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Everything posted by virgo47
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It's possible, but it's difficult to come up with an exact number unless you do absolutely everything the same way as the pilot who came up with the number. If I'm a bit slow, I need higher RPM to get to the desired speed - doubly so in turn. Then suddenly it's too much, etc. So the numbers are not universally true. I started to make my own extended notes for the campaign, but they are only relevant up to mission 4. I'm offering it as-is, no guarantee. L-39 Kursant Campaign Notes.pdf It still is a shame this campaign has NO docs at all... I wish I knew what the difference is between the manoeuvres and when to use which kind of bombing, etc. Maybe I'll learn later, but PDF would still help. Many/most campaigns have some kind of docs. This one - nada. I still like the campaign, it is perhaps old-school from today's perspective, but I like the effort they put into it.
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I haven't ironed out my experience yet, but... Yes, you can drive the vehicle, that's the easy part. You can look around with a mouse - or TrackIR (which messes up with aiming and I'd avoid it for CA). You can even bind turret-turning to the joystick! But in the outside view (called Isometric view) the mouse and arrow keys (turret elevation/rotate key actions) work fine - but the joystick (turret axes) doesn't for whatever reason. Yes, you can use binocular view to add some smoke and laze/IR mark stuff - this is the cool part - and probably much more. But the inconsistency in basic controls and view switching is rather staggering.
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I'm already using Toggle in opentrack, works fine for some cases, today I also bound Toggle track - this also recenters the tracking. Thanks for the tip to review these options again. However: Toggling tracking in DCS would have a great benefit, as it would also re-enable view moving actions, which are stuck with TrackIR enabled in DCS. And yes, there are good use cases for that. It is just a workaround - clearly a necessary one. CA with TrackIR is still essentially broken when aiming reticle for a TOW rocket visually moves, but rocket goes somewhere else. I'll first spend some more time with CA before I start reporting any bugs (if not reported already). I found a few suspects within minutes, mostly related to controls.
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Admittedly, it's my first minutes in CA, but - similar to door gunners in UH-1H - TrackIR doesn't make any sense at all. Actually, UH-1H offers a few options what trackIR does, here it only makes things worse. It moves the circle which is supposed to be used for aiming - but the rockets go for the "centered" position. So far I didn't figure out what is the binding (if any) to toggle aiming mode with/without TrackIR. It's puzzling that they create a product that works absolutely counter-intuitively. TrackIR messing things up, various views being toggles (I have to toggle from one to be able to use another)... Everything is different from planes, like made on purpouse super hard. Of course, I'll give it another read of the manual (which isn't that long, luckily), but I definitely didn't get it the first time. But the TrackIR on top of it... it's unusable mess with it. It doesn't aim, it only makes your aim harder. It does move some reticles, but not the actual aim... very, very frustrating experience. And of course, one has to go to the Controls to disable the TrackIR, as there is still no simple UI Layer global bind for it.
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Flap lever does not register quick sequential inputs
virgo47 replied to Kreutzberg's topic in Bugs & Problems
In ideal world there would be some queueing for events on the same device (flaps here), but as we reopened the topic in the other linked discussion, I came up with some neat solution. Instead of just one pulse, I send two with some not so long space between: Set Generator Type to GTR2, 60 is for 600ms which should cover most animations. The only downside is, if the switch acts as a toggle (e.g. toggling between UP/NEUTRAL or DOWN/NEUTRAL), which I hope guys made right for F-4E - or offered all alternatives. I was so happy with this solution only to find, that in MiG-15bis someone was too clever and made the actions toggle, without proper naming. Luckily I could fix it with Quaggle's command injector and some Lua. So now I'm instructing the plane to lower (or retract) the gear twice. And it listens. Not tested on F-4E, but I hope it's applicable. Technically, this is still just a workaround for a general DCS issue affecting only us - poor flip switchers. -
I'm not sure if you meant me, but this is not STECS-specific as demonstrated by using keys instead. So this event processing thing should be fixed on DCS end. My STECS setup is actually very similar to yours, boolean "creates" the middle button and I had pulse on all of them. With no pulse on the middle, the behavior is the same. GT does not work, because I tested with the keyboard - even if you press and hold the key for outer position. It stays stuck in the middle, probably because the "up" transition for the button was already missed. However, with all the talk about pulses, I came up with some idea. VKB offers GTR2 generator which generates two pulses with some space. I went for 600 ms (value 60 in the input) and this "repeats" the input again, if the first one was missed. This works great for Yak-52 and L-39 back seat: Alas, nothing comes free - in MiG-15bis the Gear Up and Down commands, believe it or not, work as toggles! I have to check whether there are some alternatives with Queggle's command injector, but this sucks. All in all, with STECS/VBK config software, there are some possibilities how to repeat the pulse twice (or repeat the pulses all the time, but that's not what I want for other reasons). This is just a workaround for what I believe is DCS input processing problem. And any plane can surprise you with a silly unexpected toggle binding instead of a normal one.
