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pixelpilot

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Everything posted by pixelpilot

  1. Fakum, i know joystick buttons can be at a premium and they are all needed for flight/combat commands but is there not one spare you can map to TIR? I tend to centre my quite a lot so find it handy on my stick (i use same button in every game) that said i just checked and am able to map modifiers, shift cntrl and alt all worked, although that is in TIR 4 software.
  2. Hi mate. I have x52 pro. My zoom is set up on one of the thumb mouse axis on the throttle. You have to use the programming software to set the mouse function with 3 bands (middle band unassigned to give a nice big deadzone) then the bands at either extreme assigned to the / and * keys. I just get way to much spikey inputs from my joystick to use any analog input for zoom
  3. cheers Radtop i'll take a look.
  4. Hi all, I'm currently part way through building some flight pedals using some drawer runners and welded steel frame work, Aproaching the phase where i have to design the pedals themselves. As far as i know your whole foot sits on the pedal but i may be wrong, The Saitek combat pedals look as though your heel is on the ground and the pedals are toe operated (does sound good for precice movement in rotary aircraft). Does it vary between aircraft? or which way is correct?
  5. I had issues untill i moved mys x52 to a usb port on the rear of my pc, the hub nor the front usbs on my case seemed to put out enough power, been flawless since then.
  6. yeh with easy coms the you should be seeing the list of people to talk to in light grey or white if your frequency is tuned (it'll tune itself if you're not) I hate to ask it but your radios are on? they need AC power from the apu generator before you can call the tower for startup. Any users of UK keyboards, the default binding listed as ' \ ' is actually the ' # ' key next to your enter key.
  7. Had a look at someones mission i played the other day and he acheived what i was after by setting a waypoint for 10 minutes after the mission start at the end of the runway. The editor will show your airspeed in red (too slow) for this waypoint but it'll let you use it anyway. Unfortunatly the breifing will still state the 'Take off time' as when the mission starts.
  8. Thanks guys, It was late while i was playing with the ME last night. I knew there would be a work around. I think instead of your initial position being a waypoint and being set to 'take off from ramp'. you should be able to place yourself on the map (you exist from moment the mission starts) and your first waypoint should be to start your takeoff roll at the breifing specified time. I did read somthing that sounded like it pertained to this in the 1.109 patch notes, I dont even know what version I'm on (Steam)
  9. Search has failed me. I know the editor is complex but it is a simple function I require. I am using the waypoint ETA times to arrange rendezvous with other flights. I am also starting cold from the ramp. When I define a desired ETA my required airspeed to the waypoint is automatically filled in. This is fine except for the first waypoint, there is no time for my start up procedure and I cant define an ETA that allows me startup time because the game than thinks I cant fly there that slowly. If I set my take off waypoint time for say 10 mins after mission start time my aircraft does not appear untill the 10mins is up, Is ther a way to make it spawn and give me control 10 mins before my take off slot?
  10. Ive found the textures directory and the liveries .LUA to define which texture make up a livery but i only see one set of specular maps in the textures folder and none of the differant Livery.lua fils define specular maps. Is it possible to use a custom spec map or am i stuck with a standard one. On a side note anyone played with spec maps? it looks like the R,G,B channels are actualy seperate greyscale maps with seperate functions.
  11. I have a cable that is DVI at the pc end and HDMI at the end connected to my tv and i get sound through it. (Nvidia Geforce 560ti) will depend on your card and drivers tho.
  12. Skeletal deformation THe benefits of the new File format sound good to me. I've done a few (amatuerish) reskins in a few different games in my time and the more layers (bump, Specular, alpha, etc) the more interesting effects can be acheived. On a side note. I dont think skeletal animation is confined to biped objects at all (just sounds like it should be) and I would imagine could be used not only for gear/canopy animations but also for more dynamic stuff like wing flex.
  13. Custom keyboard I recently got DCS A10 and upgraded a few bits to help me tackle it. I got a new HOTAS stick on the way ( i read you can control most features with this) I also picked up the following from ebay. http://i172.photobucket.com/albums/w4/pixelmassacre/FILE0003.jpg Its a programmable point of sale keyboard, as you can see there are differant shaped keys and they can all be moved around and also they have clear plastic tops so you can insert your own characters/labels. There is an eeprom inside the keyboard too so it can be programmed to return multiple keystrokes from a single key. My question is about which areas of the cockpit i should assign? perhaps the UFC and countermeasures. As I learn the Aircraft and progress into combat what am I gong to need. P.S this is all untested as yet and I'll do an update if i get it all working succesfully.
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