-
Posts
991 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by MadKreator
-
It is definitely on ED's side. Not just making them switch but accessing all of the others, except the one (Pilot out) that is currently exportable using RIGHT_MFCD. My files in the first post were just preliminary "patches" for Helios.. As I'm sure you found out, in each one of the mfd init files, you just need to un-comment the script that ed has in there by default ( in the GC_Base folder) and give each one its own name, any name. And use that in your monitor file.. However the switching of them is done in some code that we don't have access to ( I believe). Same scenario as the apache tedac. Even in the Apache the only way to get the main mfd's to switch is to use LEFT_MFCD and RIGHT_MFCD and just one of each and it will flip back and forth between pilot and CPG. I don't think the CH-47 viewports have even been thought about. I mean the script is already written in the files, then they commented it out of all except one viewport..
-
My only, (closest, irl) reference to warbird flying is radio control planes, 30 years of all types, especially warbirds… Now of course thats not going to be exactly the same physics as a real one, but based on how the aerodynamics act at low and high speeds and motor torque, it seems to resemble the way I would expect it to react. At high speed, yes there is sway if you kick the rudder or snap the throttle but due to the increased airflow over the tail, the recovery is much faster and changes in motor torque are less pronounced. At slower speeds you’ll induce much more sway from engine torque trying to flip the plane as well as the prop wash over the tail, especially with prop speed change, (and of course rudder inputs). Since there’s less air flow it keeps a swaying longer ( or it’s more pronounced), and a lot of time its easy to over -correct with rudder and the cycle continues. The worst being closer to stall speed when coming in for landing. With low wings and a very far forward CG they tend be inherently unstable. More-so at slower speed than higher speed. Not trying to argue any one’s points. Everyone is allowed their opinion on the subject, of course. But in my mind, for the only irl reference I have, I feel like it behaves more like how it should. Or how I would expect, rather. * as for the speed, I’m not sure what it should really be. Is it underpowered? Too slow for a given loadout? I have no clue. I suppose one would have to go off of the kneeboard chart and test each scenario in there with the exact engine settings and altitude But it feels fine to me. Faster than the p-47 but slower than a lightweight spitfire. I also don’t want to debate that with anyone
-
Version 1.0.0 of my Helios Profile for the awesome F4U-1D by Magnitude 3! Hope you all enjoy! Download here: https://github.com/HeliosProfiles/DCS-F4U-1D-Profile-by-MadKreator37/releases/latest User Files Here: https://www.digitalcombatsimulator.com/en/files/3345854/ Boring startup and overview video here: https://youtu.be/iNOFO3YUNrU?si=6cRPGVFzGYyeeRSa For support and help visit: CaptnZeen/ Helios Official Discord: https://discord.gg/VEjZ8RB4u7 or MadKreator37 Discord: https://discord.gg/u8gT7DPHcV
-
- 1
-
-
Version 1.0.0 of my Helios Profile for the awesome F4U-1D by Magnitude 3! Hope you all enjoy! Download here: https://github.com/HeliosProfiles/DCS-F4U-1D-Profile-by-MadKreator37/releases/latest User Files Here: https://www.digitalcombatsimulator.com/en/files/3345854/ Boring startup and overview video here: https://youtu.be/iNOFO3YUNrU?si=6cRPGVFzGYyeeRSa For support and help visit: CaptnZeen/ Helios Official Discord: https://discord.gg/VEjZ8RB4u7 or MadKreator37 Discord: https://discord.gg/u8gT7DPHcV
-
- 1
-
-
FM feels much better now. Dialed back the violent swaying a bit with rudder inputs and throttle changes. Recovers from the sway a bit quicker too. Feels great! Also, to me, the trim feels much more manageable. Absolutely loving it! Good show gents!
-
Yes, please , please make the kneeboard remember the last size and position! It gets very old adjusting it every flight. Especially with multi monitor setups.
-
I do similar. Hold the starter. When the engine engages, as soon as it hits about 300 move the mixture lever forward ( kind of slowly, not just jamming it all the way quickly). When you hit full forward release the starter. Also the throttle should be cracked open just a little bit, in my experience… maybe it doesn’t need to be but it seems to work well that way.
-
Title pretty much says it all.
- 1 reply
-
- 1
-
-
Direction Gyro Adjustment Only Works When Caged
MadKreator replied to MadKreator's topic in Bugs and Problems
@-Rudel- Upon further delving. All seems fine with the knob. I just had to change my thinking. ( Mind you I dove into the module straight to creating and interface for it for external device use, not actually learning it) Most modules use increment and decrement functions for this control and the device has an endless amount of rotation. I was not realizing that each time the device is caged the knob returns to its initial value of 0, still letting you make a full 360 degree adjustment from whatever the current heading is and once again gives you the full value range of adjustment from -1 to 1. A caveat being, if one was to build this into a physical control in a sim pit, that may be a bit messy having to use a pot instead of an encoder, and making sure to reset it to center each time. For Helios it works just fine as the virtual control resets based on the in-game control. As it sits, it seems just fine, once I actually used it in-flight and not on the ground just testing. -
If you’re using multi-monitors, like Winwing Mfd’s along side your main screen, then the resolution in DSC needs to be the total combine width and height of the overall screenspace. I have a 3840x2160 main screen and 1920x1080 touchscreen to run Helios on, below it. So my DCS resolution is 3840x3240. Even though there is blank space around them, DCS sees it all as one large screen, not individual monitors.
