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Posts posted by seikdel
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I'm excited about the new visual effects but... It sure is getting lonely in the Shark pit...
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I am getting shot by bullets. I can hear the impacts. But I am surprised that convoy hunt is a more advanced mission. tbh at first I thought it had no threats to me from the briefing. Imagine my surprise being shot at!
However, going very high is actually intriguing. I never thought about that - why should I stay low. I might as well go high. Not hovering though at that altitude I take it?
I guess I should look around for some easier missions then to start off with?
oh and btw, i do have a wingman in convoy hunt. I just have no idea yet how you communicate with your wingman - or anyone for that matter. I am not really used to actual communication in sims...most I dealt with is the ATC in FSX.
You're hunting three groups of angry Georgians. Of course there are threats =P
Try going high and staying up there. It's harder for them to score gun hits if you're sitting a km or more above the earth, and you also have more reaction time if you see any missiles heading your way.
Additionally, try turning to the right of your suspected target area and using the zoom to look out the window on the door. It's a big window, and you can get a better FOV through it than you can just scanning with the shkval.
Yes, you can hover at high altitude. It's not always recommended, but it can help sometimes when you're searching for targets. If you're up at 3000m and 8km out from your target area, there are relatively few SHORAD assets that can effectively reach you.
As far as wingmen and radio comms go, it's bugged to shit right now, so don't worry about it too much. Wait for the patch that will fix the radios.
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Easy, the size of the smile when you pull off an attack in the A is about double...
:D
This, a thousand times over =D
SU-25 and SU-25T are both very capable platforms.SU-25 fills a more specific role in the CAS department
SU-25T can fill roles such as SEAD/DEAD/CAS and others, at a cost of having extra avionics, bigger fuel tanks, overall more weight and thus less maneuverability.
I would add air interdiction to the list.
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HugePanic: No, you're not. I try to, but don't always remember, I fly with folks who do it all the time, though.
In answer to the question that started the thread, "Maneuvering the Ka-50" starts at 10-34 (page 370) in the manual. It takes you through a plethora of basic maneuvers. You should get comfortable with doing all of these. In combat, you won't so much think, "Okay, I need to do a break turn, so I need a 30 degree bank with pedal input, pull on the cyclic..." Instead, you'll see a reason to stop and you'll be able to automatically burn speed without gaining much altitude.
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I don't really do nap of earth much if there's no reason to do it. In convoy hunt, you have air superiority. I typically go high and scan from 1000+m. Also, if you haven't mapped the zoom to an axis, do it. The resolution your monitor can display is far lower than what real eyes can see, and your FOV is already too big (you're looking at a 90 degree FOV represented on a monitor that takes up maybe 45 degrees of your actual FOV). Zoom in, scan around, zoom out. That's what helps me find targets.
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If you're stuck without FFB, watch your inputs and be gentler on the stick. The Mustang doesn't have an AOA gauge, so your only hint that you're exceeding a decent alpha is the buffeting and the wind screaming as you try to force her through the sky belly-first.
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In the controller options, click the modifier button in the lower left. Then, select the paddle as a modifier. Now you can use it as a modifier for any other controls as you configure them. Is that what you're looking for?
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I'm looking at upgrading to pedals with toe brakes (I'm sick of trying to taxi the P-51D with the keyboard). I'm aware of the CH Pro Pedals and the Saitek Pro Pedals. Any other ones I should be aware of? Any significant differences in how the above two work? Any consensus on which one is better? Do either of them use hall sensors?
Thanks =)
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http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=300954755904#shId
It's finally time to sell her. She's served me well, but I've upgraded to the much-more-expensive TM Warthog. If anyone's looking for a budget-priced HOTAS, the Cougar can't be beat. I've recently replaced the 3 main pots, so the accuracy is as good as a Cougar can possibly be =)
The pedals work great and interface directly with the Cougar.
Listed at $115 with a buy-it-now of $160. Shipping sucks because it's all-metal.
Edit: Sold.
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Nope. Running it and trying to play with other players.
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In the saved games there is a line in the network file that reads 'public=true'.
I added public = true, to network.cfg at line 14 and still no luck. Anything else to try?
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I started here.
