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Thermal

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Everything posted by Thermal

  1. Ski - watch the video in the second post. Its really good. Dont land with half flap - that is usually for takeoff only.
  2. I found the following two tables invaluable learning the A-10C. Best way I've seen on presenting the various modes and button actions. Apart from the Sensor Switch and the TDC nothing else is really context/mode sensitive in the Hornet though? Seems like the Hornet/Harrier has quite different philosophy than the USAF jets - UFC and DDI control for the Navy, HOTAS above all for the USAF. A-10C (not Hornet):
  3. I have the dual-ab detent from Debolestis. Its good. (Also Shapeways offer free shipping on your first order I believe, so for ~$7 bucks its a no brainer).
  4. Re read Panthers post, and use the overlay to bring up what the game thinks your throttle and brake inputs are. You should be able to see when the game thinks your AB detent is, and you should be able to engage AB whilst in the air - you can check with the external view that the engines light up.
  5. CSEL works for TACAN right now, not sure about other navigation modes.
  6. Buddy-Fox Simulations – A10C UFC
  7. As per post #12, this only happens whilst in the air. With weight on wheels the deadzone goes away. So I guess its a deliberate function to stop the engines spooling down too much whilst airbourne. (I'd prefer it to go away as we'd get more throttle resolution with it gone).
  8. A work around is that RCTRL+ENTER brings up the Joystick overlay. It has the current trim position on it (also enables you to see the trim position move when you hit the T/O trim button).
  9. If your also getting stuck for additional buttons (mod or not), there is always F13 thru F24 that you can use as Target-generated keypresses.
  10. I assign zoom to the slider on my warthog, and then give it a curve so that the centre detent of the slider is a slightly wider FOV than default.
  11. The deadzone is only active if your in the air(!!). So looks to be deliberate, and some kind of protection mechanism so you cant spin the engine down too much whilst airborne.
  12. RCTRL-ENTER brings up the Joystick overlay in game. You can also see a trim indicator when in FLAPS-FULL. You can clearly see the first 10% of physical throttle travel is a software induced deadzone, which is a bit of a pain.
  13. Target is working exactly as designed. By default when you run a Target script, the Joystick and Throttle are removed from the system and the Thrustmaster Combined device is created in its stead. You can stop this: [color=#1e90ff][b]int[/b][/color] main() { Configure(&Joystick[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&Throttle[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&TWCSThrottle[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&TFRPRudder[color=#ffffff],[/color]MODE_KEEPENABLED); (If you dont have a TWCS or Rudder it will be ignored). In this mode you end up with, in effect, three devices. The (complete and original) Joystick The (complete and original) Throttle The (virtual) "Thrustmaster Combined" device. If you then define any Buttons or Axis in the rest of the Target script, then those, and only those, are mapped into the Thrustmaster Combined device. For example, to only remap the Throttle Slew: [color=#1e90ff][b]include[/b][/color] [color=#a52a2a]"target.tmh"[/color] [color=#a52a2a][color=#1e90ff][b]int[/b][/color] main()[/color] { Configure(&Joystick[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&Throttle[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&TWCSThrottle[color=#ffffff],[/color]MODE_KEEPENABLED); Configure(&TFRPRudder[color=#ffffff],[/color]MODE_KEEPENABLED); [color=#1e90ff][b]if[/b][/color][color=#ffffff]([/color]Init(&EventHandle)) [color=#1e90ff][b]return[/b][/color] [color=#ffffff]1[/color]; [color=#32cd32]// declare the event handler, return on error[/color] [color=#32cd32]//MapKey(&Joystick, S1, DX1);[/color] KeyAxis(&Throttle, SCX, 0,AXMAP2(LIST(0,25,75,100),',',0,'/')); KeyAxis(&Throttle, SCY, 0,AXMAP2(LIST(0,25,75,100),';',0,'.')); } [color=#32cd32]//event handler[/color] [color=#1e90ff][b]int[/b][/color] EventHandle[color=#ffffff]([/color][color=#1e90ff][b]int[/b][/color] type, [color=#1e90ff][b]alias[/b][/color] o, [color=#1e90ff][b]int[/b][/color] x) { DefaultMapping(&o, x); [color=#32cd32]//add event handling code here[/color] } The Thrustmaster Combined device will still look like a full devices with lots of axis and buttons. It just wont map through any physical button presses into the virtual device. (Unless you un-comment the MapKey statement above, and then only S1 and the Slew will be mapped through). In this example, the end result when you move the Throttle Slew is two events, a keypress of ,/.; coming from Thrustmaster Combined *and* the (original) Throttle Slew axis will move.
