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II.JG1_Vonrd

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Everything posted by II.JG1_Vonrd

  1. Why the need for multiple PTT switch bindings? Pretty much every real life aircraft that I've flown has a single PTT switch for each pilot (some have a supplementary PTT switch on the glareshield but they're wired in parallel with the stick / yoke PTT switch). The different radios / intercom are selected to active in the COMM panel. Even in the older aircraft, you can select which radio is in use and your single PTT switch activates the mic. I'm not going to use this feature if I have to set up 4 individual PTT switches. Am I misunderstanding how it works?
  2. Regarding the above thread: Jul 18NineLine locked this topic NineLine said: It is technically not a bug, but we are updating the load outs for WWII with proper fuse settings. This will give all aircraft, allied and axis some long delay options. The way it was before was incorrect. It shouldn't have been "fixed" until it was right, but here we are. Well, if it's not a bug the current behavior of the bomb delay is certainly inaccurate and problematic. It absolutely needs to be addressed.
  3. It looks like there are other modules that use the "Target Practice" nomenclature... it's just confusing... Personally, I wish ED would just name the actual round and the type of ammunition it is, it would make things so much easier, and this absolutely goes for CA too. Going down the list it's as follows (at least AFAIK): HEI-T High Explosive Incediary-Tracer: M242 HEI-T HEI - High Explosive Incediary: M56 HEI (M56A3? A4? no idea) AP Armour Piercing: M53 (though this is an API round, again - why ED should just name the round) TP - Target Practice Tracer: M220 TP-T SAPHEI High Explosive Armour Piercing PGU - PGU-28 (A/B?) SAPHEI TP - Target Practice Tracer PGU: PGU-30 (A/B?) TP-T Here's the thread that a search brought up (and there are similar others)...
  4. Actually I was asking both but more as to what is actually meant by the "Target Practice" nomenclature. I was thinking that it might be some form of frangible round... "T-44 .30 frangible round. The projectiles were made from a mixture of lead and bakelite, and trainee gunners fired them at specially armored Bell RP-63 Kingcobras. Despite the RP-63's armor, muzzle velocity had to be kept down to 415m/sec, and the recoil-operated Browning .30 M2 guns needed some gas assistance to function. Gunsights and aircraft speeds were chosen to give trainees the correct "feeling" of the .50 that was the standard USAAF armament of the time." or maybe a Beobachtung round... B-Geschoß was a Beobachtungs or observation round: It had a small HE charge and some incendiary material, and exploded on contact with the target. In this way the pilot was able to verify that he was hitting the target. During the Battle of Britain, the British used the Dixon-De Wilde round for similar purposes, and pilots generally felt that this was extremely useful. but we didn't note any marking explosions when the rounds hit. They were HIGHLY lethal though. We felt they were more so than the "normal" ammo mixes of HE, AP, etc. See this thread: http://users.telenet.be/Emmanuel.Gustin/fgun/fgun-am.html In Cliffs of Dover the rounds were given their historical names so you could know exactly what you were loading. I really wish DCS would adopt COD's belt loading and convergence options. It would enhance what is the most realistic sim currently available.
  5. There's an option to choose "Target Practice" as a gun ammo loadout. My squad was doing some training on our server and we were thinking that they were probably non-lethal rounds. Nope... if anything they are the most deadly. Immediate flamers. Does anyone know what the "Target Practice" rounds are for and what Luftwaffe ammo type they are supposed to be?
  6. There seems to be some strange button mapping now for weapons release buttons. What is "dcs.FW190A9.trigger_t" ? EDIT: Looks like this weird nomenclature has been there for a long time (since the release?). I guess I mapped them by trial and error and just don't recall. This should be fixed. A new player has enough to deal with without these undecipherable button descriptions.