Open up the clickabledata.lua file in DCS World\Mods\aircrafts\P-51D\Cockpit\Scripts. Search around for your command. For example, the fuel booster switch commands start at line 449:
elements["pnt_61_1"] = default_1_position_tumb(_("Fuel Booster On"),devices.ENGINE_CONTROL_PANEL, device_commands.Button_12,61,1,{1,1})elements["pnt_61_0"] = default_1_position_tumb(_("Fuel Booster Off"),devices.ENGINE_CONTROL_PANEL, device_commands.Button_12,61,0,{0,0})
elements["pnt_61"] = default_2_position_tumb(_("Fuel Booster On/Off"),devices.ENGINE_CONTROL_PANEL, device_commands.Button_5,61)
As you can see, the fuel booster switch is on the ENGINE_CONTROL_PANEL device. Open up devices.lua (same directory) and find ENGINE_CONTROL_PANEL.
devices["ENGINE_CONTROL_PANEL"] = counter()--15We can see in the comment that it's device 15.
Referring back to clickabledata.lua, we can see that the fuel booster on and off both use button_12 (the toggle uses button_5, but we want our throttle's switch to actually correlate, i.e. up = up and down = down instead of just toggling the switch). We'll add 3000 to these numbers when we actually add the command to the HOTAS's .lua file.
NOTE: I have noticed some variability in these numbers. Normally, button_12 should correlate to 3012 in the HOTAS's .lua file, but sometimes it's 3011 or 3013 instead. I don't know why. It's entirely possible I just had the wrong number at some point. But if your 3000 number doesn't work, try adding or decreasing by 1.
We can also see that the ON position has a value of 1 and the OFF position has a value of 0 (the toggle doesn't have distinct values for ON and OFF because it's just a toggle).
Knowing what we know, we can structure our command in our chosen hotas device's lua file. For instance, in my "Throttle - HOTAS Warthog... .lua" file, I have the following:
{combos = {{key = "JOY_BTN16"}, }, down = 3012, up = 3012, cockpit_device_id = 15, value_down = 1, value_up = 0, name = "Fuel Booster", category = "Engine Control Panel"},We're telling the game that, when button 16 on the TM Warthog throttle (the ENG L FUEL NORM / OVERRIDE switch) is pressed down (paradoxically, the switch is in the up position when it sends a button press), button 3012 (the fuel booster switch on the engine control panel in the cockpit) will be turned ON (aka 1), and when we turn that same button 16 is released (switch paradoxically in the down position), button 3012 will be turned OFF (aka 0).
Rinse, lather and repeat for all other cockpit switches. The buttons are far simpler because you don't worry about having them correlate to a switch position; you can just map those in-game.
Is this clear? If not, please let me know and I'll try to clarify.
edit: changed CODE tags to QUOTE because CODE tags suck.
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I'd add that flying online with real people makes a huge difference, especially when you have voice comms. Have your buddy hang back and look for tracers/missiles while you scan an area.
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Same problem. Port mapping is set up, firewall is off.
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Here's mine, including a brand-new 3-way flap switch!
Joystick
- Trigger stage 2 = Gun fire
- Pickle = Weapon release
- MMCB (index finger button) = Silence horn
- NWS button (pinky) = Recognition lights key
- Paddle = Bailout
- Trim hat = Elevator/aileron trim
- TMS Up = Gun safety switch (rotary)
- TMS Down = Rockets release control switch (rotary)
- TMS Left & Right = Bomb arming switches (rotary)
- DMS = Bomb-rocket selector switch
- CMS = Fuel selector (5-way)
Throttle
- Left throttle = Engine RPM
- Right throttle = Throttle
- Mic switch = PTT (in TS3), but is mostly blank. Use at your leisure =)
- Speed brake forward = Rear warning radar power (forward for on, back for off)
- Speed brake back = Gunsight gyromotor power
- Boat switch = Gunsight mode (3-way)
- China hat = Gunsight target span increase/decrease
- Pinky switch forward = NVGs
- Pinky switch back = Landing light (on and off)
- Slew control is unmapped
- Coolie hat up/down = Gunsight range to target
- Coolie hat left/right = Rudder trim
- Left throttle button = Ignition switch (rotary)
- ENG L = Fuel booster
- ENG R = Fuel shut-off valve
- ENG OPER L = Cold air RAM/UNRAMMED
- ENG OPER R = Warm air HOT/NORMAL
- APU = Gear up/down
- L/G WRN = Primer
- Autopilot engage/disengage = Starter
- Flaps UP/MVR/DN = 0º / 20º / 50º
- EAC = Generator
- RDR ALTM = Battery
- AUTOPILOT 3-way switch = Mixture IDLE/RUN/EMERGENCY FULL RICH
It's a start. You can customize it to meet your needs from there =)
Edit: Fixed all the other 2- and 3-way switches on the throttle =)
- Trigger stage 2 = Gun fire
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Are you returning your pedals to center as well?
