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virgo47

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Everything posted by virgo47

  1. I failed authorization today (after the release of Sinai trailer, when DCS web seems to be very slow as well). The silly thing is that it said it would use "saved authorization" - yet it unauthorized all my modules. Requiring online for even starting the game is something I never liked, but at least think about some robustness into it all. And cache some token or whatever for at least a few days. Rather fail in favour of the users. Please.
  2. I've started trialing Normandy 2.0 2023-05-17 and saw low-res Paris and London as well as "Green cliffs of Dover". Product detail page says my trial is ending in one day, so I thought everything is all right. I blamed the low-res Paris/London to my setup, but now I wanted to see it one last time in high-res - and it really seems like I have some kind of upgraded hybrid, but not full 2.0. My textures are high, I tried to mess with the detail sliders - but still the buildings are low-res. So obviously, it happens.
  3. Yeah, sorry for not being clear. Next waypoint works fine, as always, it even wraps around. Previous waypoint works, but without proper wrapping - as you pointed out before. The strange thing is that with this 0 WPY it cycles 0-1-0-1 when trying to wrap. But in missions where 1 is the lowest WPY number Previous waypoint just stays on it (sans the short blink when trying to wrap around). Either way, Previous waypoint does not wrap correctly - just doing it differently when 0 WPY is present. I got used to it already and take it as it is.
  4. @IronhandI'm not sure how it works for you, but I tried the mission "F-15C Training - 13 - Intercept (Practice Mission)" and it actually starts unpaused for me and 0-1-0-1-... cycle works all the time for me. Also, going up the waypoint cycle, I wrap up to 0 in these missions. So, "0" waypoint is reachable for me in these missions anytime, even when unpaused, using either Next or Previous waypoint shortcuts.
  5. Thanks for the reference, now I see why the text search didn't help. My problem with VS BST is, that when I go to vertical mode, and then back to NAV (1), it still says VS BST in the second row until I turn off the radar. Again, I don't know whether this is intentional, luckily I found the tip on the forums previously - just turn off the radar and it immediately shows the distance to the WP. When going to BVR or BORE mode and back to NAV, there is no problem, even when the radar is on. (Adding to my confusion was the fact, that NAV/ILSN line is actually shown in most modes, I didn't expect that. When I got that "stuck VS BST" problem, I was questioning even things that were OK.) This is happening to me in the custom training missions from here: https://www.digitalcombatsimulator.com/en/files/3313014/ (e.g. BVR Intercept practice, but most missions have 0 WPY selectable) Thank you both for the answers and tips. I'm enjoying the F-15C quite a lot, I'm reading the manual too actually, but slowly. So I'm asking whenever I can't find the answer, or just don't get it even after reading. F-15C is fun, I don't mind the details or cockpit textures, but it would deserve more dev love nonetheless.
  6. You're right! I encountered this first on a different mission with waypoints 0, 1 and 2 and that's what confused me - although it still is strange, as it cycled 1-0, not just 0 (not sure why/how 0 was the first waypoint). In the free flight, I totally forgot to try it from the higher number waypoints - and it actually DOES go down properly, but it does not cycle to the last one and ends on the first waypoint. A bit unexpected (makes returning to the last waypoint in case of wrapping up to the first one difficult), but I'm not sure whether it is a bug or not. All these things are quite a lot to get used to and not always easy to find in the manual without already knowing the solution and they compound with other strange things. E.g. sometimes you get "VS BST" in NAV mode instead of the distance - turning the radar off helps, but other times it shows distance just fine even with a radar. No idea why, and "BST" is nowhere to find in the F-15C manual. Luckily, many things are already discussed on this forum already. Just finding it is tricky sometimes. Thanks, guys.
  7. I found this "CPU" mentioned, yet totally unexplained, in the F-15C manual - and in this thread. Can someone please explain, what is the meaning of CPU acronym and also why it's used instead of AoA in the manual?
  8. I can see I'm not the first one having trouble with waypoints and navigation in F-15C, but I can't find the exact problem I have. I'm flying a mission where I can see 3 waypoints on the autogenerated kneeboard pages. I am in navigation mode (1). I have custom binds for Next/Previous Waypoint, but both custom and default act the same way. When I use Next Waypoint, it goes 0->1->2->0->1... just fine. I'm not sure why 3 is not there, perhaps it's only for landing, but somehow it cycles. When I use Previous Waypoint, it goes 0->1->0->1... and it never goes to 2. But it seems to flicker to something going down from 0 just for a moment, but it's so fast I can't read it. A related strange problem also is that sometimes NAV mode is "inert" and I can't change waypoints at all. I have to reselect it again. This happens after a cold start, one sees NAV mode, but it's not a working nav mode yet, and I believe I encountered this also when returning from other modes. I'm attaching a short track from standard free flight Instant Action on the Marianas. Previous waypoint there just blinks on 1 (not sure why it went 0-1-0-1... on another mission). f15-prev-waypoint-problem.trk
  9. Thanks @Rudel_chw for mentioning this. I know about plane-specific kneeboards and use them, but I wanted it as a message. I haven't used mission(+plane)-specific kneeboards yet, perhaps I'll consider it in the future. In this case, I like that message is condensed compared to a kneeboard.