-
Direction Gyro Adjustment Only Works When Caged
MadKreator replied to MadKreator's topic in Bugs and Problems
* there’s a good chance I have not fully tested the knob in the proper use case as well. Maybe the knob and indicator only move a certain amount each direction each time it is caged to adjust. ( of course no one is going to move it 360 degrees at any time) Perhaps its not intended to continually rotate -
Direction Gyro Adjustment Only Works When Caged
MadKreator replied to MadKreator's topic in Bugs and Problems
Beautiful! Thank you for the response. Correct as is then! As far as the control of it, that is just my findings as I’m running through the cockpit scripts and creating an Interface for Helios. I’ve found a few controls that seem incorrect for the control type ( lighting rheostats the biggest offenders) and a few device commands that don’t seem to work correctly, some with multiple commands and some devices and gauges commented out like oxygen gauges and a few gauges and devices that aren’t complete( accelerometer min, various clock function, no chronometer in mainpanelinit.lua). Also don’t see any available devices for indicator lamps. But none of that is critical at this time, of course. I’m not going to bombard with reports, as it’s early and I’m sure they are still very much being worked on. I’m sure there’s bigger fish to fry at the moment. As time goes on I may pop in and out with things involving “sim pit interfacing” with more detailed explanations and examples. Very happy to see you created the BatBomb viewport export too, so us Helios guys don’t have to fail any IC doing it ourselves Keep up the good work! Excited to watch it progress! -
Needle wobble is very annoying distracting. A bit overdone. How do you hold 38in of manifold pressure? 34-42 on the bouncy gauge is close enough
-
I believe this is backwards is it not? Gyro should be adjustable when un-caged, to tune in-flight. - Also, the adjustment knob should be a rotary encoder, not a potentiometer with end points. If you adjust until about 140 ish degrees it stops.Then to adjust farther you need to turn it all the way back around the other direction. Seeing the same effect with cockpit control and direct device command inputs.
-
Good chats today, glad we found the culprit ( hopefully)
-
ED added some new devices and shifted all of the Device ID's. So the Helios interface was rendered inoperable. Here is the fully fixed interface. Inside the zip, drop the 'Helios' folder in your Documents folder. Should fix everything. CH-47 Interface Fix 6_23_25.zip
-
Helios Users- New CH-47F Profile V1.0.3
MadKreator replied to MadKreator's topic in Multi-Display Support
ED added some new devices and shifted all of the Device ID's. So the Helios interface was rendered inoperable. Here is the fully fixed interface. Inside the zip, drop the 'Helios' folder in your Documents folder. Should fix everything. CH-47 Interface Fix 6_23_25.zip -
Interior lighting control issues/ inconsistencies
MadKreator replied to MadKreator's topic in Bugs and Problems
So far anything that is an axis, knobs levers and all that need to be clicked and held then drag up and down with the mouse. Which is normal in every module but you can also use the mouse wheel. Mouse wheel control is non-existent in the F4u. I will be using my Helios profile to control these things BUT I think mouse wheel movement is very important for these types of controls when interacting with the in-game cockpit…. Not that my opinion makes any difference -side note in the cockpit scripts.. the keyboard commands have different command ID’s then the Direct input does. It’s very odd that they don’t use the same definitions. Of course I’m not a programmer but every other module only has one set of device commands per control. Not sure why there is different sets for every control. No complaints if it works, just a totally different approach than other modules. -
Other interior lighting issues- - when you flip on the cockpit light switch, all the normal lights are at full brightness, but all of the knobs are still in the off position - chartboard key bindings do not work -Chartboard direct input doesn’t work - when sending direct inputs to dcs via scripts such as through helios, none of the chartboard axes function ( theres 3 sets of chartboard axis definitions for the knob, why is there 3?!? - The remaining 4 cockpit lighting knobs only respond to encoder style inputs ( separate Command definitions for increment and decrement via direct inputs) when in reality they most likely should be standard, single command definitions ie. potentiometer style axes, just like the UV lighting adjustment (glow functions)— more of a nitpick. It’s early access so I’m sure things will work out in the long run. These are minor issues. - props to the devs for the well labeled and notated cockpit script files though! Love it.
-
Profile Download- https://github.com/HeliosProfiles/DCS-FW-190A8-Profile-by-MadKreator37/releases/latest User Files- https://www.digitalcombatsimulator.com/en/files/3345357/ Startup Video- CaptnZeen discord- https://discord.gg/VEjZ8RB4u7deo MadKreator37 discord- https://discord.gg/u8gT7DPHcV
-
- 1
-
-
Profile Download- https://github.com/HeliosProfiles/DCS-FW-190A8-Profile-by-MadKreator37/releases/latest User Files- https://www.digitalcombatsimulator.com/en/files/3345357/ Startup Video- CaptnZeen discord- https://discord.gg/VEjZ8RB4u7deo MadKreator37 discord- https://discord.gg/u8gT7DPHcV
-
- 1
-
-
The sentiment is very much appreciated. I'm happy people are using them! No I don't think there is a divide between the two regarding viewports, I think its just not an important part for them to focus on. Or they are slowly working on a way to do them slightly differently. Oddly, the ch-47 viewports are all located in a folder called GC Base, not in folders withing the aircraft files like every other module. Why its done like this is a mystery to me.. I'm hoping there is a bigger picture at play. a couple of the viewports like the chronometer and sfd's, I had to add the scripts too, but the rest of them already had the scripts in there.. Hopefully they will just name them and un-comment them one of these days so they are natively available.
-
FC3 Aircraft and ControlsIndicator location
MadKreator replied to GeoS72's topic in Multi-Display Support
I agree the UI elements need to be configurable, in some way. All aircraft are affected the same. Fc3 and full fidelity, alike. It would be a welcome change, for sure. I don't use the controls indicator, but the kneeboard and crew indicators for helis are big on my personal list of wants. I edit them anyway to size and place them where I want but it would be nice not to have to mess with editing the core lua files to do so.