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Everything posted by MadKreator
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Comms menu, move location on screen… semi solved
MadKreator replied to MadKreator's topic in View and Spotting Bugs
I’ll give it a shot! -
Comms menu, move location on screen… semi solved
MadKreator posted a topic in View and Spotting Bugs
In a previous post I made (deleted it), I asked if anyone knew how to move the comms menu on the screen so it doesn’t overlap the multiplayer menus/ mission dialogue. Nobody had an answer so I stared fumbling around and here is what I’ve found: In the CommandDialogPanel.lua ( see attached pic for full path), line 181, there is a value that is set to 0. Increasing this value will move the menu lower on the screen when you open it. I could not figure out how to move it left though. That is what I really wanted since I use a 5120x1440 monitor and its waaaaay off to the side up in the corner. I know exactly 0 about .lua scripting so if anyone happens to know how to make it move left instead of down that would be great! But for the purposes of it not overlapping the multiplayer mission dialogue this seem to suffice. Just thought this may come in handy for someone. -
A-10c II Hotas functions Chart for kneeboard
MadKreator replied to VaporFlow's topic in Controller Questions and Bugs
This one is also downloadable from dcs main site: downloads-user files; select utility and a10c-II as filters. I keep a printout next to me when flying, very handy! -
Been learning the a-10 recently. F-16 has been my go to for along time. Hopped in it last night on MP and noticed RWS was being buggy and dropping contacts a lot. Never used to be this way, its always been the easiest to lock and track contacts imo. It was a dream come true after learning the f-18 and fiddling with is complexity ( radar wise). Must be bugged, used to be no prob tracking from 40 miles and never losing lock or track ( assuming azimuth/ antenna elevation etc are where they’re supposed to be). F-16 has always been quite fluid.
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Mfd’s on separate screens, turn off in cockpit mfd’s?
MadKreator replied to MadKreator's topic in Multi-Display Bugs
* easily i should add. Like changing one line of lua from true to false? If its a huge process of editing codes then I don’t want to bother lol -
3090 Consistent frame/ gpu usage drops
MadKreator replied to Aurora juutilainen's topic in Game Performance Bugs
Just for argument sake, have you looked in you export.lua folder and disabled anything(if at all) unnecessary? I was having weird drops and limiting, so it seemed as well. I got a hold of a 3080 a few months ago and figured it would just destroy in comparison to my old card. Low and behold just like you, I didn’t notice that much difference in DCS. Ran across a post about the export folder, which I guess dcs reads and applies to every frame. I have scripts in there for Srs radio and voice attack, but when I got my WinWing throttle, it added some lines in there too. I deleted those, and commented out the voice attack lines( unless I’m using it) and left the srs radio up for MP. That seemed to significantly boost my overall fps. Might be worth checking out. On the other hand I thing that the engine DCS currently uses is so out of date and unoptimized that its kind of the life we are stuck with at the moment. I run a pretty good mix of mostly high with some medium settings, track ir, windowed mode with separate screen with mfd cougars mounted to . I just played with each setting by one and seeing what its really noticeable and I get a pretty average 85fps. Some heavily loaded airfields and over dense cities will drop to mid 70’s and up at higher alt, pretty consistent in the 95-110 range. Using track IR I notice some hits depending on where you look but nothing drastic. Its not going from 100+ down to 60’s but maybe 10-15 difference. My gpu usage does fluctuate no matter how I try to set things, and my cpu runs at a whopping 13% usage on average. I would say Its more lack of proper optimization on DCS’s game engine end than anything. Hopefully the Vulkan engine implementation will help resolve things -
cannot reproduce MAV PRE does not handoff in TGP AUTO
MadKreator replied to vctpil's topic in DCS: F-16C Viper
I have never had luck with tms right to re-handoff.. I always stay on tgp soi and tms aft then fwd quickly to break and reacquire, sometimes it takes a few tries still -
That’s what I ended up doing is dropping a mark so I could slew back quickly. I was so confused if it was me , the mission, the module, or combo of everything. My slew stick is analog on my hotas and as much as I’d like to say I never accidentally bump it, i definitely do from time to time. Especially after playing with the f-18 for a while using tdc depress them jumping back to a-10 or f-16 using TMS, I find myself going for the wrong switch. Still working on remembering all of the hotas controls. Was doing some training/ practicing with markpoints and was fumbling around trying to get spi to change from tgp to markpoint. I was changing tads from steerpoint to mark and re-caging the sensors so spi would go back to steer/ mark/waypoint then cycling.. tms right long is going to be a good one especially for current TOO’s. I have all the hotas commands printed for reference but there’s so many functions it’ll take time to get them down. I’m just getting out of the basics stage I’d say with the a-10. Its a great plane, so much fun, but definitely a lot going on in comparison to some other modules!
