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Everything posted by ZaltysZ
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You need to clear all in game bindings of joystick's buttons before making your own profile or you will get conflicts. Also, avoid mapping same buttons in Saitek profile and in game profile. To use pinky as shift mode button via in game profile, you need to assign it as modifier button and when select it as modifier for different buttons. Example: 1)assign pinky as modifier 2)select Cannon switch; assign trigger to it; select pinky button from modifiers list in the same windiow. That will give you Pinky+Trigger.
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Russian version has a problem with newinput.dll and doesn't recognize complex keystrokes (like "CTRL+T"). URL to fixed file is somewhere on forum (probably the FAQ). However, I don't know if the same problem has made its way to English version, because I don't have it. Workaround for problem with Freetrack is to use PPJoy interface and map virtual joystick's axes inside game for camera control. Full 6DOF will work, just you will need to take time and set it up. I have X52 and my SST profile is lightweight: 1) Ejection macro (Ctrl+E+E+E) on button under cover. 2) Banded axis on ministick for lamp control ; 3) Button near ministick as left mouse button; 4) Clutch button for Teamspeak (Numlock); 5) Wheel button - select all pylons (U); 6) Wheel up - external pylons (Y); 7) Wheel down - internal pylons (I). 8) Throttle is made as direction axis to generate "F" and simulate collective brake; Everything else is mapped inside game: 1) Pinky switch as modifier key; 2) 2nd trigger - fire canon and fire weapon (double map); 3) Pinky + 1st trigger (cannon switch); 4) POV Hat - Shkval movement; 5) 2nd Hat: a) Left - Hover mode; b) Up - Route mode; c) Down - Descend mode; d) Pinky + Right - Autopilot disengage; 6) Button C - Trim; 7) Pinky + Button C - Reset Trim; 8) Button B - uncage Shkval; 9) Pinky + Button B - center Shkval; 10) Button A - dashboard lighting; 11) Throttle - collective; 12) Slider - engine throttle; 13) Button D - auto lock; 14) Pinky + Button D - helmet mounted device; 15) Button E - launch flare program; 16) Pinky + Button E - stop flare program; 17) Throttle hat: a) Up - Shkval narrow FOV; b) Down - Shkval wide FOV; c) Left - Shkval bracket size increase; d) Right - Shkval bracket size decrease; Everything else I do by moving head and placing mouse cursor on switches.
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You can continue to use ACE Mega Codec Pack, however you will have to disable these codecs: CoreFLAC Audio CoDec CoreFLAC Audio Encoder CoreFLAC Audio Decoder You can disable (untick) them via Codecs Dashboard (utility supplied with that pack).
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"Deployment" campaign isn't hard, except escort mission, which can be difficult, just because infantries are hard to see under trees and there is not much time to wipe them out. However, correct deployment of S-8 (launching a salvo while pitching) can solve that problem as large area will be covered with rockets.
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Maybe it is something which is common in LockOn. What video codecs are you using? Can you try to run the game with them removed?
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It is possible to look at analogy with joysticks from different perspective... Maybe CH is as evil as NP, because CH programming software works only with CH joysticks and they won't change that? Probably they will even sue anyone who hacks it to be used with any joystick.. It is their right to protect their own product (or part of it). NP sells TrackIR to players and gives API to qualified developers for free if they sign NDA. You won't get this API without signing NDA; and when you sign, you are legally bound not to share it with anyone in any form. That NDA does protect API, but doesn't protect from getting interface by reverse engineering, that is why NP implimented encryption in latest versions. That encryption is their way to make sure their software (particulary: API dll) is used only with their devices. I don't know anything about any requerements of not implementing support for different trackers, if one wants to get and use API from NP. This depends on what is written inside signed documents; and we don't know that. Anyway some of you are making conclusions based on citation of NP request (request != demand) to cancel "HeadTracker" interface without full picture which is only known to ED and NP.
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Why don't you pursue developers for native support of Freetrack, instead of damning Natural Point for protecting their own interface? They aren't protecting the idea, they are protecting their own code from illegal usage, which hurts their business.
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Seems like problem with hardware acceleration of pointer. Please do: Right-click on your desktop and click Properties. Select the Settings tab. Click the Advanced button. Select the Troubleshoot tab. Make sure Hardware Acceleration Slider is at rightmost position (Full).
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Flag is discrete variable which has only 2 possible values: true (flag is raised) and false (flag is lowered). Flags are common in programming, where they are used in defining states, features and etc. In DCS you can use them to mark states, for example: Trigger #1: if group01 is destroyed, rise flag #1 Trigger #2: if group02 is destroyed, rise flag #2 Trigger #3: if flag #1 and flag #2 are raised, play Happy sound :music_whistling: If it still looks to complex, when try to imagine it so: let's say there is a checklist of some jobs, whose results you need to check and tick the box near entries of completed jobs. Well flag, is like check box. I hope it helps.
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Trackir doesn't activate and Vertical sync wont disable
ZaltysZ replied to RvEYoda's topic in Bugs and Problems
Full screen switch isn't turned on by default, however it may look like fullscreen when game resolution is the same like desktop's. Without that switch turned on, FPS are locked to max of 30. At least, that was so for me. You may try to decrease DirectX pre rendered frame count, if you think that rendering effects control responsiveness. NVIDIA has this setting in its control panel. Unfortunately I don't remember if ATI permits to change it via CCC. If not, try ATI Tray Tools, the setting is called "Flip Queue". -
Use such formula: average_salary/dcs_price when comparing prices for Western and CIS countries. :smartass: Probably you will be very amazed by difference: for CIS residents Russian version is more expensive than English version for resident of "Western" countries, even if English version may seem more expensive when compared directly to Russian one. So it is fair that Russian version is "cheaper".
