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Everything posted by virgo47
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Not that close really... At least 800 km away and more.
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reported MGRS 1km grid square on Caucasus map have disappeared
virgo47 replied to stdsk's topic in Bugs and Problems
Syria is OK, but strangely, maps have very inconsistent grids and their colors. In Caucasus this grid is blue, in Syria it's black. Then there is LL grid that is black in Caucasus - and in Syria it toggles country borders instead. -
I disagree. Having both toggle and separate open/close actions is great. I wish all the modules had all the options for all the controls. Now back to that deblock - it really is not to be used at all. So that one is even more useless than various options for covers. However, if you absolutely need it, it can be added by this line: {cockpit_device_id = devices.WEAPON_SYSTEM, down = device_commands.Button_77, up = device_commands.Button_77, value_down = 1, value_up = 0, name = _('Deblock Guns'), category = {_('Armament Control Panel'), _('Only Front Cockpit'), _('Custom, Front Cockpit')}}, Not to mess with the installation folder, I can only recommend Quaggle's command injector for this kind of extensions: Then you just add this into a file InputCommands\L-39C\Input\L-39ZA\keyboard\default.lua under your Saved Games DCS directory and you're done.
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Please, provide some material - track file, screenshot of your bindings. You're not giving us anything we can act upon. I just tested the same training mission, when it started, I checked my bindings (these are NOT the default ones BTW): I got back to the mission, pressed THROTTLE - IDLE key combo, worked fine. Now I can move the throttle with axis. Freely. If I use THROTTLE - STOP (at the bottom of the throttle), I can't move the throttle anymore. It just works. There are SOME issues with throttle to STOP, but only in some missions and these are caused by the rear pilot blocking the throttle movement to stop. That's another problem, I believe it is unrelated to the one you're describing. But we NEED a track file. Otherwise it's just "it doesn't work". And no one can help you. There is nothing to analyze. I understand it can be frustrating when something doesn't work - and there may be reasons why it doesn't work just for you. E.g. mods sometimes do funny things. But you have to provide some material for analysis.
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Is it even physically possible? I assume they have stops, or not? The thing is, that rotary encoders only deliver inc/dec short "presses" (very short for some applications, but OK for others). The defining thing about encoders is that you can turn it infinitely in one direction, and they do not sync with the cockpit as an axis would (depending on one setting). So rotaries are always relative. These defining features are good for some applications and totally inappropriate for others. But encoders with stops would likely be "the worst of both worlds". What is your application for it?
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missing info Next/Previous waypoint bugged?
virgo47 replied to virgo47's topic in F-5E for DCS World
The track is attached, here is a video from it: This time I started in the air and the first "mode" was something like a landing mode - next waypoint cycled through many points, I assume the aerodromes. After (1) Navigation mode change, I could cycle only between WPs 0 (behind me), 1 and 2 (shown in the map at the start of the video). There is no function for Previous waypoint. There is no way to change mode further, it will stay stuck in this WP mode. Again, I have no idea what the intention was, it's a strange version of FC navigation (with broken modes cycle and previous waypoint). If it was intended, the Previous waypoint binding should be fixed, and the modes should be able to cycle between aerodromes and WPs. That would be nice. But how to indicate it? Or should there be no navigation at all? f5e-fc-next-waypoint-stuff.trk -
Gunsight Target Distance does not work at all (both variants)
virgo47 replied to virgo47's topic in Bugs and Problems
Please, ED, this really is ridiculous. I hate changing the files from the installation directory, but I also added that line mentioned above: elements["pnt_107"] = default_axis (_("ASP-3NMU Gunsight Target Distance") ,devices.ASP_3NM, device_commands.Button_2 , 107, 0.0, 0.1 , true, false, false, {135,45}, {135,10}) Fixed. Please. Do it for us. Making a personal "mod" for this is ridiculous. -
And what is the future? I see people complaining about not knowing where it will go. Whether the modding will get harder, etc. Any stand on that?