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Flap lever does not register quick sequential inputs
virgo47 replied to Kreutzberg's topic in Bugs & Problems
Also reported for the gear - but the input is the same - STECS 3-way flip lever: It's very annoying - and actually NOT specific to STECS. Also, it can happen with a lot of modules with 3-way levers/switches. You can simulate this on keyboard as well. It's clearly DCS input processing related, not input device related. And no, it is not affected by the "generator" on or off - as proven by the keyboard reproduction. -
Flaming Cliffs 2024 | Supercarrier Updates | Launcher
virgo47 replied to Graphics's topic in Official Newsletters
This exactly... no problem with the launcher, seems nice, but I hope it will not take away existing capabilities. I so hated when config was launched only. As for FC2004, I'm in. I have all those modules in ff, but I fully support FC idea, so I'm upgrading for sure. -
Guide - Enhancing head movement on TrackIR
virgo47 replied to Rudel_chw's topic in PC Hardware and Related Software
Server.lua (under Saved Games) is kind of override and has higher priority, Views.lua under DCS installation are the defaults. I use Views.lua as a template when needed and put the ViewSettings = {...} block to Server.lua - but here it needs to be put under the right key - DO NOT override the whole ViewSettings table in Server.lua: ViewSettings["TF-51D"] = { ... the same content as ViewSettings in installation dir ... } The keys used are internal type names, not the map editor type names (although sometimes they are the same, not always). Find that in entry.lua in the installed mod, there will be some type = assignment. I have my incomplete list here, probably there are similar tables online for complete list, but it's not difficult to find in that entry.lua. These changes in Server.lua do not affect Integrity Check - everything is green, don't worry. -
Mostly, the list loads OK for me as well. But when it doesn't, I can't easily access the favourites, it simply doesn't show until it goes over its problems with loading the list. What I suggest is, besides somehow not getting stuck on the list itself (but that can get complicated as any network stuff can), offer the favourites either separately, or in the current list, if checked, simply prioritize and check those first. They must be somehow remembered on my end anyway, why not use that for more than filtering the final list? Why not just load those? (Or perhaps load first and then the rest on the background, so we can toggle it later.)
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Guide - Enhancing head movement on TrackIR
virgo47 replied to Rudel_chw's topic in PC Hardware and Related Software
I believe, the file structure did not change, although for some planes this requires more Lua, especially for two-seaters. A few examples from my Config/View/Server.lua. In all the cases I mostly only modify limits_6DOF, but for your needs, did you try to change CameraAngleLimits and *Restrictions (not sure what the difference is)? A simple example for F-5: ----------------------------------------------------------------------------------- -- Custom view settings overriding defaults from other planes -- Axis mapping minus-to-plus: x - back-to-front, y - down-to-up, z - left-to-right ViewSettings["F-5E-3"] = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,140.000000}, CockpitLocalPoint = {3.022,0.860,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.05,0.21},y ={-0.10,0.08},z = {-0.19,0.19},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } This is how you set multiple types the same way: -- This is how to reuse one setting for multiple plane sub-types: local viewSettingsMustang = { Cockpit = { [1] = {-- player slot 1 CockpitLocalPoint = {-1.500000,0.618000,0.000000}, CameraViewAngleLimits = {20.000000,120.000000}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.025000,0.100000,0.000000}, ShoulderSize = 0.15, Allow360rotation = false, limits_6DOF = {x = {-0.050000,0.500000},y ={-0.230000,0.230000},z = {-0.250000,0.250000},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {0.200000,-0.652000,-0.650000}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } ViewSettings["TF-51D"] = viewSettingsMustang ViewSettings["P-51D"] = viewSettingsMustang ViewSettings["P-51D-30-NA"] = viewSettingsMustang And this is how it can get complicated with a two-seater - but the original C-101 config was even more complicated, but I inlined some stuff: -- Mods\aircraft\C-101\Views.lua is more complicated, so some calculations are repeated here local function playerC101(x,y) return { CockpitLocalPoint = {x,y,0.0}, CameraViewAngleLimits = {20.000000,140.000000}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.05, 0.3}, y = {-0.3, 0.1}, z = {-0.23, 0.23}, roll = 90.000000}, } end local viewSettingsC101 = { Cockpit = { playerC101(3.326,0.526),--front cockpit playerC101(1.74,0.841),--rear cockpit }, Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, } ViewSettings["C-101CC"] = viewSettingsC101 ViewSettings["C-101EB"] = viewSettingsC101 From my experience, the limits_6DOF don't transfer (or at least not completely) to the movement freedom of the TrackIR itself, but allow to move the center more around, from which the TrackIR movement starts. It also helps with creating SnapViews that would not be possible by default. -