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Kh-25ML can be used in 2 ways: "fire and forget" and "guide to target" Fire and forget. No need to switch to laser designator mode. When you lock target with Shkval, count down timer will start. While it runs, laser is working and you may launch Kh-25ML. If timer reaches zero, missile will continue its flight by itself inertically. You may reactivate the timer by pressing AUTO LOCK. If your target is building or area (like SAM site) you may wait 1-2s after launch and turn away, missile will hit. However, if you need to hit something small or moving (especially moving) you will have to guide missile all the way (see below). "Guide to target". You will need to continuously illuminate the target when it is small or moving object. If range to target is small (<3km), you may use laser range finder mode as timer won't reach zero before hit. If range is large, you will need to switch to laser designator mode, because it will give maximum possible laser time. Illumination is activated with AUTO LOCK button and can be interrupted with laser designator reset button (near laser mode switch). In case of possible overheat, you will see "ПАУЗА" (PAUSE) on the HUD, when let the laser to cool. Well, I don't know if this is correct. Maybe Kh-25ML shouldn't be guided without switching laser to designator mode, however it now works in both modes. Maybe developers can answer if it is correct?
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No need for radio to talk to ground crew if door is opened and engines aren't running.
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I've tried to control collective with keyboard. Works in 10% steps. Not very smooth, but certainly not "jumps all between the ends state". However if I press a key in normal way (like typing), I get the behavior you have described. The trick is to press keys as shortly as possible, to get finer changes.
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Well, there is no need to move collective while working with Shkval, Ka-50 has altitude channel for autopilot. :book:
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Maybe ED could include all NATO countries in the list with upcoming patch? :idea:
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Because it was damned by developers :smilewink:
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Well, I think it is related to http://forums.eagle.ru/showthread.php?t=34481 and the cause I have pointed out in that link. The quick way to check: 1)Make backup copy of ..\Ka-50\Missions folder 2)Delete ..\Ka-50\Missions folder contents (not the folder itself) 3)Try to save new mission in editor 4)Report here.
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Active planar - object will have simple shadows only if camera is focused into it. All planar - all object will have simple shadows. Full - object will have self casting shadows only if camera is focused into it, every other object will have planar (simple) shadows. Self casting shadows make sense only in screenshots and movies.
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Check folder "..\Ka-50\Missions\" and its subfolder for filenames, which contain non basic latin and non cyrillic characters. I see that you are from Canada, maybe you have created a mission or track and named it in French?
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Please check 2 things: 1) Control Panel -> Regional and Language Options -> Advanced -> Language for non Unicode programs. 2) Check folder "..\Ka-50\Misions\" and its subfolders for file names with characters which doesn't belong to language selected setting mentioned before (see #1). In case there are such characters (i.e. Russian) and selected language is wrong (i.e. English), you will get behavior described by yourself. Currently game doesn't support unicode file names, so it hangs if it has to parse directories with file names which containt characters from different code page than a default one for non Unicode programs. P.S. #1 is for XP, on Vista the path to the same setting may look slightly different.
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Hangs when you press "Mission" in main screen or after you choose your mission?
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You can try to disable swap memory if your OS fits in 1GB at idle. This game won't use more than 2GB, so with amount of RAM you have and without running weird stuff, it may speed load times.
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DLL files are searched in particular order. At first program looks at current directory and then at system directories (like "C:\WINDOWS\system32") or directories in PATH environmental variables. Game doesn't need own DirectX DLL files if it works well with default ones, which reside in system directories. However, if DLL files are putted inside program directory, they will be used instead of default ones. Alchemy works that way by putting its own DirectSound3D dll file inside programs directory. Vista has DirectSound3D support in very limited way to keep back compatability with older applications. It provides stereo software mixer only and no vendor specific extensions like EAX. Alchemy "restores" 3D sound by putting its wrapper (DirectSound3D -> OpenAL) in programs directory, however it is just wrapper which as all wrappers increases latency. To get descent results it is needed to experiment with Alchemy settings, but there is good chance that some crackling and bad timing will still persist. That is the reason why I still don't use Windows Vista or Windows Server 2008. Problem with 3D sound could be solved completely if application in question drops sound support via DirectX and begins to use OpenAL.
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Now the trimmer works in such way: On press: does nothing; While pressed: does nothing; On release: sets new neutral virtual position while giving small amount of time to return to physical center; Right? Or my X52 is behaving wrongly? I can't say that I like such trimming method much, because in case of big change in trimmed position and delayed return to true (physical) center, there is possibility of violent movement (for example: after cyclic forward, trim release, delayed return to physical center, Ka-50 will pitch down even more and can be broken that way). I know that allowed delay can be adjusted in lua script, however this can give strange results with tracks recorded with different (default) delay and also big delay can waste a lot of time for small changes of trimmed position. I think such scheme would work better: On press: assign (but don't activate) current virtual control possitions as neutral ones; While pressed: ignore any inputs on controls (cyclic, rudder); On release: activate assigned (in event "On press") neutral possitions; Basicaly, you move controls where you want, press and hold trimmer button, move controls controls to center position without effecting aircraft, release trimmer button to regain control. No more uintented movements. What do you think?