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Everything posted by ShuRugal
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the idle/off function is meant for throttles which have a button press sent when the throttle is all the way 0. I agree that it would be nice to additionally have a toggle button for this function.
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Real world aviators also use tools to help them check their data.... Any chance we can get an E6B added to DCS? that'd be a neat kneeboard functionality.
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Think I need a good tutorial to understand how that thing fly...
ShuRugal replied to LordOrion's topic in DCS: AH-64D
yeah, i've noticed that if I trim so that the ball is centered, which should give optimal aerodynamic trim, i use 2-5 % points more torque than if i am trimmed in-trail with my ground track, which should be a higher power use than aero trim. -
based on my (very limited) understanding, "Takes it on" probably means "restarts from scratch", because I doubt anyone is getting Razbam to let go of the already developed assets without spending two commas in legal fees taking them to court for it.
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It would be neat to see liveries broken out into their own ad-hoc distribution system. Have a liveries browser that contains a preview-quality version of them all for the mission editor/loadout page, but your local PC only stores ones you select as wanting permanently installed. Either that, or ED needs to enforce optimizaiton requirements on module designers for things like liveries, so that we don't end up in a scenario where we have a 5GB aircraft packaged with 15GB of skins.
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huh, i've never heard Betty make noises for LWS, but i haven't played much recently. i'll have to set up something with lasers to test it out, thanks!
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reported IHADSS symbology not eye level in VR
ShuRugal replied to Vettecor's topic in Bugs and Problems
@BIGNEWY I recall that you like to get an @ when we provide tracks and whatnot for troubleshooting. As promised, track file: https://drive.google.com/file/d/1cgTwJ07uRa1M5ovqui3qkGcCT9XE_Chv/view?usp=drive_link Sorry for the Google Drive link, but the track exceeds the 12MB limit for a forum attachment. In this track, after spawning in, i function check the IHADDS, particularly the ACQ cueing dots, everything is good, but the IHADDS crosshair is significantly above my physical line of sight. I then bring the crosshair down to my line of sight using the DAP controls. We can see that after i do this, the ACQ dots are at the same angular position relative to my view as they were before, placing them well above where the crosshair ended up. I then center the IHADDS and head off to the range to test it. Opening fire on a tree in the distance, we can see that my shots go FAR beyond the crosshair, but are pretty close to the center between the ACQ dots. We can even see in a few cases that the ELE LIMIT warning is displayed while the crosshairs are still pointing down towards the ground. I then center the symbology back in the middle of the ACQ dots, re-boresight the IHADDS, and my shots start going exactly where i place the crosshair. I also recorded video of this, which i am uploading to YT now and will add to this post when complete, for those who do not want to futz around with the trk file. Video uploaded: -
I believe that the issue is that the symbology for the HMDs in all aircraft is referenced to the vertical center of the display. For some players, this will coincide with where their eyes look when at rest in the center of their travel in the head. For other players, this may be too low or too high. it all depends on where the HMD sits. In my case, VR headsets tend to sit too high, i have pretty high cheek bones and a relatively tall forehead, which move the headset up on my face. This results in the centerline of the headset being 5-10 degrees above the natural resting position of my eyes. In the AH-64, there are keybindings to shift the symbology up/down and left/right on the display. HOWEVER, this has two problems Not all symbology gets shifted. Specifically, the AQC cuing dots do not shift with the rest of the symbology (i will upload screenshots showing this when i get off work, typing on break now) the line of sight computation of the HMD is not adjusted, even after redoing IHADDS alignment (I will supply a track after work) As a result, i end up just having to put up with eyestrain induced by the display not being where it needs to be for my particular face geometry. sucks, but i can understand why it's not a super high priority for ED to fix.
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Couple questions: 1. Are you using the IHADDS with your right eye, left eye, or both eyes? the IHADDS IRL can only be used on the right eye, and the boresight reticle is mounted in the cockpit to align for right-eye use. 2. Can you provide a video or a short game track file (preferably both) of you performing the alignment? getting the IHADDS alignment set is very finicky. Once you have worked out how to do it, it's very easy to repeat, but it can be a right PITA to figure out what exactly the thing wants you to do for a good alignment.
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Can you provide more context where you are hearing these callouts? From other players in online missions? from the AI? from scritped events in a SP mission? In the Multiservice Brevity Code, 'Beaming' means the same thing as "flanking" - that a target is moving roughly perpendicular to your line-of-sight to the target: https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code In the same Brevity Code, "Tracking" means one of 3 things: YOUR fire control system has a lock on the target YOU are continuously illuminating a target (for someone else to be able to shoot) Delivering the heading of a contact (ex: "target is tracking 315" - the target is moving on a course towards 315 degrees) If you are hearing people call out "tracking" or "beaming" in relation to something the enemy is doing to you/them, then they are misusing the terminology. I realize that's not exactly helpful, as you cannot make other people use the correct terminology, but there you have it.
