

scatter
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Everything posted by scatter
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This sounds like it's just an assignment problem in Black Shark (goodness knows why the thread was moved). You'll need to go into the black shark settings/controls and select axes (for the mode that you fly in/ casual or realistic). Then select cyclic y axis and "change" now move your cougar cyclic fwd/back and the cyclic should now work as you'd expect. Repeat for you're cyclic (and there's a box you can tick to reverse the axis if required).
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No that's the lot - not many of our members are into making films. It's not a serious competition, just a bit of entertainment for us. The theme for this year was that they had to promote us in some way.
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Hey all, our virtual squadron has just finished a film competition in which the majority of the films were done in Black Shark. For anyone who's interested in watching them here's a link to the the film entries thread http://www.vaaf.net/forum/index.php?topic=712.msg5221#msg5221
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How do you guys operate the controls?
scatter replied to mR.Waffles's topic in DCS: Ka-50 Black Shark
I'd try it if I were you as it does feel different - I got a cheapie off ebay just to see what it's like in Black Shark and haven't gone back to my CH Fighterstick. I'm finding it easier to fly but it could be me just getting better. I'll retest flying with the CH stick to see what's what. One note though, XP SP2 broke the programability of the FF2 so you'll need to map the buttons in sim and you won't have any shift functions available. It was hard giving up all those hats on the CH stick. -
Are you running Vista or XP with fullscreen? With XP fullscreen and your screen order you should see the comms menu on the "main" screen but the comms text will be mixed up in the ABRIS. You can recover that by moving your ABRIS down the screen a bit (the Shkval's not a prob as it's not cluttered). Disclaimer: I don't run Vista so I'm not certain about the following. If you're running Vista with the "phantom screen" to get it to work then I think you'll have to wait for ED to fix it in a patch as the comms are on the opposite sides of the virtual screen (putting one of them off your monitors). The only thing you can do for now is make a decision about which bit of the text is more important to you (menu (RHS) or response(LHS) ) and place your 2nd monitor on that side. ED really needs to fix this - all comms should be overlayed on Camera1, not the LHS and RHS of the virtual screen. I don't know why they made this work for triple screens which few people will have, and not for dual head cards which almost everyone will have.
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The HUD only view does exactly that, so you can at least have the forward view "cockpit free" - one problem though is that it won't work on any server that has external views disabled.
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You change the aspect ratio in the video options in Black Shark to "get more horizon". It's like a widescreen monitor only moreso.
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With all the talk about multi-monitors I realised that anyone with a single big widescreen can improve their use of the Shkval/ABRIS (at the expense of losing their lower corners). If you go into HUD only view you'll see them overlayed on either side of your screen. This is great but is often disabled in multiplayer servers. Well by creating a new LUA file in (root)\Config\MonitorSetup\ you can acheive the same effect in the cockpit view. here's the contents of the new file (called WidescreenCamera+Shkval+ABRIS.lua): -- WidescreenCamera+Shkval+ABRIS.lua Description = 'Full Camera, Shkval in botton left corner, and ABRIS in the bottom right' Viewports = { Center = { x = 0; y = 0; width = screen.width; height = screen.height; viewDx = 0; viewDy = 0; } } Shkval = { width = screen.width / 5; height = screen.height / 4; x = 0; y = screen.height * 3 /4 ; } ABRIS = { width = screen.width / 6; height = screen.height *2 / 5; x = screen.width * 5 / 6; y = screen.height * 3/5 ; }
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Also check to make sure that you've changed the "sim" rather than "gaming" controls (that is, if you fly in sim mode).
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I'd like to throw in another idea on improving dual monitor systems. Have the interface screens (like the editor/GUI/multi-joining/loadout etc.) have their own dedicated LUA config section(s) so that you can restrict them to a single physical monitor in a multi-setup (this is neccessary for a fullscreen setup). Also, have messages that should be overlayed on the main camera view overlayed on the main camera view rather than "on the top right of the total display" (again required for a fullscreen setup).
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More monitor madness!