  14. You can see the minimum deadzone it if you bring up the Joystick Overlay - RCTRL-ENTER. I'd like to get as much throttle range as possible for my Warthog for that A-A refueling :)
  15. I think you need to look at both the Counter Measures Programs and Warthog programming to match the CM programs - this does not seem like something the Hornet can do on its own.
  16. This is awesome! (I quite dislike the first 30 odd seconds of the new Hornet theme).
  17. Top of the throttle body, between the the left and right throttle is a thin cover plate held in by two screws. Remove that, underneath, and the front of travel is a small plastic shim you need to pull out and reverse. You can test it without putting the cover back on. See: https://forums.eagle.ru/showpost.php?p=3445428&postcount=433 The purple one is the relevant picture. Its the most similar to the original.
  18. Is there enough room inside a redesigned slew hat for a tact switch? (2 piece print to sandwich the switch in). Since the force sensor post does not move (much) you can run the wires back past the sensor post into the body. Maybe need to retract the sensor into the throttle body another mm or two? https://au.mouser.com/ProductDetail/Omron-Electronics/B3U-1000P?qs=sGAEpiMZZMsgGjVA3toVBD%252bqDoRYvPtZBt73XVLWoZs%3d 1.6mm total height.
  19. Deep breath... ok so... Surely ED, as an organization "knows" roughly, how this announcement was going to go down. Rather than leaking info about FC4 over the last month, find a time in the PR schedule to make one announcement, clearly, that says "FC4 coming, has 4 previously released full-fidelity aircraft". Dont drip feed us info, let the hype and conjecture build, then try and bury the bad news the weekend before the Hornet comes out. (p.s. for a bunch or reasons, I also think this is not a good way forward, like... every other person that's posted)
  20. sdmccorm - Single 9mm hole and a press fit, it ended up being quite snug. Its been happy since. I had the same concerns as you :) I knew that if the cheap switch didnt work out then I could find some other more substantial/lock nut switch and enlarge the hole slightly to suit.
  21. xoxen, You want this one: https://www.shapeways.com/product/3MJPNE2SV/warthog-throttle-part-afterburner-detent?optionId=63799442 or this one: https://www.shapeways.com/product/JRJYBMYLA/warthog-throttle-part-dual-detent?optionId=63799463 Both of these operate only on the fast end of the throttle, they do not change the idle end. Both of those part turn the throttle into "push-through" for AB, no actual lifting required. (I have the dual-ab detent version and its awesome). For others reading: https://www.shapeways.com/product/8ZNMV2TQV/warthog-throttle-part-center-detent?optionId=63799378 is a centre detent only, and the idle lift is completely eliminated. https://www.shapeways.com/product/VVZK4G62W/warthog-throttle-part-center-detent-with-reverse?optionId=63921488 is a centre detent with a pull-through to idle - the pull-through idle bit is the taper at the end of the flat curved plate. Note on the Warthog that the throttle-idle position is the minimum analog position of both axis. When you lift up and move the throttles to "OFF" then an internal digital button is activated. As such, I cant think of a use case of eliminating the idle detent completely.
  22. Have you got a "/Users/<name>/Saved Games/DCS" folder and a ""/Users/<name>/Saved Games/DCS.openbeta" folder now with different setup/config files in them?
  23. I use no deadzone, and around +20 curve to decrease sensitivity in around centre.
  24. Did a little more testing. The both images have a red line - that marks the boundary of some kind of filter as per my last post. Its not quite so obvious like the last example, so I added the red line after. Like the previous posts images, its a geometric shape, that looks to be projected onto the ground. I took both images with active pause on - so the aircraft is in the same position - the only difference between the two is that I slightly slewed the TGP up, so the red line is now above the ATV. The right image is the problem - the ground texture has so much contrast its now hard to pick out the ATV. Also seems to be somewhat dependant on the ground texture/background. The ATV near the "area" text is on an airfield, and that guy is fine to pick out.
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