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I was noticing this doing one of the pre made ED missions on the a-10c2. I would lock on a target ( non moving mind you ) with tgp spi in pt track, launch some laser guided rockets. Fly around for another pass thinking ill just pick another target next to the first one when it one’s back in view, just like I do routinely in the f-16. As soon as I come around and original target is in view of the tgp , its Looking 50 feet to several hundred feet away , then it stabilizes on a random point on the ground and I have to scramble around to find the targets again. I thought I was going crazy! I was thinking maybe it was just that particular mission that’s bugged out. When I do the same process in my practice mission I made in ME , it seems to stay right on point…now my practice mission is in the open in syria and the ED mission was in the forest with lots of trees and shrubs.. perhaps the other objects were messing with the tgp once back in view? There were a couple of times where I came around and it was off, but close, and re-latched to its intended target.. Is it normal for the tgp to deviate going in and out of INS? Iv’e never experienced that in the f-16 or 18 In the post about dropping bombs that we were in a couple days ago the gentleman OP mentioned the tgp deviating off target just before or after the bombs launched and were in flight. I had never experienced (granted I’m only a couple weeks into the a-10) anything like that until i had the targeting pod going in and out if INS as i’d fly away from the target and turn back in and .. wait.. what…where’s my target?.. what the hell is it doing way over there? wonder if its just an issue in point track? Maybe precursor to flying away, switching it to area track before INS kicks in would help keep it looking at the correct area?
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Correction on my post again… on the tgp screen the LSS is for laser spot search not the type of signal its shooting.. use LSR to switch between laser, IR, Both. and as corrected.. tms fwd/up long to make the tgp itself SPI, no need to redo that action on every target.
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Lol I was just corrected on that on another post. I didn’t realize it made the tgp itself spi, honestly thought it was just the point itself, like using the hmd or hud cursor! I’m used to the f-16 and 18 where spi is pretty much automatic for everything you do. I was so caught up with having to learn to manually designate spi points I just assumed that you had to do it for everything, every time… I was wrong .. in a good way.. that makes life so much easier! Lol and tms up short to designate is habit from f16 lol I’m used to tms up short =designate/point track/ initiate auto handoff and tms right to switch to area. Still breaking that one. I cant tell you how many markpoints I’ve placed trying to switch to area track lol
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Oh man! Still learning here as well. I had no idea that tms long with tgp soi made the whole sensor spi! That takes like 35% of the workload off! I always re made spi on every new target designated. I swear in videos I’ve watched people are designating spi on targets, but maybe that’s because what they’re actually doing is just making the tgp spi, but not until they designate a target… I suppose since most tutorials aren’t going after multiple targets , that doesn’t get explained very well. Great to know about the laser as well following the tgp( as it does in every other jet) lol I was so caught up in having to manually designate a SPI for things, I just assumed it followed spi but following the tgp makes much more sense since it is firing it LOS lol Thanks for the tips and the correction on my errors! You just made my dcs life so much easier.
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Yup tms fwd short to designate target with tgp as soi, then tms fwd long to make that point spi, then china hat fwd long to slave all sensors to spi, then make mav page soi, then tms fwd short to lock with mav seeker
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Awesome!
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Ccrp as follows: -Master mode button until ccrp shows in hud -make hud SOI (coolie up short) -dms right to select correct bombs- lets say gbu10/12 -tgp soi( coolie right long) -check tgp Ctrl page and make sure laser is set to latch ( usually do this long before getting to target) (on main tgp page make sure there is an L at the bottom of page, not P or B)( LSR button on right of tgp page to select what the tgp fires, laser, ir, or both… make sure its on laser ) -find target on tgp (china hat fwd short to zoom fov, dms fwd/aft to zoom in out) Corrected—--Tms fwd/up short to switch between point track and area track( area track okay for static/ gps guided.. point track for laser and moving targets) Corrected—--tms fwd long to make the tgp SPI -line up center of ccrp pipper to ASL line, fly level -at the top of asl line there will be a small circle with a countdown timer, it will start counting down. At a certain time that circle will start moving down the asl line. When it starts moving hold down the weapon release button until that circle passes through the middle of the pipper, bomb should release. -nws button on to fire laser ( L at bottom of tgp should flash as well as the L on the left of the hud) -bottom right of tgp will have a countdown time to impact timer( usually off by a second or two) -after impact nws to stop firing laser . (zoom tgp out any time after SPI point is made to get better view. ) -start wide orbit around target area, and search for more targets and repeat.. or fly out off harms way, turn back in, active pause and search for targets. Look in the controls for the active pause function. It will pause the jet flying but keep everything