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Everything posted by Floyd1212
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I think I get what he is asking for, it just isn't the way the FTR works in the Apache, or any other helo really. He wants a button on his cyclic that for as long as he is holding it, the x and y axis from his joystick is "disconnected" from DCS, and he can move his stick around freely without affecting the helo in game, then when he releases the button the axis are "reconnected" to DCS and his new joystick position is translated to where it was in game before he pressed the "disconnect" button. You could probably accomplish this outside of the game with vJoy and Joystick Gremlin, interrupting the x and y axis for as long as you are holding a specific button, and then as part of a macro when you release the button you would send a quick FTR press to DCS before reconnecting the x and y axis. I set something like this up in conjunction with Force Trim Reset to allow me to get my joystick back in the general position the sim was expecting it, before resetting the trim, and it worked great. I can dig up the post I made about how I set it up @dmatt76 if you are interested in tackling this outside of DCS itself.
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Maybe you are referring to Force Trim Reset? As when you are trimmed out for forward flight and want to reset the trimmed position back to center? This makes sense with your mention of a “pitching up” behavior.
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Who needs Stingers on the wingtips when you can just carry a whole Stinger squad onboard?
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Could you have a curve applied to the cyclic axis causing this?
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correct as is JTAG laser beam no longer visible
Floyd1212 replied to DaveTC's topic in Bugs and Problems
The fact that you could see the laser through the TADS was a bug introduced in a recent patch, which they fixed in the patch yesterday. You should still be able to see the JTAC’s laser if you put on your NVGs. -
Force feedback applied to CP/G RHG
Floyd1212 replied to Tshark's topic in Controller Questions and Bugs
I think if his cyclic were moving in relation to his human PLT, he would understand. He is saying the control he has bound as his TADS slew analog stick is what is moving, which in this case is a FFB joystick. -
I'm not sure I follow exactly how you have your binds setup, but it sounds like you have LRFD on the 1st detent of your trigger, and weapon release trigger on the second detent? This sounds like an unusual configuration. You might consider binding the LRFD to something completely different than the weapon release trigger. As for the issue itself, when you go to the 2nd detent on the trigger to riffle the missile, does that laser stop designating since you moved off the first detent?
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Although this would be a very tricky feat for sure, I don’t think requiring a full shut down to add or remove the FCR is a good idea. For the same reason that hot starts are an option, and rearming only takes 30 seconds, not everyone has the desire (or time) to play everything out in real speed. You could also argue that bringing back an aircraft with a missing wing and an engine out should take more than 170 seconds to repair.
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unable to reproduce Unable to get george to slave
Floyd1212 replied to aurocia's topic in Bugs and Problems
I would get this sometimes over the past couple months, but haven’t seen it recently. Nothing would happen for a few seconds, but the commands would stack and then all come through at once. I feel like they mentioned it was fixed in a recent patch. Are you up-to-date? -
Yeah, I checked mine as well and I don't have mine set to a "slider". I also run the Virpil collective. Maybe this axis is setup differently on the back-end to always act as a slider? However, that being said, @dr_hippo there still may be something fishy with your collective axis. In one of the screenshots you are showing 80% torque with your controls indicator showing it is below halfway within it's range. Though we all know that the torque output and collective position is not a 1:1 relationship, this seems a little unusual. When you move your collective from 0 to 100%, does it move across the entire range of the axis outlined in yellow above? Again, this may not be related to the rolling issue, but still something worth looking into.
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My guess was that you were using a HOTAS with a split throttle, and half the throttle is bound as your "collective" axis, and the other half was bound to "cyclic roll" axis. But maybe not. If you bring up the Controls Indicator, are you seeing movement of the cyclic roll axis while you are adjusting the collective?
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need track replay Multiplayer IAT Drift Issue
Floyd1212 replied to Antix70's topic in Bugs and Problems
I'll see if I can capture a track as well. Out of curiosity, what are you able to do with a track that is demonstrating a multi-crew phenomenon? If you take over the track from the back seat, doesn't George assume control in the front seat and mess up any target tracking the player CPG was doing? -
It does help, a bit. It's like giving someone directions to drive somewhere and then take Exit 30. Knowing it's Exit 30 means you can slow down and be prepared to look for it when you pass Exit 29. But in this case, there is still a bit of a drive before you are even close. Actually, this is all a moot point as I watched the track again and gave it a little longer and the track ended with nothing happening. The track ran from 5:03:00 to 5:39:40
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No. After watching it for 5 minutes with nothing happening but AWACs flying around and some panning and zooming on the F10 map, I gave up. There is no "skip to this time" feature when playing back a track. You have to run the mission (at 10x or 20x speed, etc.) until you get to the action. How long were you in the air before the stated issue occurred?
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I was sooo looking forward to this feature, but it does not seem to be working properly for me. At least, not in some situations. When I open an existing .miz and select a group to rotate in place, nothing happens. When I copy and paste that group into a new location, and try to rotate the pasted group, nothing happens. When I create a new group from scratch, rotation seems to work properly on that group. When I select both an old group and a fresh group and try to rotate everything, nothing happens. It's like the old group is anchored in a way that won't let it rotate. Statics seem to rotate fine. Then, it gets really weird when I select an old group that won't rotate, and a bunch of statics, and try to rotate the whole thing. Some subset of the statics will start to rotate at an exponential rate, based on how far from zero you drag the rotation dial, until you reach 180 degrees, then they rotate in the other direction. Is this the intended behavior of this long-awaited feature? Attached is this simple .miz with one active group on the left, and a bunch of statics on the right. Can anyone get this to work properly? Multi-Select Test.miz
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@Derbroomaster I downloaded your track and started watching it. After about 5 minutes of playback at 20x speed, it didn't look like you had even slotted into an airframe yet. And once slotted in, it looked like you had a 160km flight to your targets. Until ED comes up with a way to capture track "snips" that are short and to the point, long tracks like this are not going to get much attention. If you want to try and provide something useful that the devs can work with as an actual bug report, try a short single-player mission at the firing range, and see if you can get George to misbehave the way you are experiencing in your regular game sessions.
