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ward8124

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Everything posted by ward8124

  1. When's the next one? Might throw my hat in as our Squadron could use some coordination! ;)
  2. Tested a few missions with MP and the ground crews. In single player or when launched from the mission editor the ground crew re-arm and re-fuel but when played in MP I only get the re-fuel. All units required for re-arm/refuel are present and labelled correctly. Worse still, is that the ground crew strip all of your remaining weapons off your aircraft leaving you entirely defenceless. :helpsmilie: Happy to take any advice here but all missions fully work in SP but appreciate this is still a BETA functionality so this is for the record for further tweaks.
  3. I WANT ONE! :) you putting up instructions on how to make it??
  4. Anyone confirm Re-arm is working for Ground Crew please. Got a few missions that are relying on this functionality in MP.
  5. Ok since the last patch on MP server (my own) I can get the refuel working but the groundcrew take all my armament off and don't put anything back on no matter what you select. Anyone else getting this?
  6. Any updates on this Ragnar as I've tested a few missions I've built for MP and getting the same result as others in that the ground crew are not working (too far away). I launch the same mission from the mission editor and it works fine.
  7. Depending on where you are in the world but in the UK or Ebay even you can get project boxes for just this soft of thing. Simply google it and you're good to go.
  8. The leobodnar use is as easy as it gets bud so don't be dissuaded. All you need to do is solder the wire to the switch and the literally plug the other end in the board in the position and you're done. Simply go to DCS find the key binding you need and flick the switch. 5 minute job :) Honestly, if I can do it, so can you.
  9. Hi mate, many of us use the bodnar board. I think from memory and happy to be corrected; DCS needs an input to change a switch position so if you have switch thats wired with only one input it will create a constant input on the leobodnar board which you'd have mapped in DCS to your lights. Turning that physical switch off will no create another pulse to tell DCS the position of the switch has changed even though it's not creating a constant pulse anymore. In short, depending on the type of switch i.e. on-on, on-off or on-off-on will determine the number of wires and inputs needed on the leo board but you're better off just wiring the secondary inputs and mapping them in DCS.
  10. OK gents, you would need to get an adapter and these seem to go for around 40 USD on my initial research. In regards to the price, I've no idea what it will be at the moment until I get some feedback from the manufacturers. If it's too high then so be it and I'll accept that and see it as a conclusion and fully appreciate there are other alternatives but as said in my opening statement, they could be refined. Truly square TFTs/LCDs are extremely rare from what I've seen so even if I do get an idea of the cost it would be worth it for my own sanity. Another question that was asked offline, was what was my "cut" and the answer is zero. I will be selling these on at cost plus postage and packaging. I'm doing this for community and not my own personal greed. It's very early days guys, I'll update when I start getting some pricing back warts and all. Cheers Ward8124-=Shrek69=-
  11. Hi all, For a very long time now I've been looking at options for putting screens behind my MFDs and seen many different solutions which do the job but could be refined and made easier if there were something that was made specifically to fit the TM cougar. I've reached out to a number of manufacturers to address this and requested pricing for a dedicated screen to fit the back of the cougar. I've requested the initial specs as follows to give them all a benchmark to start with: Viewable area of 108mm x 108mm panel not to exceed 142mm x 142mm Refresh rate about 10ms but lower the better Full colour RGB Connector interface to be determined - requested USB or VGA but told not likely due to cost so may well be ribbon type view angle of 60x60 Resolution - as best as possible but might be around 800x800 ish in reality Flat LCD/TFT screen only - no/minimal Bezel furniture After initial conversations with some UK based manufacturers the response I'm getting is that I'd need to order in the region of 500-1000 units. This is because of the tooling set up and R&D that might have to go in to getting it right. I don't think there is any doubt that a lot of us would really want this product but the question is to you guys (and girls) is what would you really be willing to pay for this before it becomes too expensive to consider? I'm asking for sensible answers and not stupid remarks like a crate of beer and some crisps etc etc (though in the past I may have been tempted) My other question is what else would you want the specification of the monitor to meet? Has this already been looked at before by anyone properly? Just to add - the poll is on a PER SCREEN as some people may want different numbers other than 2. Regards to all Ward8124
  12. I've the same issues. I've the new 1080TI SC2, CV2 and a pretty beefy rig and still getting little more than 45FPS in most cases. The only thing I can say is to remove shadows or set to flat only. I'm also aware of an autoexec file that can be added to remove the lock of FPS but you'll need to speak to a tester or dev to get it generated as there are some options to play with. I've tested on DCS 1.5.6 beta and found the same issue. DCS2.0 is marginally better but I'm still only getting 45 FPS on the deck with slightly better at altitude but forget going anywhere near Vegas as it will kill FPS. I just can't figure out why even with one of the latest and best graphics cards I still have to turn things down even in normal view mode. I get that drivers are still being written and tested but there's more than likely another issue under the covers. My hope is 2.1 Normandy will be much better on the performance.
  13. I'm using rotary encoders mate sp this won't work :(
  14. Didn't know this mate, do you have the link so I can read up?
  15. Any ideas gents or should I ask for this to be moved in to the Input Output section?
  16. Hi all, The problem I'm trying to address is that I don't like having to grab the QFE rotary with the mouse and drag it all the way to the top of the screen in order to turn the dial quick enough to make a large adjustment and even then you need to do this maybe three of four times to get the desired setting. I've created a front panel for my pit which has a two rotary switches I want to assign to the Altitude adjuster rotary in the Viggen. The set up is a 16 detent (clicks)rotary encoder wired to a Leobodnar BBi-32 and I've set the pulse to 8ms. I've mapped the rotary switch in DCS and done some testing and it now my rotary switch is increasing/decreasing the value of the QFE. HOWEVER! A full revolution of the physical rotary is barely turning the dial in DCS and so now I'd need to rotate my rotary many many many many times to get anywhere near the value of QFE i'd want in DCS. I've testing the Rotary in A10C and one indent = 1 increment in the QFE setting so that is what I'd expect in the Viggen. I've changed the pulse length in the LeoBodnar config but this hasn't had any impact. So this leads me to ask a few questions. In the REAL Viggen when you turn the altitude adjuster a full revolution, what is the ratio to the value of Altitude e.g. 1rev = 10 QFE increments etc Second question is how do I emulate this in DCS so that my poor rotarys don't get spun for ever trying to change a QFE by 20! Regards to all Ward8124
  17. Seconded - I saw this behaviour too and was suprised too but this also happened to my own missiles as well as the AI.
  18. Sooo to bring us back on to topic - No balancing for the F14 required then yes chaps?:thumbup::music_whistling:
  19. Ahhh ok I see my boo boo - I named the unit ground crew rather than the individual units themselves. I shall fix and that will probably do the job.
  20. I created a whole group called Groundcrew (no space) and changed each type of vehicle to as shown?
  21. Hi all, can't seem to get the ground crew working. As shown in the pic is the tanker and the ammo truck plus the humvee. Checked the ground crew bindings and there are no conflicts. I'm close enough so what am I doing wrong here?
  22. Please to report the issue has been found. Out of interested, anyway of getting the AI to fire both missiles instead of just the one?
  23. Thanks Ragnar I'll give that a test now!
  24. @Ragnar they were indeed RB15s so that we can launch and bug out from great distance. Reason being is the mission is time sensitive so if we are launching RB-4s then we will be closer to target and closer to the inbound enemy! So are we saying that AI can NOT use RB15s until otherwise informed and patched? Congrats on the module BTW - been a very long time since I've this enthusiastic about a module!
  25. Just created a new post with just this behaviour. Needs to be addressed so single player missions can function.
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