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This is related to the issue that DCS has accurately simulating fragmentation effects. I believe that, to this day, the engine does not simulate fragment generation from explosives at all. Some fragmentation weapons have had outsized blast effects added to them to compensate for this, but they still don't perform as well as they do IRL against soft targets.
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I would hazard to guess that the requirement to shut down the aircraft for rearm can only be applied to the whole re-arming process, not to individual pylons in the rearm menu. Since hot rearming and refueling is definitely a thing the Apache does IRL, it makes more sense to leave the already-unrealistic in-field swap of the mast-mounted-unit in the hot rearm, rather than force players to shut down for every re-arm:
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I'm late to this discussion, but for someone looking to transition from Fixed Wing to the AH-64, here's the order I'd recommend tackling things: start with the back seat set up your HOTAS bindings. You probably won't have enough hat switches for everything, so this is the order i would prioritize: STICK: trigger trim hat (absolutely critical for a good flying experience, control trim and autopilot modes, you'll use this a lot, so put it where your thumb can reach it with no trouble) Weapon Action Selector (WAS) hat - you can leave A2A unbound, it doesn't do anything, but you'll want rockets/guns/missile where you can get at them in a hurry chaff and flare buttons - self descriptive, i hope Symbology switch - this is used to change modes on your head-mounted display, not super critical, but you do need it occasionally George commands HAT - you will need these to tell george to shoot things, or to tell him to lase for you to shoot COLLECTIVE (or throttle, if you only have that) Cursors controller - if you have an analog thumb stick on your throttle, use it for this cursor enter key - does what it says cursor display select - optional, but nice to have. if you don't bind it, you can move cursor between displays by slewing to edge, but this can be slow. sight select - selects what sensor you will use to aim waepons. I don't think pilot can select TADS, even though it's physically there, but you definitely need HMD, FCR, and LINK polarity - changes HMD night vision feed between white and black hot (boresight does nothing, don't bind it) FCR Scan - bind both fwd and back, commands the FCR to scan for targets when FCR is selected sight FCR scan size - changes the FoV of the FCR, put this on a shift modifier if you are out of hat switches FCR mode - switches FCR operation modes, put this on a shift modifier if you are out of hat switches NVS select - optional, changes between using the PNVS and TADS as night vision sensor - default for pilot is PNVS and i recommend leaving it there Flight - once you are happy with your basic HOTAS setup, focus on getting a feel for flying the bird. A lot of people complain about the AH64 flight model, but I think this helicopter is an absolute joy to fly. it's not as nimble as the Black Shark, but it will do a lot more than people here give it credit for. load up some rocket pods and about 60% fuel and take it for a spin. guns and rocket - once you have a good feel for the way she flies, play with the gun and rockets. you can fire both of these from the back using the HMD. Using them this way is pretty intuitive, and feels satisfying. laser hellfire missiles - you will need to interact with George for this. open his menu, leave him on "no weapon", and tell him to look for targets (there are YT videos for this if he's giving you trouble, but he's relatively intuitive to use). Once he finds some targets, select one from the list and command george to lase it. Once he says "laser on", select hellfires and aim the helicoper to line up the cues. when you are lined up, shoot. you can also tell george to use the hellfires, and he has modes to fire on-command or at-will. FCR and Radar hellfires - i strongly recommend watching some YT videos on how to use the FCR. i find it very intuitive once you understand its limits, but its limits and design are NOT compatible with the logic you will be used to from fixed-wing aircraft. Once you get used to how it works, it's VERY fun to use, though. datalink - currently only works in multiplayer, you will need a buddy to use the datalink with. very powerful feature, but it is NOT a link-16 and it does things very differently. haven't played with it much because i have no friends. the FCR can be used to aim all weapons, not just radar hellfires, and can be controlled from the back seat, which gives you a LOT of options. you can also use the LINK function to aim the TADS at FCR targets for visual ID (or to help George find <profanity>), and you can turn on C-scope mode to pass FCR target symbology to your HMD and the TADS.
