-
Posts
822 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by virgo47
-
Non-responsive and crash selecting slot in MP
virgo47 replied to SharpeXB's topic in Multiplayer Bugs
After the last patch, I like the new options and graphics on the map, but to me (as a programmer) it feels "synchronized" - one thing waiting for the other. The slot selection is VERY slow. The slot selection dialog should work fast, instead it feels like it's waiting for the map in the background to draw all the stuff. The map enhancements during slot selection are great, I love it, but it should not slow down other things. -
To be sure: Do you mean on the client or the server?
-
In the hunt for the answer, I found this video today as well. I also doubted the depressed position stays depressed without power (that is, after figuring out the DC power is needed), but this may be also DCS modelling thing - that it is toggle instead of push to hold, even when cold. As it is not my original "problem", I consider this issue solved. Thanks/sorry for your time guys, perhaps there could be power mentioned in the manual where the button is described (as it is in the real manual), but that's another topic.
-
My question in the last post was whether the IDLE switch depends on the power, I couldn't find it in the manual (at least not in an obvious manner), but yes, power must be on for it to operate. TM 55-1520-210-10, Change 17, 2-4 states: That explains why it works properly only with power. As I don't know how it should behave without the power (e.g. does it mean you can't twist the throttle to STOP? or just that the protection is not there?), I guess it's not a bug. You don't encounter this when you follow the procedure, because the power is always there. I was experimenting with throttle controls in the cold aircraft, that's how I got to this mess.
-
Stop switch is only the little switch above the throttle that unlocks the possibility to go below ground idle level. This is also the minimal level you can use with the axis, if it's lower it doesn't react to axis at all, but that one is a feature. That's where the key binding for throttle UP/DOWN come in (warning, mine are NOT default bindings, normally they are without LCtrl)... I opened your track file, took control and just using the throttle key bindings I could go to the STOP position, no problem. That is, in any position 1. press the Stop Switch (End by default), 2. press and hold Throttle DOWN binding (PageDown by default). It got to below the protected position (below the red line): The problem is, when I try the same in the cold started mission (mine or the first training), I can't get to that position - the STOP button seems to be depressed, but the DOWN binding doesn't go under the IDLE position. But this is not about how the mission is started really: If I go through the starting procedure, the helo is hot, I can go to the STOP throttle position again. So I started to experiment - and the thing is: If the battery switch is OFF, you can't turn the throttle to the STOP position. Is that realistic? It works fine with electric power, be it battery or ground power. Is that stop switch somehow electricity-dependent?
-
AFAIK, the throttle axis only works from ground idle to max throttle, and when one wants to go lower, we need to press the Throttle Stop Switch, and then Throttle Levers - DOWN again. This works fine when starting hot. But after the cold start, it does not work anymore. I depress the stop button and throttle down doesn't go lower anyway. TRK from cold start training mission attached. (Not much is visible, but I tried both the keys and mouse rotate.) EDIT - solution/quick explanation: This button's internal working requires DC power. uh1h-cant-stop-throttle-after-cold-start.trk
-
500 is a temporary error, I understand it is very frustrating, but you should try again. It is a bit shameful that ED can't figure out a reliable and fast enough logging to the account. Please, try again, it works for me now. Logging in is done by the launcher now, so give it some time to do so before launching the game, otherwise it will ask if you really want to start it before logging.
-
I know, I own it. Waypoints in FC planes are simplified based on the mission editor, you can't do anything about them in the plane itself whatever the plane can do in real life. Next waypoint obviously does something and the HSI reacts. So I just reported the current experience and inconsistency of the behavior.
-
Hello, great to hear from you! I'm attaching my "patch" for L-39, it's only default value changes - DCS-BIOS does not support it in their configs. My DCS-BIOS contributions are for different entries (mostly back cockpit switches) so if you didn't change the PP structure you can use the patch as-is. L-39.pp.mods
-
If you have any old panels, they will work, but the DCS-COINS actions there are obsolete and non-editable now. If you need to change something, just delete it and find the new version of the related action.
-
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
The problem is not that modules have TACAN on when starting hot. The problem is that no FC module used TACAN (I believe) and now F-5E FC behaves like full-fidelity F-5E start, without any way to turn the sound off. I believe the TACAN being on while hot starting at a TACAN-available aerodrome is a good default. Just like other nav aids being tuned to the aerodrome where you start. EDIT: But this should not be applied to FC3 aircrafts unless they support TACAN. Which they generally don't. -
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
I see what you mean now, it's Audible Warning Reset action for FC planes. But that doesn't work for this one either. -
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
You better say what action you mean, I have nothing bound to that and I'm not sure what it's supposed to do. I checked F-5E default keyboard config Lua, nothing with 'N' there either, neither in UiLayer keyboard config. So it doesn't do anything in the mission, I tried. -
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
No, there are no TACAN controls, only typical FC waypoint up/down. I believe this is an omission from the full-fidelity module and the TACAN. I wasn't sure in my original post, but I believe there should be no TACAN controls - and no TACAN sound either. That would be FC style. -
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
I believe it is. Probably the easiest thing is to simply hard-code the TACAN code silent, we don't have this kind of nav-listening in other simplified models either. This only seems to affect hot-started plane (ramp or on takeoff) on airfields with TCN station. No sound for "ground hot" planes, even on airfield with TCN, nor cold planes, nor flying ones, obviously. Video (first TCN code around 0:44): Test mission with slots clearly named, including yes/no-tcn in the name, is attached. I wanted to make a TRK, but while it seems possible to save multi-client TRK, there is no error when attempting to, the trk is not created. f5fc-test.miz -
F-5E FC has TACAN beeps on hot start - can't turn it off
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
I went through most sections sans various View and camera-related stuff, do you know what exactly? Or by "Controls" you mean something else? -
In hot started aircraft, the Next waypoint shortcut does something at first, Previous waypoint does not do anything. But after I select any of the modes available in the plain (1, 2, 4 and 7 keys by default), neither of the Next/Previous waypoint shortcuts work anymore.