scatter replied to Flash1606687761's topic in PC Hardware and Related Software
I can't really comment on the vista/windowed as I'm still on XP. You can do fullscreen in XP but only for monitors running with the same vertical resolution (if they're side by side). I believe that the only advantage is less framerate drop (this is probably offset by the use of multi-cores in Vista) - so if you're not experiencing bad framerates I don't see much reason to change. -
Help with dual monitor (1600x1200 x2 winXP)
scatter replied to Quirkitized's topic in PC Hardware and Related Software
Unfortunately all you can do is have the main screen to the right and the secondary to the left for everything in BS to work as far as I know (so moving monitors may be necessary). Like I said before - ED really needs to work on this before it could be said to work properly. -
Help with dual monitor (1600x1200 x2 winXP)
scatter replied to Quirkitized's topic in PC Hardware and Related Software
Sorry for anything missing in my original doc (and sorry for being away while you had them). I've just edited it to show all the steps. Rup's right about the fullscreen - the phantom monitor does bumpkiss for it and should be avoided. In fact many of the things that he does in Vista (non-fullscreen) don't work or break things in the fullscreen system. To make up for it I may be able to help you a bit with the current probs. You can get the status bar back by changing the screen height of the camera and displays for each of them change the height line to: height = screen.height - 30; To get the comms (sortof) back with your current system you'll need to shrink the display at the far right from the top of the screen. It won't be a complete solution though as the comms menus won't get erased after you've finished it. Probably the best solution (it's still not perfect though - ED need to work on the multi-screen stuff) for you if you want both those features is to swap your screens and use this LUA code: Description = 'Camera on the right monitor, Shkval and ABRIS on the left' Viewports = { Center = { x = screen.width / 2; y = 0; width = screen.width / 2; height = screen.height - 30; viewDx = 0; viewDy = 0; aspect = 4 / 3; } } ABRIS = { x = 0; y = 0; width = screen.width / 4; height = screen.height - 30; } Shkval = { x = screen.width / 4; y = screen.height / 4; width = screen.width / 4; height = screen.height / 2; } (and in the graphics options set your res to the desktop stretched size - from your pics that's 3200x1200) -
Help with dual monitor (1600x1200 x2 winXP)
scatter replied to Quirkitized's topic in PC Hardware and Related Software
I did this for a couple of 1280x1024 monitors on an ATI card under XP. Here's the details (and how someone else did it under vista) http://vaaf.net/wiki2/index.php5?title=Black_Shark_MultiMonitors#XP_.28fullscreen.29 -
I too have had my autopilots turn off by themselves - often while performing emergency evasive manouvers. I haven't worked out why either, and hope that the real aircraft wouldn't do such a murderous thing to its pilot. As for your curves not seeming to affect the response, one possible issue (please forgive me if you already know this). There are two independant modes for the controls, realistic and gaming (selected at the top of the controls screen) - you need to alter the settings for whichever mode you fly in as they are independant.
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Has anyone else noticed that the HMS reticle is above the centre of your view? It's a bit of a problem when zoomed in and scanning for targets - at max zoom the centre of the reticle is not even on the screen. I was wondering if its position is in one of those LUA files and can thus be edited.
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Problem with Shkval/Camera view and multi monitor
scatter replied to ogiedogg's topic in PC Hardware and Related Software
What's your problem exactly? (and are you on XP or Vista with spanning/stretching or non-spanning) If you just want to swap the order of the monitors for dual monitor (camera left/others right) and you're in spanned/stretched mode then here's how I did it: http://vaaf.net/wiki2/index.php5?title=Black_Shark_MultiMonitors -
Best way to avoid incoming missiles?
scatter replied to jason_peters's topic in DCS: Ka-50 Black Shark
And yet they were successfully used to clear a path of SAMs/AA and drop beacons for aircraft in a real life conflict (not an exercise) - the first IRAQ war. Even with laser guided hellfires their LOAL capability means minimum exposure in high threat environments. -
Best way to avoid incoming missiles?
scatter replied to jason_peters's topic in DCS: Ka-50 Black Shark
The Longbow is an entirely different animal that was obviously designed with hunting RADAR SAM's (and fighting at night) in mind. With it's above rotor mm wave RADAR coupled with its RWR system and its ability to fire RADAR guided hellfires it can basically sit behind a hill with only its dome exposed and engage targets. Datalinking between helos means that non-longbows can share the data gathered by the longbow's RADAR. It's truly an amazing system that I'd love to fly in a modern sim. -
I've gone to the control section to try and allocate zoom to a joystick controller axis (Fighterstick side dial) but it seems impossible to allocate an analog axis (it currently has the mouse z axis assigned). Does anyone know a way around this as it'd by nice to have a smooth rapid analog zoom. (not shift but zoom)
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The two modes have separate assignments. If you wish to fly in game mode you'll need to also change the game mode axes assignments (it looks as if you were changing the realistic ones).
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http://users.bigpond.net.au/ro55/missions/TestEscort.miz I've converted one of the flights to AI to make it easy to test without having to quit the game to fire up the multiplayer component. You'll see that even though there are no aircraft within the trigger zone the unspawned aircraft fire the trigger at the start of the mission.
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I believe that I've found a bug with regard to zone triggers in multiplayer. Unspawned client aircraft seem to register as being in a zone! I'm trying to create an MP clear path and escort mission where if any client makes it to the transport airfield zone the transport flight will activate and take off. The problem is that unspawned aircraft seem to activate the trigger immediately.