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Whether you feel it's "reasonable" or not is irrelevant. The point of the suggestion is obviously to give more flexibility to mission designers to set up the experience THEY want for THEIR missions that they play with THEIR friends. In a hypothetical scenario where the Mission Editor gets a field in the game-options pane for "enable/disable timer delay on repair", does that impact YOUR gameplay experience? Does that stop YOU from playing missions the way YOU want to with YOUR friends? Of course not. As with every suggestion thread, this topic is being de-railed by people complaining about prospective gameplay changes they would absolutely have the option not to engage with. The solution here is pretty straightforward: expose the timer for the repair function to an editable field in the mission editor. let its default value be its current value. If mission designers want to change it, they can do so. if people want to play with the current value, they can continue to do so. Everybody wins. Except the people who just want to object for the sake of objecting.
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Slew camera for joystick axis (doesn't return to center)
ShuRugal replied to TK-421's topic in DCS Core Wish List
this is a poor workaround, but if you make the R1 and L1 buttons on your controller modifier keys in DCS, then bind your view-stick axis to require one of those buttons pressed. I did this recently setting up a game controller binding to use for CPG in flat-mode. The binding i used was that holding both L1 and R1 makes the left stick view shift (slide camera left/right/up/down and the right stick view angle (pan/tilt). Holding the bindings allows the camera to be moved, and releasing the bindings before releasing the sticks locks the camera in position. it's definitely not as good as what you are asking for, which is a "relative camera look" axis assignment, but it might be helpful for you getting friends to try DCS until Eagle can add the better method? -
Mission Editor: Add View unit by radio freq.
ShuRugal replied to Tom P's topic in DCS Core Wish List
no need to overcomplicate <profanity>, we already have this: Inserting that value in the tabulated units list view would not be difficult to understand. You're worrying about a problem that's already solved. Alternately, there is plenty of room in the "units" view for multiple additional columns. "com 1, com 2, com 3, com 4" would be a simple enough solution. -
The problem with an out-of-game solution is that it's using a sledgehammer to kill a hornet. The limitations of using an out-of-game solution include: "one size fits all" limitations. If I am flying during the day and need the filter on, and then fly a mission at night, i must leave the game to change the filter settings. If i am flying a dawn or dusk mission, i might need the filter when facing one way, then not need it when facing another. i sure as hell am not restarting the mission or alt-tabbing every time i TURN While i may be technically competent to set something like this up, many, i would even say most, users are not. "just write yourself a custom middelware to apply a LUT filter!" is a ridiculous suggestion, even ignoring point 1. Future updates will likely break my external solution, requiring me to re-tune or even reconfigure it entirely with any update that touch game lighting ED themselves have strongly advised against using the tools which can provide such external filtering. there are known performance issues that they cause in DCS. "crude and unsustainable" is the phrase i would use to describe "use an external software to do it". ED adding a "toggle pilot helmet sun filter" function is the opposite of crude and unsustainable. As far as the folks suggesting "just wear sunglasses under your VR headset" - that is an absolutely absurd idea. My regular glasses barely fit in my VR headset as it is, i certainly cannot add sunglasses in there as well. Even if i could, this suggestion has the same "one size fits all" problems as applying an external software filter, with the added problem of "take my VR headset off every time the lighting conditions change".
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Ability to bind View controls to an Analogue Stick Joystick Axis
ShuRugal replied to boff180's topic in DCS Core Wish List
the way i set this up to work was by setting the axis so you have to be holding a modifier to use it (in this case, left bumper) so, to move the view, press left bumper, move stick, release left bumper, release stick. it's not perfect, but it works. -
Ability to bind View controls to an Analogue Stick Joystick Axis
ShuRugal replied to boff180's topic in DCS Core Wish List
already possible. go into the axis bindings of controls for the aircraft. you are looking for "absolute camera" bindings, there are 6 available for yaw, pitch, roll, + translate vertical, lateral, longitudinal. I actually just set these up the other day coming up with an xbox controller schema for the CPG seat: -
mmmm, multipath propagation. so much fun. especially when you're trying to explain to 11-bang-bangs why their DF gear isn't giving them the results they wanted...
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AH-64D - Exclamation mark on Collective binding (Mi-24P as well)
ShuRugal replied to DubDub's topic in DCS: AH-64D
the red X indicates that DCS sees a binding assigned for a button which does not exist. When i see it, it's usually because i had a modifier defined, and used in a binding, referencing a device which is not plugged in. Did you recently replace an input device? -
Power levers switch automatically in fly position
ShuRugal replied to Shadok's topic in Bugs and Problems
I believe this is the George AI doing it. He wants to go fly. -
It's my understanding that the track system originated as an internal debugging tool that got merged into the public release as a "temporary" fix for lack of a replay system. I definitely am looking forward to a purpose-built replay system. would certainly make it easier to produce gameplay videos or revisit points of interest in a flight without having to sit through the whole track again.