  10. The debugging was not very fast for a newbie in Lua (I used some online Lua demo for simple stuff, but some errors appear only during the mission load)... but I got what I want with the following script (Mission start trigger, obviously): -- Let's call this "my library" of reusable stuff for the future. dunlib = {} -- duration in seconds function dunlib.messageUnit(unitId, text, duration, clearView) trigger.action.outTextForUnit(unitId, text or "Undefined message!", duration or 10, clearView or false) end -- delay and duration in seconds function dunlib.messageUnitDelayed(unitId, text, delay, duration, clearView) timer.scheduleFunction(function() dunlib.messageUnit(unitId, text, duration, clearView) end, {}, timer.getTime() + (delay or 2)) end -- cm = current mission cm = {} -- Just a small demo of messages for a few planes. cm.messageTable = {} cm.messageTable["L-39C"] = [[ Hi kursant... get it down without any damage, will you? ]] cm.messageTable["L-39ZA"] = cm.messageTable["L-39C"] cm.messageTable["F-15C"] = [[ Fly, Eagle, Fly! ... Oh, I mean land, actually...]] function cm.defaultIntroMessage(event) return "Sorry, no instructions for " .. event.initiator:getTypeName() .. ".\n" .. "Get it down somehow..." end function cm:onEvent(event) if event.id ~= 20 then -- We only want a "player enter unit" event: -- https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit return end dunlib.messageUnitDelayed(event.initiator:getID(), cm.messageTable[event.initiator:getTypeName()] or cm.defaultIntroMessage(event), 3, 600, true) -- 3s delay, show for 10 mins, true for clearing previous messages end world.addEventHandler(cm) I didn't use DML for this after all, but I'd not get there this quickly without your pointers. Thank you very much for the directions.
  11. Probably way too late to the party, but I've solved calling the function with multiple arguments with on-site function call like this: function dunlib.messageAll(msg, duration, clearView) trigger.action.outText(msg or 'Undefined message', duration or 10, clearView or false) end function dunlib.messageAllDelayed(msg, delay, duration, clearView) timer.scheduleFunction(function() dunlib.messageAll(msg, duration, clearView) end, {}, timer.getTime() + delay) end The first function just prints the message, and the second one does it with a delay and calls the first one with function() ... end construct, not using the second argument {} at all.
  12. You're very kind, @cfrag. I'll try on my own and if I get stuck, I'll write here. I don't mind scripting per se, the problem is I'm totally lost in all those options. I'll try to use the pointers you gave me (e.g. the birth event) and we'll see how it goes. One would assume that player/client birth (or re-birth) would be some elementary event available from the editor, but many stuff I considered "basic" (e.g. setting up the plane instruments after the mission start) are quite complicated and virtually unavailable for casual editors. But I'll try to have a stab at it first and report on the result, hopefully soon.
  13. Yeah, I made it to a trigger parameter. Another adjustment is to make a specific message per plane, not per zone. I have to check whether a zone per plane would help or if I need another solution. In my case, I want to print plane specific landing checklist. But these are all minor things. Your mission example pushed me 99% of the way I guess.
  14. Thanks a lot, this looks very usable! I'll try to modify it to add clearview option, shouldn't be a problem for a programmer. Although not what I meant by "simple" originally, this is self-contained, working well, etc. Thanks a lot. I've noticed DML before, but I thought it is overkill for my needs. But if it helps make simple things really simple.
  15. Hello mission creators. I have a simplistic mission with a couple of planes set as Client on the approach for the landing. I'd like to display a different message for each just after I take control of the plane. I tried a few combinations of triggers and conditions, I can send a message to a unit, but it's far from my ideal, as I can either send it just once (not working for another spawn to the same unit) or repeatedly (annoying), etc. The message should be shown each time I choose the slot, as it is another attempt for the landing (or whatever I'm trying to do). The message is set for a long time and stays there through the change to another slot, but Clearview checkbox is fine for that. I can easily do it Once per plane, using Unit Alive as a condition - but not repeatedly. Switched condition/Mission start does not work at all with this condition and Repetitive action repeats the message each second... which is bearable with Clearview, but still annoying as it blinks. And it would be even more annoying if I also wanted to play a short beep before the message (which I'd like). Is there any simple solution or do I need to use some flags for this?
