dlder
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Posts posted by dlder
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11 hours ago, draconus said:
You show it in a track
But aren't track files inherently unreliable and "shifting" (in what is happening when/where/what? It's been said all the time that you can't watch track files as things shift out of place, especially in multiplayer track files, to be fair, but happens in SP too).
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On 3/30/2023 at 4:26 PM, Ironhand said:
And that’s how it used to be. If it’s changed, then that’s a problem and you should report it as a bug as well as the range launch issues for each missile. You’ll need to provide a short track file for each issue.
EDIT: I haven’t looked into it myself but I suspect that the launch range is most probably limited by the seeker rather than the rocket motor. Something to consider, if you decide to report the bug.
Thanks for your help and opinion. Gonna consider posting a bug report; don't know what a track file or a logfile would be good for though. Anyone can just try the Jet and see for themselfs...
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22 hours ago, Ironhand said:
the pointing cross on the TVM would start flashing when you were within firing parameters.
Unfortunately, no.
It starts flashing as soon as you lock a target; even if it's beyond range. From the manual:
QuoteWhen the pointing cross flashes, it indicates a valid lock.
A valid lock is any hard lock on a target (not the ground itself). I too read it at first like you mentioned:" within firing parameters", but that alas is wrong.
So I guess at least with the "A", there is only eye-balling it.
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Is there any indication anywhere (which I'm not seeing), that tells you that the target is in range and can be shot? Stationary and more importantly moving targets?
On another note, the manual is wrong with this statement:
QuoteThe AGM-65K can lock on to a target from three nautical miles away and the AGM-65D can lock a target from eight nautical miles
Both can lock onto truck sized targets from 20.700m (11.2nm) slant range.
Or this one:
QuoteBoth the AGM-65K and AGM-65D have a 3x magnification level; however, the AGM-65D also has a 6x magnification level.
But both have 6x magnification!?
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23 hours ago, Ironhand said:
The switch isn’t animated but the commands do work.
Thanks!!
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Ok, now that we've concluded that this is normal behavior for the airbrake-toggle in the A-10, there are some other things that might be wrong / not working:
- The "TDC Slew Vertical (mouse)" doesn't work for the CCRP "depressible piper" (it works with MAVs though!). The piper can only be moved horizontally with the mouse, not vertically. Only with the keys, it can be moved vertically! Pretty weird...
- I've found a post explaining what EAC does stand for and what it does, but when pressing the default keybinds (LAlt 4 / 5), the EAC-switch (behind the throttle) doesn't move and I'm too inexperienced in the A-10 to know if it's just the switch not moving or if that function won't de-/activate
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Oh... I haven't read anything about that in the manual; good to know then!
Yep, tried it: you'r right!
Thanks again!
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DCS looks awesome with Win11's capability to automatically apply HDR to any Dx11 game. But the thing is: can the monitor setup be changed, so that Windows only "sees" the main - HDR capable - screen?
So that HDR only gets applied to that and not to the SDR-USB-LCDs I have for radar/MPD/TV/... ?
I've already checked and Windows does recognize those displays as SDR only.
But because the game outputs the main display along side the exported ones, auto-hdr gets applied to the entire thing (main + MPDs), rather then only the main display.
Hope you'll get what I'm trying to say
I've tried to make pictures with my phones camera; it's not quite what it looks like in reality (it's even more white, but the camera doesn't pick that up), but one can see the white crosshair in the SDR shot, but not in the Auto-HDR one:
SDR:
HDR:
PS: the problem lies in that the USB displays get a way too bright image and especially with Flir / TV images it's all pretty much white-on-white...
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I know, it's just a little thing but it's an inconvenience never the less (and one that seems easy to fix).
Pressing "B" enables Airbrakes, but pressing B again doesn't disable them. You have to press B a 2nd time.
The direct key presses for "Airbrake on" (LShift+B) and "Airbrake off" (LCtrl+B) work.
I'm on latest stable.
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Wow, what an epic post, ty!!