Same here today... I don't understand why "Favorites Only" doesn't try the favourite servers first. I can use Connect by IP, but only to a single server (I guess the last one), instead of choosing from my favourites. Now the list loading doesn't allow me to do anything. Is the problem on my end? Perhaps - or perhaps somewhere in between (more likely)... but even if the problem is not on ED's end, the design is lacking, especially when I want to focus on my favorite servers only. BTW: This may be connected to much longer authorization I've been encountering the last day or two, but I don't know.
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As a beginner, here and there I suffer a tailstrike and I always end up with no power pedal authority. I decided to investigate what happened and created this demo (TRK file is also attached): It seems that: Tail skid has no function at all, doesn't even change/bend after the tail strike. Tail body dives under the surface without any problem and damage. However, the tail rotor is "trimmed" (0:16 in the video) - which results in the loss of left pedal effect, the helo is naturally unplayable with such a small tail rotor. The part with the tail rotor is related to the general loss of damage reporting for helos: But the physics of the tailstrike is still suspicious. How can the tail dive all the way to trim the tail rotor? Either bare the strike or break the tail or something, depending on the force, of course. uh-1h-tailstrike.trk
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Please, introduce TrackIR Enable/Disable toggle to the global UI Layer - with the same function as the toggle in Controls, click on the triangle in the TrackIR column header, Disabled. Reason: With the TrackIR active there is no quick way to toggle it to get "traditional" non-TrackIR camera rotation without all these clicks in the Options/Controls. With TrackIR program running, this gets detected and enabled (which is good), but if for whatever reason I want to stop tracking, I can only do so in the TrackIR program - but this does not enable the non-trackIR camera rotation until I manually disable TrackIR in DCS. After this, it stays disabled even if I start DCS with TrackIR program active. I have to re-enable it manually. Simple binding for this toggle would be very practical - because enable/disable on DCS side has additional benefits, it doesn't just "freeze" the view, it also enables all the View * (slow) bindings and mouse look as well. Currently, it is possible, but it requires many clicks through Options, has a lasting effect for another start of the game, and is generally impractical/slow.
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Shooting the ground from up close freezes the game
virgo47 replied to virgo47's topic in Game Performance Bugs
Today I tried to shoot the ground - and while the FPS went down, it wasn't THAT bad (still above 10 with my config), and - the most important thing - the game DID NOT STOP/CRASH! Can anyone confirm this improvement? I can't pinpoint it in any changelog, but I like what I'm seeing. -
FPS drop from smoke and explosion/gun impacts. Any way to mitigate?
virgo47 replied to Vitallini's topic in Virtual Reality
I can't pinpoint anything in the changelog, but for me, the game crashed with a lot of dust/smoke/shooting into ground/explosions - after the FPS dropped to sub-10 numbers. But with the latest patch it seems manageable. FPS still go down, but not under 10 - and the best thing is - no crash. Anyone else experiences this improvement? -
I'm following the weapon training for UH-1H and I got stuck on "Press the M key...to turn on the aiming sight." There was no indication that I should change the spot and flexible sight should be used - nor I believe it was intended. But that's what the mission checks - the copilot's flexible sight: It's pretty easy and fast to get to that point (with some "time zoom") so I don't attach a track or video.
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