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Thanks for the info, this now makes more sense. I'm still a bit unsure about this sentence though, sorry for bothering you with one more question. So in a real plane - with stabilization mode enabled, even with some side pressure on the stick - if I suddenly let it go, it would stabilize? (In various ways depending on other roll/pitch params, of course.) The reason I ask is, I expect there was some backpressure from the stick itself depending on what the plane was doing at the moment. It is kinda unique and unlike various stabilization modes in newer planes, it's a really interesting system.
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I was surprised and joyful to see it. It really works as advertised now. Great news!
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Celebrate good times, come on! Very nice to see this fix, thanks guys.
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When FC F-5 is started hot on TCN-enabled aerodrome, its TCN morse code is beeping, but there is no way to turn it off. This is probably some feature spill from the full fidelity F-5 which should not be there. Mentioned previously right after the FC2024 release here: This is still a problem after the latest 2025-01-20 patch.
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A solid start to 2025 - plenty of fixes! Thanks. Pros: CE2 fuel display fixed? I'm going to check that ASAP. Cons: L-39 cockpit animations for target distance (throttle rotate and scale on the sight) broken with the first 2.9 patch still not fixed. But there still is hope. Fixes are good.
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With the currently unknown status of the RBvED dispute, anyone's guess is as good as mine. Full-fidelity F-15C implies, for many, F-15E is on the side-track for some time if not for good... But back to the topic. I'm just experimenting with MiG-19, I wanted to compare it with MiG-21. I somewhat enjoy both of them, but I have a mental block when controls are missing - and the block is proportional to the number of controls missing. I learned about Quaggle's Command Injector (thanks to Rudel_chw) and it's part of my workflow now, so it took me just about an hour to get the stuff I normally always use with the keyboard (Barometric altimeter setting, course, etc.). All these settings are already possible; they are just not made available. Community figured it out already: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-19P/Input/MiG-19P/keyboard/default.lua Now there are two levels, as I see it: Not adding these things into the default configs (hence forcing us to use mods, or worse, "mod" it ourselves) is kinda a no-brainer. RAZBAM could have done it anytime, with no effort at all. Could it accidentally introduce some bug (in new bindings only, mind you)? Possibly. But that's a risk anyone here would gladly take. Bugs is the name of the game already. The harder part is to provide really new bindings. If the switch gives me ON and OFF bindings, I have no idea whether I can mod it somehow to work as a trigger. (I haven't found that yet.) You can add "ON else OFF" and similar stuff, that's possible, but toggle? Now. The same for 3-pos or more switches and other controls. If there are just concrete position bindings, I have no idea how to add go/cycle up/down. And the other way around - if there are only toggles and up/down/cycle commands, I believe there is no way to transform them into concrete controls. I'm not talking about a situation when the dev provides only up/down/cycle stuff, but the commands for precise positions are there and you can add them (scenario 1). I'm talking about the situation when the only available command is toggle, for instance. Command for concrete settings with values is simply not available. I may be wrong about all the details in the second point because DCS is complex. Also, some of the older modules have very different scripting styles compared to newer modules - which makes it more difficult. But the whole idea of "clickable-only cockpit" (hyperbole, of course) - when you MUST click, not just CAN click - without any binds whatsoever for some elements... that is very frustrating in any module. Why are virtually half of the modules insufficient in this area, I have no idea. Providing controls for existing elements should be one of the easiest parts when developing the module. It could even be generated from a good authoritative source of truth - which would also help avoiding situations when the tooltip says something completely different than the binding, etc.
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Guide - Enhancing head movement on TrackIR
virgo47 replied to Rudel_chw's topic in PC Hardware and Related Software
What does it mean "not work"? I'm not sure what limits_6DOF is supposed to do, but from my experience, it does not allow tracking to the limits you put there - perhaps only a little bit if the original small numbers restrict the tracking too much. But it still allows placing the center of your head/camera within those limits - that is moving it around with key bindings. -
Where the real manual meets the simulation, many DCS manuals fall a bit short and forget to mention things. I also think this should have been clearly stated somehow, otherwise it is confusing, it requires experiments, and even after those one still can ask "is this really how it should work?" In overall, the MiG-21bis is quite good actually, but I also couldn't find anything related to this simulation feature.