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I just now realized, there is v1.6 of your mod... gotta try it next. Also curious about the MSIP mod^^
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That would be awesome
In here or PM ?
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The two AMRAAM defined in "DCSWorld\CoreMods\aircraft\AircraftWeaponPack\aim120_family.lua" can be used and work. Of course.
But if I use the code for those missiles in my own mod, I have to at least change the following code:
wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,AIM_120C},
to
wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER},
or else, DCS hangs when starting with the following error message:
Quote"Error running db_scan: ?:0: attempt to concatenate a nil value"
Now, with this change, the mod works; I cannot equip the new missile directly, as I have no access to the F-15C.lua, where the pylons and respective payload-IDs are defined, but I can equip them via UnitPayloads just fine.
So I have the 120C on my own racks mounted on the pylons and can use them.
BUT, as I had to figure out the hard way by testing it... the missiles don't track. Or at least not really. One might get lucky if the enemy doesn't move from it's path, or if you shoot the missile inside about 10nmi. But mostly the missiles defined by me don't kill any enemy, but the default still does (same ranges, same enemy, .... etc. -> I can provide Tacview if needed)
=> my conclusion is this: the plane (or radar) needs to "know the missile" to work correctly! (it's the same as mounting the Aim-54 onto the F-15C which works, but only STT and also has not a perfect tracking)
-> that's why the Modern Missiles mod works, as it overwrites the (performance) data of existing missiles (120D -> 120B), so the missile ID is the same!
Now to my questions:
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Is my assumption correct? I'm very sure, as I've tested it extensively, but it just sounds so... weird

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How can I access the "F-15C" aircraft files, to (a) add the new IDs to the pylons and (b) to add the new missiles to the radar (I guess?)?
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How can I use the default missiles in my mod?
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if I change the code in the "aim120_family.lua" from
local AIM_120C =
toAIM_120C =
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one might think I can just access that variable like so:
local F15_aim120c5_AA = AIM_120C declare_weapon(F15_aim120c5_AA)
But that doesn't work.
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DCS starts but logs the following error and my modded missile isn't available:
Quote
"?:0: attempt to index a number value"
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if I change the code in the "aim120_family.lua" from
What I did instead:
I used the new rack shape and defined the new shape+missile ID in the default "aim120_family.lua".
So, I basically used the same code as I did in the "mod", but now inside the default file using the default missile definition and it works!Credits:
I've used the "Modern Missile Mod", as well as the AMBER rack from the awesome "F-15EX Mod" (which unfortunately is using older code, thus the F-15E seems to be underpowered and it's radar is definitely worse then the default F-15C. The used missile code too is old and the included 120C-7 has a smaller range the the DCS default 120C-5)
Because of that, I don't think I'm allowed to distribute this...
_Test5 - 120c 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test5 - 120d 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test2 - 2x 120C default + 2x 120C amber (hit, hit, miss, miss).acmi _Test2 - 2x 120D default + 2x 120D amber (hit, hit, miss, miss).acmi _Test3 - 1x def, 2x amber, 1x def (hit, miss, hit, hit).acmi _Test4 - 2x amber, 2x default (miss, miss, hit, hit).acmi
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Is my assumption correct? I'm very sure, as I've tested it extensively, but it just sounds so... weird
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On 1/18/2023 at 8:45 AM, WINWING said:
the idle/off position?
Yep, that's what I meant^^
Thanks!!
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3 hours ago, MAXsenna said:
The Warthog actually has too buttons in the cutoff position. One for each lever, and no, you don't need T.A.R.G.E.T to use them.
Sent from my MAR-LX1A using Tapatalk
Sorry for being unclear!
I meant, does the WinWing have such buttons or is it "software" (if axis = 0%, throw virtual button)
(I know Virpil is only Virtual)Cheers!