else in the mission in real time, so you can go through all the settings and make sure you have everything done correctly. Very useful until you get the hang of it. Especially for finding targets. The tgp is awesome once you get it figured out but easy to push the wrong buttons when under pressure. Hardest part for me is remembering to tms fwd long to set a point as spi. In the f-16 and f-18 when you designate anything with the tgp or sensor it automatically makes that point spi. Corrected—-One extra, but VERY critical step in the a-10. If you designate a target but don’t make the tgp SPI, then regular ccrp attacks wont know where to go. As I was corrected in a later post, Once the tgp is SPI , no need to redo that for every target, just re-designate the next and fire. The laser will always fire line of sight to where the tgp is looking. So if using laser ordinance the target won’t necessarily need to be set as SPI, as the munitions will track the laser designator, although on initial release will drive towards the last SPI until the laser is fired ( fire laser first , then drop). markpoints can be set on any sensor by using TMS right short. But in order to slew a sensor to the markpoint, there is a little 3 position dial under the cdu that reads ( steerpoint, mark, mission) that must be turned to markpoint, and correct markpoint selected, just as you would a steerpoint, in order to be able to slave{( china fwd long) anything to a markpoint. From there you can slew the tgp to a target, designate then tms up long again to make the designated target SPI. Keep that in mind but don’t overwhelm yourself with that right at the moment. Work on one function at a time. If you’re learning the tgp and effectively launching a weapon, don’t try to mix in making markpoints and all that, just yet. It will come eventually. Work on those things separately. They will go hand in hand but gets all too confusing right at first. Markpoints are good for marking an area to come back to, or if you see some targets of opportunity, to mark their position for yourself or other a-10’s in your group. If you know where your targets are already then there not much point in using it( unless you accidentally slave your tgp back the hud( china aft short) and have no idea where the targets are lol I just did a few practice runs on a building and I hit my target 4/5 times with gbu 10. Not all will hit. The game does not have 100% accuracy built in. Just because you did everything right doesn’t necessarily mean your weapon will hit your target every time. I find with laser guided munitions they tend to do a little better with more altitude. Try them at 10,000 ft and not, say, 4000. The bombs need time to adjust their flight path.
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I use mfd cougars but have both attached to one single 12” screen in the center, obviously not a home cockpit setup but damn is it the best thing I’ve done for dcs so far! Anyway, look up The Warthog Project online. thewarthogproject.com for some motivation on building a home pit.
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Sounds just about right, although 2 things, no need for china forward long( slave all sensors to spi) you do that with say a maverick that has its own seeker but not bombs( unless you create a markpoint and set it as spi and need to return to it later after a quick gun run, and slave the tgp to it if it caged back to the hud, for example). You marked the target with tms fwd short and then made that point spi with tms fwd long. Since you did that with your tgp, there is no need to slave anything to that point since the tgp is already there. And when you hit nws to fire the laser, if you don’t set it up to latch in TGP-Ctrl menu on the osb, then you need to hold the button down until impact otherwise the laser will just shut off when you release the button.( you can cheat like me and map the nws button to a switch too or in my case I have a two way trigger on my vkb gunfighter that pulls as a momentary trigger one way and latches in position when you push it outward, that way I never have to latch laser on any module, or hold it in till impact, that switch position is alway fire laser no matter what plane I’m in) Same with laser mavericks and laser jdams on moving targets. With some munitions, in the dsms-inv setup pages you can set it it auto lase on release, time before impact etc. After release give a slight turn left or right depending on tgp location and then start a slight orbit the opposite way, so you’re circling your target with the tgp on the same side of the aircraft as the target. The higher altitude the less you have to worry about masking it but still good practice. I’m just learning the a10c2 as well so I feel your pain! I’m pretty proficient in the f-18 and f-16 but man the a-10 sure is a lot more work lol I’m having a blast with it, good change of pace although the f-16 is still my favorite. As far as ccip and dumb bombs, that’s just practicing, and getting the release point just right and dive angle. I learned to dive in and get my tvv lined up and pointing at an imaginary point, say 2000’ past the target, hold that angle until the pipper reaches target then release just as the center crosses the base of your target. Different speeds, altitudes, dive angles etc can have different effects. Also wind direction can blow it off track if dropped from too high. Especially clusters. Ya just gotta practice and practice till you find that sweet spot. I’m sure there is very specific “rule of thumb” so to speak that real pilots use, but I’m not one of them. I watched a few videos when I first started playing and took that information and kind of figured out what worked best. I usually won’t drop ccip from altitudes more than 4-5k feet, usually around 3000 on release. Again I could be doing that completely wrong, that’s just what works for me. After a couple years of playing DCS I literally just learned how to use the mission editor last week. So handy for practice. Set yourself up a bunch of static targets, set fuel and weapons to unlimited in the options, have your plane started hot on ramp, pick a load out and set the weapons up in dsms on the ground then just go fly and blast away as long as you can stand it. Not nearly as fun as running a campaign in liberation but to get things figured out and muscle memory built, its perfect * edited above for any that read this^ originally i wrote dsms-inv to set laser to latch, not tgp-ctrl… i was thinking about the auto lase function as i was typing , fixed now