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I tried it and it seemed that way, I just wanted to be sure. I'm probably mentally stuck on something here and I can't find the description in manual (at least not with the text search). On page 64 it says: Yet, if I trim the plane and bank it over 10 deg (e.g. 30 deg) and then just engage STABILIZE without holding my stick it does not stabilize the bank. That's what is confusing to me. To get what the manual says, I have to STABILIZE and then simulate not holding the stick with J although I didn't hold the stick at all in the first place. EDIT: I can speculate that the difference in roll axis is that J simulates the stick deflected and relieved of the pressure. It's difficult to imagine with a home setup with spingy joystick I guess. I can see J doing something subtle with the stick in the cockpit, so it's not the same as just leaving the stick in the middle position - which is "no pressure" for me, but perhaps not the same as "no pressure" in the real life cockpit?
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I still don't quite get it... So J works only in stabilization mode, and it somehow keeps the attitude, just like it would if I engaged the stabilization mode without the hand on the stick? Does it mean I can do the same with pitch trim (the only one available) and then pressing the stabilization mode when the bank angle is what I want without having my hand on my stick at that time? (MiG-21 tends to unroll/unbank, so J helps me to keep the bank, in addition to the trimmed pitch... is that it?) And just to clarify, J is a simulator trick/assist then, not a real function of MiG-21, right?
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Does it mean that SAU - Hold Attitude (J by default) is some kind of assist/cheat or combo, and not an actual switch/button in the cockpit? How exactly does it differ from SAU - Stabilize which is a light-button (LV53 in the manual, if I get it right)?
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I've flown the ARC mission, I landed, even tried to go to the starting spot to get some conclusion - nothing. So I opened the mission file and I believe there is missing FLAG ON for flag 6 here: I checked some previous triggers (e.g. Turn towards... 4th from the end) and it has both OFF for 4 and ON for 5. The last trigger waits for the missing flag 6: Hopefully, I'd have the cockpit args in range, heading was definitely OK.
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Eject (3 times) action jettions canopy on the first press
virgo47 posted a topic in General Problems
On other planes anything destructive happens after the third press of the Eject action - ideally everything necessary happens. On MiG-21 the first press jettisons canopy, which is quite strange - and I can't find anything about it in the manual either. Is it by design? If so, why is it different from other modules? -
These two knobs move differently when activated with keyboard/buttons vs axis: With axis bindings (or mouse wheel) they move from ~8 to ~4 o'clock, with key/button bindings they start at 12h and end at 4h (end is the same). That is, for keys, they travel just the upper half. Strangely enough, the effect is not bound to the knob movement though. If I use keys/buttons, the light intensity goes from max (4h) to min (at 12h), but the moment I touch the knob with axis binding or use the mouse wheel on it, it immediately switches to the 8-4h range (any movement around 12h makes the effect go from 0 after key action to ~50% effect).
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The title says it all. - brings the lights in, + decreases them. The other three Cockpit light sets seem to be OK.
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Training mission Landing (#4) small final zone
virgo47 replied to virgo47's topic in Missions and Campaigns
Guys, please... I tried this mission after a year - and I decided to consult my own thread to see what the problem is. I remembered it vaguely, hoping to see the screenshot of the zone (because otherwise I'd have to stop the mission, go to editor, etc.). Great I reported it previously. Now where was I this year (#101 at the bottom)? I just wasn't sure whether I'm off totally, whether I need to go sideways or what... but after checking the screenshot in the OP I just pulled on a meter or two and it worked. The zone really is confusingly small. I'm glad you fixed the training mission #2, I really appreciate it, this one should be trivial to fix as well.