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Pardon me if this has been covered, but I couldn't find any info on this when searching the last time I tried to solve this.
PROBLEM: The P-51D has a 5-way flaps handle. The TM Warthog has a 3-way. There's no simple way to set the 3 positions we have to discrete flap increments (e.g. UP = 0°, MVF = 20°, DN = 50°). clickabledata.lua and the other files we've used for this in the Ka-50 aren't helpful here.
SOLUTION: After searching around the P-51D folder, I found a reference in the macros file to a different button for the control handle, allowing us to set up the 3-way switch on the TM Warthog!
Here's what the normal flaps settings look like (as close as I can remember):
{combos = {{key = "JOY_BTN23"}, }, down = 3002, cockpit_device_id = 12, value_down = 0, name = "Flaps Down", category = "Flight Control"}, {combos = {{key = "JOY_BTN22"}, }, down = 3002, cockpit_device_id = 12, value_down = 1, name = "Flaps Up", category = "Flight Control"},
Change it to the following:
{combos = {{key = "JOY_BTN23"}, }, [b][i]down = 3001, up = 3001,[/i][/b] cockpit_device_id = 12, value_down = 0, [b][i]value_up = 0.6,[/i][/b] name = "Flaps Down", category = "Flight Control"}, {combos = {{key = "JOY_BTN22"}, }, [b][i]down = 3001, up = 3001,[/i][/b] cockpit_device_id = 12, value_down = 1, [b][i]value_up = 0.6,[/i][/b] name = "Flaps Up", category = "Flight Control"},
Button 3002 seems to only allow you to increment or decrement the flaps handle by one setting. Button 3001, on the other hand, allows you to set the flaps handle to a certain position. 0 is flaps fully down, 1 is flaps fully up, and anything between in increments of 0.2 sets it to middle settings.
I hope this is useful to someone out there =)
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Holy cow, Falcon! This is great! Thanks so much for sharing a much-needed fix!
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Some how Bill et John come to mind:punk:
When did DCS ever have cows!? How can I add them back into DCS? Believe me, nothing would enhance realism more for me than being able to bomb a herd of cows!
I have fond memories of shooting cows in Comanche 3 and hearing them explode with a "MOOOOOOOOO!"
Edit:
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I know that, when you hop into the pit in a multiplayer game already in progress, your ABRIS has updated threat information based on what's still alive.
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My wingman refuses to engage mission targets. When I look at the tacview track, it only shows a couple of vehicles, not the column itself. Is the column just static objects?
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Absolutely +1 on this! Nothing like moving mud without any fancy targeting equipment =)
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"feel proud going after striker with your missiles?".
Respond with, "Feel self-righteous for flying without CAP?"
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Viper, that was great =)
My morning starts with laughter.
DCS 1.2.6 is avalible !
in DCS World 1.x (read only)
Posted
Are you kidding? Look at the bug list in the Shark forum. From the aforementioned ship drift to the crazy shkval to the non-repairable HUD and doppler to the broken SAI drift to the bugged PVI lighting controls to the... I could go on and on. There are a shitload of bugs, and the Shark has been largely ignored in recent months. We've got a number of issues that severely limit the bird's capabilities, and nothing that we can see is being done about them.
Believe me, I'm still happy that I can fly the Ka-50. I'm unhappy that things keep getting broken in it and we haven't seen much attention paid to these new bugs. I don't need the Mi-8 to fly the Shark - my "reason" is that I've already paid for it twice.