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cannot reproduce MAV PRE does not handoff in TGP AUTO
MadKreator replied to vctpil's topic in DCS: F-16C Viper
Ive noticed that even if everything is within gimbal limits, if I’m not aiming the jet towards the target (like the mav seeker needing to be within the “keyhole”) even when using the tgp, the maverick rarely tracks correctly. I can acquire target with tgp, handoff, mav will track and correlate but when I fire it seems that It won’t hit as intended if I don’t roll in and get the nose of the aircraft towards the target. Using 65D’s 99% of the time. If the handoff is not correlating you need to do ( TGP SOI) TMS aft then TMS fwd quickly to break and reacquire target to resend the handoff. TMS right I believe will just resend the handoff but Ive never got that to work always have to break lock and re lock quickly. You should end up with a C above the station number for correlate. Sometimes it takes a few tries for it to do that, not sure if that is a bug or the mav seeker just trying to really make sure its locking what you want. Sometime It will work great at 9 miles and sometime wont lock until right up on a target. Altitude can play a role in it too in my experience. The higher you are the more inconsistent it seems to be. Also very inconsistent if you’re too close, like under a mile. But regardless, once that correlation is acquired and mav is ready to fire I’ve learned to nose in on the target, fire, then wait a second or two before I turn and burn. Most of the time It will hit where its supposed to… not always. I’ve flung a full load of mavericks at multiple targets and had only one hit where its supposed to. Other times I can nail all 6 in one run. Not really sure what or where the logic in that is, but it seems to do better with the jet pointed at target when firing. If mavs are boresighted and kept in PRE mode, you should never have to make the mav page SOI. Everything done from TGP. TMS aft, TMS fwd, repeat,repeat until you get correlation. Intended operation or bug? I’m not sure but that’s what I’ve learned to do. -
How to move the HUD contents up and down?
MadKreator replied to Blooze's topic in DCS: A-10C Warthog
This right here 100%.. after getting it fine tuned use r-alt+ numberpad 0 to save that new position as the default viewpoint. Just found out about the last night. On all aircraft, not just a-10. This is the way! -
Using R-Ctrl + R-Shift+ the number pad keys and the * and \, will adjust your view point( differently than zoom in and out and seat height). Use the r-ctrl+r-shift+ controls to get the hud positioned correctly and be able to see your warning/ info lights just below above the mfd’s. then use r-alt+numberpad 0 to save that as the default view position, then you can zoom in and out and adjust seat height separately to see what you want and you can get 95% of everything in the HUD Visible. Just went through a bunch of posts last night doing the same thing. I use trackIR, also have MFD’s setup on a small screen in front of me with MFD Cougars so I like my view zoomed in a fair amount since I don’t need the mfd’s in the cockpit. If you zoom the viewpoint in too far to see too much of the HUD its will take away some of the overall zoom. Now if you’re going for the exact proper seating position like a real a-10 pilot then you pro wont see all of the HUD unless you have VR or lean a bit with head tracking. I didn’t know about the r-Ctrl+r-shift+ numpad commands for view until last night.. game changer on cockpit setups for me! In the f-16 I always changed seat height for ccip bombing and for landing since the indicators go below the HUD.. now I basically zoomed that eye-point in so more of the HUD info is visible albeit smaller, and now I don’t need to constantly adjust seat height.
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Yup just did this. Had an extra slider on my throttle that has a a pretty long throw, mapped the trim wheel to that. Dropped the step value down to .01 and its perfect. I can still use the one on the stick since its faster. But if i cant get it dead on then i can override with the slider and get it perfect. 2x mk84 on the same wing and nothing on the other, no problem now. Thanks again!
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LOL use the search first right!! Thanks, I will for sure give it a shot. I appreciate it!
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Is there a .Lua file that has something for trim steps ( for lack of better words). For example, say one key press on trim hat or key=.1 degree of trim tab travel? Just wondering because it would be nice to “ soften it up a bit” in any module. Have trim, aileron in the f-16 case, on one of the hat switches on the vkb gunfighter. If i run a offset weight load out or just trimming after dropping a bomb off one wing let’s say, i can of course trim the plane level but often enough the balance is just so, that it seems no matter how fast I flick that trim button, it’s just a hair too much once way or the other. Not a game breaker but it would be nice to dumb it down to 2/3 of what the current value is.
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Same in HARM Wpn mode, crazy sensitive using an axis for slew