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virgo47

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Everything posted by virgo47

  1. 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
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. I see what you mean now, it's Audible Warning Reset action for FC planes. But that doesn't work for this one either.
  8. 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.
  9. 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.
  10. 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
  11. I went through most sections sans various View and camera-related stuff, do you know what exactly? Or by "Controls" you mean something else?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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:
  17. 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.
  18. 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.
  19. You're right! I connected GPU, flipped the switch up (stuck now), continued on the starter panel, lights came back when I pressed the start switch (this also flips the QRA back down) and the engine normally starts if everything is done correctly. Funny I can flip the switch up again, plane goes dark, but the engine works fine. To flip it back down I need to press the starter button again. Even better, just ask the ground crew to turn off the ground power, the QRA switch flips back then. Of course, this is already fooling around. So it seems to work somehow, although the manual p71 says "NOT FUNCTIONAL" in the table, 3rd row: Whether it's production ready, I don't know. But next time if I accidentally press this, I'll not panic or restart the mission. Thanks.
  20. I don't see any more current QRA-specific topic, so I'll revive this. During the cold start, I clicked this switch, it went up, all the cockpit stuff went off like there is no battery - and the switch is stuck there and I can't click it back to down. Is it normal?
  21. This is very individual. I've seen SW release delays over and over again... unless you have a very safe project it is often bound to happen. You either have to descope or delay, or often both. Alternative is to just tease without a date. Then another group will complain there is no date. I've seen interesting releases this year. Sure, there is the ongoing situation with RAZBAM, but that's PR nightmare one way or the other and will take time (good there are no dates there ;-)). If I don't read forums for a day or two I feel no anxiety about the release, there are tons of modules to play with already, why are we so focused on the ones that are not in DCS yet? Sure, we want them, sure, we're looking forward to them, but most of the bad and hard feelings about it all seem to be generated and reinforced by the vocal part of the community. I don't feel significantly worse about ED or DCS than in 2022 for instance.
  22. As a SW developer myself, I don't necessarily agree with ED's priorities in some areas (longstanding bugs in older modules), but delaying a release...? No problem, I'll wait. Sure, I don't plan vacations according to their announced dates, maybe that's it. I understand people eagerly anticipating new things, e.g. the Hook or AF map but I don't understand the traffic (and the style of the traffic) that happens on this forum every time something is delayed or postponed. I'm looking forward to the next patch, whenever it comes. Better late than sorry, indeed.
  23. Hello Viggen savvies! I noticed that sometimes there is a pair of flickering short lines above or below the horizon: I am in the NAV mode and the flickering lines seem to depend on my pitch change somehow... but I couldn't find anything about this on Google nor in the manual (which doesn't mean it's not there). What do these indicate?
  24. The first message in this training mission is perhaps some unlucky copy/paste from some on-the-ground mission: Now I obediently did that... and eventually figured out that this is probably not the right instruction. There is no impact on the voiceover, only the message needs to be fixed... or removed completely, as it does not appear in ARAK or RB-05A training and it's not missed there at all.
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