figure out yet, so those have 0%/33%/50%/66%/100% options to at least have some control via bind. Keybinds project: https://github.com/Munkwolf/dcs-community-keybinds/ Current MiG-21 bindings: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-21bis/Input/MiG-21/joystick/default.lua For use with Quaggles Input Command Injector (put bindings in your saved games folder! no more re-adding binds after updates!: https://github.com/Quaggles/dcs-input-command-injector Edit to add: If you were responsible for any of the bindings included, and would like credit on the github page and in the readme, please let me know!
  17. Are you running stable or open beta? I'm running open beta, and am seeing bindings for throttle idle/off for both the EB and CC in the LUAs. {down = 8014, cockpit_device_id = devices.SYSTEMS, name = _("Throttle Idle Detent Toggle"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.5, name = _("Throttle Idle Detent - Idle"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.0, name = _("Throttle Idle Detent - Stop"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}},
  18. To me, that speaks towards the need of getting the AI updated rather than a reason to not port multi-crew to other vehicles. The AI should be designed to be at a level that humans in that position provide a benefit, to incentivize usage of multi-crew.
  19. +1 for flight engineer. it'd be cool. ideally it wouldn't be too much additional effort. it's an extra slot with a different viewpoint. without any functionality tied to it it'd still be cool as a ride-along seat + potentially being a 'bench seat' to switch places with somebody in one of the other seats.
  20. One thing I did for that is use joystick gremlin to have a shift mode, and then have the tdc mapped to 2 sets of virtual axis, with different response curves based on whether it's in shift mode or not. unshifted, tdc is 50% saturation with a curve, shifted is 100% saturation linear. slew fast when i need to, but then release shift mode and be able to fine tune.
  21. The post was made on the 4th day of May.
  22. What about having the callouts done in multiple 'emotional states'? Track different states like focused/relieved/panicked/frustrated for Jester, and then reference different sets of audio. That could really up the immersion.
  23. I've been focusing on the MiG-19 keybinds lately. Finished up a first pass tonight going through them. If you're looking for some, they might be here: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-19P/Input/MiG-19P/joystick/default.lua
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