  7. Thank you! I didn't know that... but before they came up with the catcher prongs, it seems that they did fling them off the bow and that the reason for adding the catchers was monetary. According to Chris Bolton (Royal Navy but I bet US Navy had the same life limit on the cables). Two shots of Phantom. The Cutlass is the oldtimey way... Chris Bolton @CcibChris Bridle arresting gear clearly seen at the end of the catapult shot. Each bridle was used 50 times. On the 50th launch it fell freely into the sea.
  8. Here you go... no building required ... https://www.ebay.ca/itm/203560966417?hash=item2f652dd911:g:zIUAAOSwYxxg7Hkd
  9. You think the joystick is force activated (load cells)? Base seems too thin for a gimbal set.
  10. Saitek had consistent problems with broken wires due to the wires they used being brittle and thin. You might want to look inside to see if there are any wires about to throw in the towel. They can be tricky to solder though.
  11. The launch bridles that are flung off the bow for each launch, I wonder how much they cost (and what they would cost today)? They must have had thousands stockpiled onboard for a cruise or were they a replenishment item?
  12. As an aircraft mechanic I would completely agree... however, some MP servers have them spawned in the hangar hot. Even if they were cold I don't think we have tugs active in the game and good luck getting the ground crew to push you out (and it wouldn't fit through the doors anyway).
  13. Yeah, I just tested it again and it's working in 100 rpm increments. Maybe restart of my computer removed the glitch. Thanks for checking.
  14. Noticed same on Grim Reapers server.
  15. When mapping the prop pitch to a button, one press varies the RPM by about 300 RPM. If mapped to an axis much finer control is available but I don't want to sacrifice an axis control to this function.
  16. This is my main gripe on Virpil. The use of encoders in lieu of potentiometers is a mistake in my opinion. I had no issues mapping the scroll wheels in my old Saitek X55 in DCS as well as IL2. I've been tearing my hair out trying to get the encoders to work properly and have searched all over the web. There are numerous suggestions... using the Virpil software to make virtual axis (doesn't seem to work for me), inputting delays (makes it sluggish or too fast and jerky), use Joystick Gremlin to ditto (I haven't figured it out yet but I really don't want to use more 3rd party software). If anyone can post something that works (and a Luddite like myself can understand), I would be most grateful.
  17. I'm in the same boat as Fakum in trying to use the rotary encoders. I want them to act as the potentiometer rotaries in my old Saitek X55. I really wish that they would ditch the encoders for high end potentiometers. I have tried contacting Doabarrel at Virpil and this is his response: so we've checked how to use rotary dial in IL2. You can use as buttons with max encoder delay time. Also you can set up virtual axis, use Joy Gremlin also. So there is nothing new that I can advice sorry. The max encoder delay results in very jerky action and is not viable (unless I'm doing something wrong). It seems that the only remaining option is to make it a virtual axis and use Joystick Gremlin. I have gone through numerous tries but there are so many separate threads / instructions and many are for the old Virpai software . Can someone provide a one shot instruction on how to make the rotary encoders work the same as potentiometers for "Dummies"?
  18. Great minds tend to think alike?
  19. I use a VoiceAttack command... "Freeze" bound to the default F9 to switch it on and off.
  20. Be sure to make a blank "Saved Games" folder in wherever you are going to move it to and point it to that folder. If you don't, bad things happen. Ask me how I know...
  21. Interesting... Thanks!
  22. Fixed (I think). Here is a track file. I was able to adjust the front cockpit body position using Rctrl/Rshft/numpad controls. Saving with Ralt/Num0 has so far kept the position. I hope that this will help if anyone else has this issue. Mi-24 Front Cockpit Fixed.trk
  23. This just started happening today. When moving from back cockpit (where position is fine) to front cockpit, I spawn outside on the RH side looking in towards the left. I can move with Rctrl+Enter+ Numpad numbers but can't get to correct position (Much too far forward) and the new setting won't save. It reverts to this every time. Where are the body coordinates located in file? Do I need to edit the .lua?
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