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MadKreator

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About MadKreator

  • Birthday 02/15/1980

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  • Flight Simulators
    DCS, IL-2
  • Location
    ID
  • Interests
    RC Planes, PC Games, Building Custom Cars

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  1. 1.0.6 Added the manual file replacements as "patches" to profile so no need to change anything manually. Helios has been re-written to allow "patches" for user mods. 1.0.7 Fixed bad/missing file paths in Controls Indicator in Day version. Download Profile here---> https://github.com/HeliosProfiles/DCS-OH6A-Profile-by-MadKreator37/releases/latest
  2. 1.0.6 Added the manual file replacements as "patches" to profile so no need to change anything manually. Helios has been re-written to allow "patches" for user mods. 1.0.7 Fixed bad/missing file paths in Controls Indicator in Day version. Download Profile here---> https://github.com/HeliosProfiles/DCS-OH6A-Profile-by-MadKreator37/releases/latest
  3. I was just flying some MP and thought the same thing. Would be nice if there was some variety. At least to differentiate: mission targets in general (server choice if allowed), player (not you) placed markers, your current mission target and your placed markers.
  4. Excellent! Can’t wait. Day one purchase for sure!
  5. Just to note: * Helios does not and should not ever be required to run as administrator. If you have to run Helios as administrator to get it to function then you most likely have other permission settings/issues on the PC. * Helios versioning has no effect on displays. Helios has absolutely no control over exported displays or monitor types. Other than taking the monitor configuration as set in windows display settings and writing a compatible monitor file for DCS. Exports are solely a function of DCS, not helios. Helios does not need to be running for your monitor file to be read and executed by DCS. It only tells DCS where in the total screenspace to place which export and how large it should be. The same way if you created or re-created the monitor file manually.
  6. I sure hope so. Especially with the new(ish) rain effects. Flying helis like the Huey is super annoying in the rain.
  7. @Cyking Great to hear of future improvements. I agree, a different ship with heli-pad would be a bit easy. Nothing wrong with the containers, especially if it’s a Huey/ED issue itself. Maybe a little inconvenient atm, but I’m not going to cry over it Still loving your work and it’s greatly appreciated! @MAXsenna funny, funny guy!! Land with the front of the skids first What kind of pro do you think I am Although I feel like with the Moza and FFB I’m getting much better… Which btw ( not to sidetrack the thread too much, updating our previous convo), I’m really loving the Moza now, very glad I didn’t return it. I can say now that I would in fact recommend it…or rather, knowing what I know now, I would purchase it again. I don’t think I’ll ever go back to non-ffb. Although winwing has beaten their price by $130 now and with more force( if really needed), albeit a bit bulky/ cumbersome looking unit. The software will be the tell tale. Mozas last update is much better but still some things to work out with accurate centering.
  8. @Cyking I’m having the same issue with mission 5 as of yesterday (3-19-25) . Landing on the containers still causes a “collision” no matter how softly i can touch down. Bits go flying in the air and the heli just starts sliding off the containers by itself. One time it triggered the event to load the passengers, even though I touched down , then hovered over the containers… it loaded all but the last one. I hovered for several minutes but never got the cue that the final passenger was onboard. Tried several more attempts , both touching down first, or just hovering in various spots and could never get the trigger to fire again. Not so sure there is a campaign issue as much as an ED issue with the heli coming in contact with the containers/ objects. If I remember right several months ago people were having the same issue landing on some FOB helipads. ( I can only imagine the chore it must be to constantly deal with changes ED makes ( or breaks) behind the scenes. - Like others, my only real complaint( which isn’t bad since I can also read), is that the voice overs are kind of hard to hear. Maybe they’re a bit quiet, or too much static effect.. but not a deal breaker. It kind of gives the feeling of an old radio from the 60’s/ 70’s. - All in all, I’m having fun in the campaign. Great work!
  9. “DCS Web Editor” 3rd party project.. eventually free but currently seems to still be a patreon only access between $4 and $15/mo, depending on how advanced of features you want. . Might be what you're looking for, although paywall… I’m not much of a mission designer but I would have to agree that since DCS is very heavily focused around the Mission Editor, it need some significant advancements in to bring it up to date and be a bit more user friendly and collaborative.
  10. I ran a 49” ultrawide for quite some time and noticed the same. It’s just the effect the FOV has. It’s reduced when you zoom the fov in, but still there. Not sure if it’s lack of special ultrawide support or just the nature of the beast. It can definitely be annoying at times. I can understand some distortion of object as the FOV warps around but I never understood why it magnified objects so much.
  11. Yes all viewports being natively exportable would be awesome! However many there are
  12. Awesome. Can’t wait! Another day 1 purchase for me.
  13. I will agree, Helios is the way. And fully agree with WRCRob that exporting displays and things should be integrated more efficiently AND not break IC for the MP people. ED’s internal API lets them drag and drop viewports from a list. Early last year a dev implied he may be able to open that up to the user end, but so far nothing has come of it. Over the years, you will come to find that multi-monitor users are pretty much last on the list as far as DCS/ ED is concerned. Unfortunate, but reality. However there are easier ways than randomly typing coordinates.
  14. I will agree with this. I do use trackIR but in some aircraft I also use the absolute camera ( warbirds mostly) on a stick axis. It would be very nice to have the view position stay put instead of snapping back to center. Not a deal breaker but it would be a nice QOL feature, just because.
  15. Yes please! Or at very least confine them with reference to viewports.center and not in reference to the total screenspace/aspect. That way they would, at a minimum, be rendered on the main screen where the game is rendered( just as with using a single monitor). Not rendered in virtual space half off the screen ( or fully in some cases) and 3x larger than they should be( looking at you kneeboard, crew and controls indicators).
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