

Fresh
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Flight Simulators
DCS
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@Rudel_chw Hi Eduardo, sorry, I didn't realise you didn't approve of your mission/tutorial files being upleaded to the user section. Sincere apologies. I have deleted the file from the user section. This will also avoid confusion when 1.2 comes out.. Sincerely, Fresh
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External view F4U Corsair - pilot acting strangely.
Fresh replied to jenato's topic in Bugs and Problems
There's a comment about pilot body in the "known bugs" on initial release.. I'll post it in a sec.. It is not exactly what you described, but I guess the pilot body movements are still WIP... -
Hi there, please have a look at the keybindings, at the moment it is very inconsistent: some switches toggle irrespective if I click left or right mouse button. Even some three way switches toggle through the three states with any mouse click. Also some dials I can mouse drag them (e.g. when setting the altimeter) and that works fine in 2D and in VR (I have mouse disabled in VR, and use my head movements as a mouse controller), however other dials, like the lighting don't work with click and drag in VR when using head movement. To summarise my wish: 1. All switches that go down, should be left click 2. All switches that go up, should be right click. 3. Rotary switches, like the fuel tank selector: left-click should turn it anti-clockwise, right-click should turn it clockwise. 4. All dials, like altimeter setting and lighting should be able to click and drag in VR with mouse disabled 5. All dials as in point 4 should also work using mouse scroll wheel 6. Include keybinds for all switches, please include a bind for each state, and a bind for toggling a state. E.g. there is no keybind to show/hide the pilot body. Please also make gear and hook as toggle buttons as well. I think something like the master arm only has one possible state at the moment. Many hardware users need ON/ELSE or OFF/ELSE type key binds as well. (Look at the Hornet for example, the "special" cases). Thanks in advance! Fresh
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Check out this post to make a keybind for the pilot body:
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Cannot fire HVAR & Tiny Tim rockets in Training Missions
Fresh replied to GeoS72's topic in Bugs and Problems
@_Hoss Try clicking on the payload restriction box, see if that helps to show the possible ordinance. -
Cannot fire HVAR & Tiny Tim rockets in Training Missions
Fresh replied to GeoS72's topic in Bugs and Problems
You can load them on an air start mission. I selected the option to see the station limitations, and then selected them like that, but it didn't work in the usual manner.. but maybe I did something wrong... -
Cannot fire HVAR & Tiny Tim rockets in Training Missions
Fresh replied to GeoS72's topic in Bugs and Problems
I fixed the Tiny Tim rockets mission, see attached .miz file. Fresh F4U - 08 - Tiny Tim rockets.miz -
Tiny Tim rockets missing in the training mission
Fresh replied to grim_reaper68's topic in Bugs and Problems
They forgot to add them.. I edited the mission and included them. See attached. Cheers, Fresh F4U - 08 - Tiny Tim rockets.miz -
Hi Ginsu, can you post a track? Did you try another date with GPS to troubleshoot? Is there wind? Thx, Fresh
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Hi, please post a track so we can help you. Thx Fresh
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Hi, I've experienced a couple of occasions where the required ground speed puts me at TOT over the waypoint before my target, i.e. at my IP. I have not been able to find what causes this. I created a mission to test this. It has 6 waypoints, each 6nm apart from each other (total 36nm). If you delete waypoint 3 the total distance is then exactly 30 nm. Flying at 360 knots GS means it takes either 6 minutes or 5 minutes (depending if you delete waypoint 3 or not). If I delete waypoint 5 the total distance and time is the same, since it is a straight line between waypoint 4 and 6. In the replay you can see the HSI wants me to come to a standstill at waypoint 4. Something is breaking the calculation. I have SEQ1 boxed, AUTO is boxed and the next waypoint ahead is selected. This sometimes works and sometimes it doesn't. Deleting a waypoint in the sequence (before entering any TOT data) might be one of the causes, I can't show it conclusively. Fresh TOT with GSPD bug.trk TOT Test Caucasus.miz
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The possibility to load a DTC to all aircraft in a group is nice, but with complex squadron missions, with perhaps 10-20 groups of the same type it would help mission makers and updaters' life much easier if you could assign a default (and preloaded) DTC to all aircraft of a specific type in a coalition. The current "load to group" option is cumbersome, as each group has to be selected, and the first in the group clicked to see the rest. Even now, the DTC is inserted in the jet to be activated later. It would be better if it would be directly active on mission start. (At the moment this is only possible via the attributes tab, and has to be done for each jet.)
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