  16. I use Kneeboard Builder mostly for repositioning my kneeboard - which I previously did by adjusting the ViewportHandling file in the installation directory (is there a better way?). But this reportedly fails the integrity check (no prob for me yet, but I don't like it). So I tried Kneeboard Builder - but the kneeboard placement seems to work only until the game is restarted. Is this right? Is there a way how to make my kneeboard position permanent without breaking the integrity check?
  17. Hi guys! It was bothering me for some time that I had my default view set, but my zoom axis cradle/paddles always centered on different FOV. So I decided to explore the topic and make it into a video: It discusses zooming, setting the default view, tweaking the zoom axis, going over both SnapViews.lua and input config files to finally get the result I wanted. TL;DR version would be: zoom axis to slider, enable custom user curve (and probably also invert) find the right value for the middle point depending on your FOV (there is an equation in the video) fix the rest of the values to make the curve nice check the cradle middle position and FOV there, and now resave your default view with this FOV for zero deviance and total satisfaction. I hope you will find it informative and useful.
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  18. TL;DR: Does not relate to SnapViews.lua saving. Annoying FOV after mission load, but not serious. Now the details: I guess I got lost in my experiments with default view and editing SnapViews.lua manually while doing so. This actually does not have anything with saving the file. Every time I set my preferred view and its FOV, it is saved nicely into the file, but without HOTAS sync the initial FOV is always higher. E.g., default view FOV 20 will give you 28.2 after the mission loads, 89 will show 108.8, etc. It's not even linear! With HOTAS sync, this can be mitigated, if you have a zoom axis and it is centered perfectly on your preferred FOV - which is possible with some tweaking. Strangely though, some planes (e.g. TF-51D) do not read the zoom axis after the mission start. So you still need to tap Zoom normal or touch the axis. No problem. It would be nice if the FOV after mission start was the default view FOV. There clearly is some relation - can't it be 1:1 for a change?
  19. Hello guys! This has been the first time I'd ever flown F/A-18C Hornet - and I used the first training mission for that. After the talk, I started to fly through the gates. I don't mind gates as a training prop, I know them from Su-25T, there are some issues with them (especially when you miss one ;-)), but in overall they are OK. However, after a few gates here, you can't see the next gates in the bright sky - unless you know the mission by heart I guess, which is not the point. You still can't see them. Strangely, the next gate does NOT scale up as it does in Su-25T or L-39 training missions. I guess this smallness is the biggest problem. It would really be great if the color of the gates could be adjustable - be it a player, or just by the mission author. E.g. red would be better here. Please, consider these things, because the mission would be quite fun and instructive - but when you see the gate too late you have to fly a circle to get to it again and it really sucks. The Hornet seems great, BTW, love it.
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  20. Exactly, this is for explicitly saved profiles which can be done from the dropdown menu accessed with the little triangle next to the device name in the Controls setup. This way your files (e.g. for backup reasons) are nicely separated.
  21. EDITED: Default view is fine, just initial FOV changes for whatever reasons. I've just encountered a problem with default initial FOV. If I set the FOV for in-game and save the default view, it shows the right view under [13] FOV. But if I edit it in the file and change it, the plane has a different initial FOV after the mission starts (somehow higher, there seems to be some shift). Strangely, when I change the FOV now and save it again, the right default FOV is used as an initial FOV after the mission start, again. Even if I change anything else in the file, the default initial FOVs are broken - for other planes as well (probably for all the planes)! This means that any backup/restore of this file always breaks all the default starting FOVs. After the first fright (and first version of the report) I tried Zoom normal and the expected value of FOV is set (relief). Initial FOV can be worked around by zoom axis curve to tune the center position FOV, with the HOTAS sync at the mission start enabled.
  22. Yeah, you're right - works fine on the latest version. I'm sorry about it, I need to get used to manual updating before reporting anything. I'm looking forward to auto-updater for MT or MT becoming the mainstream version.
  23. I'm curious about the Y-axis range and how is it modelled. For Su-25T in particular, but the question is probably related to other planes too. I have my stick with some curves, but both X and Y axis are set in the same way. If I pull the stick completely, I see this in the controls indicator: If I push, the stick in the cockpit stops moving, when the indicator shows: But even beyond this point, I can see not only indicator change, but also see/feel the action, all the way up to this indicator status: Looking at the outside view, the elevators clearly move in the whole range. Why does the indicator look asymmetric and should I care? Is the action realistic? Why does the stick stop mid-way while pushing? Is this in any way related to Special options like this one in F-5? Thanks for any insight into the topic. And yes, I know that 99+% of the time I don't push that much and planes probably don't like it either.
  24. Revisiting this after many months with 2.8 and the contrast seems better. Pictures are not aligned, this one is more up close, but it is also overcast, like before. But the brightness and contrast are both much better and I'm actually seeing what I'm shooting at. So I guess it's somehow resolved.
  25. I've tried Su-25T after some time and I've noticed that there is one too many г - one of them obviously instead of K.
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