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Thanks for your answer; is this a "dedicated button" at zero on the throttle, or is it a "hack", like which can be done on the Virpil throttle:
- change Axis to Buttons
- set range A (12 - x %) to a button
- set range B (x - 0%) to button
- map those ingame to Throttle Idle / Throttle Off-Idle
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I've heard the Warthog throttle has a button at the 0 throttle position. I can't find any information if any of the more modern ones have that neat feature too?
Like WinWing or Virpil Throttles?
Thanks!
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Does this post get updated if/when a fix is available? Just wanna make sure following this thread will be beneficial^^
Thanks!
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Ever since the update, the mirrors in the Su25 and Su27 (these are the ones I tried as of yet), are partly fuzzy with a "border" running through the mirror where the other side looks normal / sharp.
I've tried checking the Steam files (I'm on stable), clearing any (shader) caches (in the dcs profile folder).
Nothing helps.
Here are some screenshots (with red lines showing the border):
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Yeah, I too was thinking that maybe DCS might allow for better MFD export configuration; but I'm not sure if/how one could utilize these.
When I enable one of my MFDs the "windowPlacement" stays the same as before, and the new "monitors" variable has 2 entries (for 2 monitors)
windowPlacement = { ["y"] = 0, ["x"] = 0, ["w"] = 4240, ["h"] = 1440, } -- added with DCS 2.8 and auto-generated: monitors = { [1] = { ["rcMonitor"] = { ["top"] = 0, ["right"] = 3440, ["left"] = 0, ["bottom"] = 1440, }, ["dwFlags"] = 1, ["rcWork"] = { ["top"] = 0, ["right"] = 3440, ["left"] = 0, ["bottom"] = 1400, }, }, [2] = { ["rcMonitor"] = { ["top"] = 0, ["right"] = 4240, ["left"] = 3440, ["bottom"] = 600, }, ["dwFlags"] = 0, ["rcWork"] = { ["top"] = 0, ["right"] = 4240, ["left"] = 3440, ["bottom"] = 600, }, }, }
The values from the 2nd are from the 800x600 MFD display. But this is currently configured inside the "monitorsetup" LUAs.
I haven't figured out how to use these new variables for or instead of the multimonitor LUA...
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Can anyone tell me what these new settings do?
Before 2.8.1
windowPlacement = { ["y"] = 0, ["x"] = 0, ["w"] = 3440, ["h"] = 1440, }
After the update:
windowPlacement = { ["y"] = 0, ["x"] = 0, ["w"] = 3440, ["h"] = 1440, } monitors = { [1] = { ["rcMonitor"] = { ["top"] = 0, ["right"] = 3440, ["left"] = 0, ["bottom"] = 1440, }, ["dwFlags"] = 1, ["rcWork"] = { ["top"] = 0, ["right"] = 3440, ["left"] = 0, ["bottom"] = 1400, }, }, }
I ask, because I have different files for how many MFDs I'm running. So, if this code is needed or better yet: if I can use it for something specific, I'd like to know
Thanks!
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6 hours ago, Hiob said:
tiny bit of sharpness and a tiny bit of contrast
Yep, that's what I'm aiming for. Maybe it's still a bit too sharp (picture is still a bit grainy), but I'm getting there^^
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On 11/17/2022 at 11:33 PM, VR Flight Guy in PJ Pants said:
Taz1004 Better Trees
I use his trees now too; less flickering and way less pop-in. Just look at those super-low-poly trees from default (top left):
And here's better trees v6 (medium):
True, the colors now are different, but quite ok (not enough variation imho, but maybe that's coming in v7 or so^^)
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JSTARS would be a valuable addition
in DCS Core Wish List
Posted
We already have attack planes and multi-role jets, but especially with the coming F-15E, this quote from the book "Flying the F-15E in the Gulf War", the "AWACS for the ground" would be immensely valuable!
Especially with datalink and hopefully some more integrated/better communications, because the controller has to "paint a picture" for the pilot to look for the target (like outlined in the book), this would bring so much immersion to the game!
So, the question shouldn't be IF, but WHEN.
Thanks for the consideration,
dlder