-
In FC3 we traditionally have minimal control for RWR, but in the new addition F-5E, I tried all the modes (1-7, not all of them applicable) - and the TACAN sound is still on. Is there a way to disable it? I checked the new manual, can't claim I've read it, but searching for "volume", "sound", "tone" or TCN/TACAN didn't show anything, or anything relevant. Otherwise, I enjoy this simplified F-5.
-
FC3 module installation offered after upgrade to FC2024
virgo47 replied to virgo47's topic in Flaming Cliffs Bugs & Problems
I'm not sure, there is no authorization warning, it just keeps informing me I can install FC3 and it is never done. EDIT: On second thought, it might be the reason - but it doesn't disable the planes because of FC2024. -
We've got the delayed update way too soon... I wish all the luck to the people without any problems. But I'm totally puzzled how so many things slipped through the testing. My story today so far: Update released, yey! Mod manager - disable all modules, update, reenable the core module I use (Quaggle's injector is the main one, I hardly use any other modules). FC2024 bought (I own all three modules full fidelity as well, but I wanted to support the whole FC idea). FC3 not installed, but all the planes are there... later I find I'm the lucky one, guys without upgrade have no planes. I test random FC3 plane (A-10A) no controls... checking controls, no axis bindings possible for HOTAS... (spoiler, not a vanilla DCS bug, but... read on) OK, exit, disable mods, just to be sure (this reminded me situation with clickable FC3 cockpit causing similar problems for F-15C, I don't use that mod anymore though). And repair. The long one. After getting back to it... problems with login. Of course, ED still haven't fixed the problem properly, so all my modules are unauthorized. (I mean... when, ED, when will this be a non-issue?!) Exit, repeat again, perhaps I'm lucky... yes! Modules authorized again. Yes, the problem with bindings is fixed now. Exit, trying Quaggle's injector... essential module that helps me fix bugs or add blatantly missing bindings options. Game start, yes, Quaggle is the problem. So a few % of my bindings is gone... affecting >90% of my setups if not all of them. I believe the Quaggle guy(s) will fix it eventually, because, while admittedly - DCS bindings engine is probably the best one around (I was shocked how weak Il-2 or MSFS was compared to it) - the attention to binding fixes is very bad and Quaggle is essential life-quality mod since I've learned about it. EDIT: Quaggle's guy(s) are the best... "Catastrophe" averted. BTW: This mod should be a core feature of DCS. So, not a "bug", but still breaking the mod that fixes many input "bugs" (or missing features, however you call it). And I'm still the lucky one with the FC3 upgrade. Sorry for my frustration, but ED should seriously think about the process how to deliver low-risk bug fixes around bindings and missions and campaigns. After all, the devil is in the details as well.
-
I've upgraded to FC2024 before even starting the updated game and all the planes are available and installable, but FC3 itself is not (I believe the FC3 icon was enabled previously). So I have a related problem but no planes are missing. I reported it separately here:
-
I bought FC2024 upgrade (had FC3 previously) and installed all the modules, 3 for planes and FC3 that was offered as well - from the launcher. I started the game and there is a (1) badge on the modules button - after clicking, this is offered again: I tried, it did something, restarted the game - and after a while the badge was back and this dialog appeared again. Also, FC3 icon in the list of modules is b/w (disabled). It seems that Flaming Cliffs does not appear as a single "folder" for missions/instant actions and trainings - which is actually the right step. I can see each plane individually, it's easy to distinguish between, for instance, F-86 and FC version, it's better to choose the plane this way instead of the whole FC module and all the missions for all its planes. It just needs some fine tuning so the module as a whole does not appear at all, or it's just an empty meta-module (with additional wallpaper, for instance!) and it's not bothering us in the modules. Thanks for 2.9.6. The first moments with the Launcher were without any problems, which seems promising.
-
Yes, it should be possible to fix campaigns without sharing the fate with some big update. Campaigns and missions are totally downstream components so they should not break anything. As a user, I'd not mind going through the update process (which for many of us is to disable all the mods first and then reenable them again) for a few missions - or opting not to if there is no campaign of my interest.