Jump to content

-MadCat-

Members
  • Posts

    249
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by -MadCat-

  1. Thanks for the help, very much appreciated! :thumbup: I just tried that edited line, but unfortunately it still doesn't work the way I'd like it to. To further explain my idea, here is an example for the burst length switch I edited in my Ka-50 controls: {combos = {{key = "Num0"}, }, down = 3004, cockpit_device_id = 12, value_down = 0, name = "Burst length - Short", category = "Ins Weapons Status and Control Panel PUI-800"}, {combos = {{key = "JOY_BTN32"}, }, down = 3004, cockpit_device_id = 12, value_down = 0.1, name = "Burst length - Medium", category = "Ins Weapons Status and Control Panel PUI-800"}, {combos = {{key = "JOY_BTN31"}, }, down = 3004, cockpit_device_id = 12, value_down = 0.2, name = "Burst length - Long", category = "Ins Weapons Status and Control Panel PUI-800"}, So for example if I press JOY_BTN32, the switch sets the burst length to medium, no matter in what position the switch was before. If it already was at medium, nothing happens and it stays at medium. Same applies to short and long positions. This turned out to be the most convenient way (for me) to program my warthog's toggle switches. And it alredy is implemented for things like dome light or position lights, so the UH-1 code is capable of doing it. Else I always have to manually sync the cockpit switches with my hardware switches to not have the switch function reversed. Your suggested line had the same drawback (in my eyes) unfortunately, that the original command has. It doesn't care in what position the switch is, it just switches it from its original position to the other one and back. Plus I need to keep the key pressed in order to have the switch stay in the new position, what I'd like to avoid. Maybe it just isn't possible yet (still beta), but will be in the final release (BST can you hear me ? ! :music_whistling:) I'm still thankful for every help and idea! :helpsmilie: Greetings MadCat
  2. Very interesting that the sim seemingly considers these things. :thumbup: Yet I wonder how you removed the coolers in the first place. Upon reading this, I had a good look through the mission editor but couldn't find a checkbox or anything like there is for a civi mustang version. Please teach us your sorcery :D Greetings MadCat
  3. *Bump* Even after a complete reinstall for 1.2.6 and creating the controls from scratch, I still can't get this to work with any of the switches I tried. No matter what value I set, the switch still toggles between on and off state or doesn't show up in the controls tab so I can't even assign them. Example: {down = 3016, cockpit_device_id = 3, value_down = 1, name = "Governor Auto", category = "Pedestal"}, {down = 3016, cockpit_device_id = 3, value_down = -1, name = "Governor Emer", category = "Pedestal"}, Keys then will be assigned in the options tab, hence that part of code "missing". I also tried various "value_down" entries to no avail. Anyone got an Idea or made it work the way I am trying to ? Is the state recognition still on the to do list for final release ? It worked so brilliantly for the Ka-50 (except for the cut-off levers) :cry: Greetings MadCat
  4. The UV-26 Control Unit is bugged to some degree. All key commands set in the controls tab and are recognised. Now in game: Dispenser selector: Not possible to switch with assigned key, works with mouse. Quantity <-> Program Switch / Start button / Stop button / Reset button /Sequence button: Work with assigned key and mouse. Flare quantity button: Works with assigned key, but the button for the delay is pressed (wrong animation). When clicked with mouse it changes the delay instead of the flare quantity. Delay button: Works with assigned key, but the button for the flare quantity is pressed (wrong animation). When clicked with mouse it changes the flare quantity instead of the delay. Also from pilot's and flight engineer's seat, the digits float a good 4cm above the display. Greetings MadCat
  5. The thing with limited supplies already is in game with the warehouse. You thereby can limit the available payload at an airfield and at what rate it will be replenished. It's in the hands of the mission designers to make use of this feature. Other than that, please keep RP elements clear from DCS ! You don't want to do a very lengthy training before being allowed to just get close to any of the crafts, let alone to fly. :music_whistling: Greetings MadCat
  6. First off, I am curious if the initially provided planes will be at DCS or FC level ? I honestly can't see three planes at DCS level given away for free, but I'm asking to make sure. Please excuse if this has already been explained, but it is impossible to remember every information in this giant thread. Then again, not to sound any rude, but I have concerns and questions about this. We get the Fw190D-9 as a full price module by ED, matter of fact. If stretch goals are met, we then get a Fw190A-5 (I expect it to be a full price module too) by RRG. Here, one could still argue those are fundamentally different planes (radial vs inline). What if then, later on, it gets decided to do a Fw190A-5 1,65 Ata or any other version, whilst we already have the D-9 and A-5 ? ! Is this then expected to sell as another full price module too ? Same with the various Bf109s and/or Spitfires ?! Of course, "don't buy it if you don't like it" and I generally agree on that mindset ! But I just can't see the approach of "add-on modules" with the idea of "having multiple variants of the same plane" work out the way it was done in the past for ED's modules. As said, these are just concerns/questins that came to my mind. No intention to sound rude, give negative criticism or anything the like ! Please shed some more light on that matter. Greetings MadCat
  7. You already figured out to turn on the radar altimeter, but just for completion, the power switch is on the overhead panel behind the circuit breakers. Greetiings MadCat
  8. 1-4 can be resolved with deleting the input .lua files in the saved games directory and remap everything from scratch. BST added a lot new commands for buttons, so this is needed. And what you describe as the starter button isn't the starter button anymore, it now is the throttle idle detent like in the real UH-1. So please calm down and look around the forum for some minutes before you go all mad, this was explained shortly after the patch. I cannot comment on the gun sounds, didn't test that yet. Greetings MadCat
  9. Maybe ED should start to give away a spare F5 key for every 2 modules purchased. After all it's their "fault" all this got going and F5 keys are melting left and right :music_whistling: Or offer F5 keys with custom DCS prints on it. :D On topic, cannot wait for the release, hurry hurry :thumbup: Greetings MadCat
  10. In was worried what I'd opt for once my simpeds give up, I think I have found my next pedals :) Though my simpeds are still working flawlessly after 5 years now. I hope those pedals don't get discontinued before I'm in need to replace mine! Great job done there !!! Greetings MadCat
  11. This !!! There is a whole lot more grey than there is distinct black and white. MadCat
  12. It was mentioned to be seperate worlds. Modules are said (so far) to be compatible with both, yes. BUT: This does say nothing about the compatibility of the two worlds itself. If person A plays DCS:W and person B DCS:WWII, can both connect to one and the same server ? ! What if DCS:W gets updated, but DCS:WWII update is another 2 months out ?! Will that brake the compatibility ? If so, you have to delay one update until the other is done too to not brake the compatibility. Else you may end up with different update cycles and have 2 weeks compatibility between 2 months incompatibility.. That is what I was talking about. Greetings MadCat
  13. In case DCS:W and DCS:WWII are intented to be multiplayer compatible, you may want to think a little further. Once you update one world, you may brake compatibility between the two. It may then take weeks/ few months, until the next patch for the other world is released and reestablishes compatibility. It could be possible that we have more compatibility down time, than we are able to fly together with the other world. And that is in fact a separation of the community. Make it optional to install it stand alone and to merge everything together. Those who are ok with the separation or are just interested in one of the worlds can do so, and everyone else who enjoys the ever growing "toolbox" that DCS:W was supposed to be can do a merged installation. I personally don't like the idea of two installs and wish for the possibility of a merged installation. My 2 Cents, no more, no less MadCat
  14. An idea would be to provide both, a seperate core game for all the WWII stuff, and another optional download for integrating the WWII stuff into World. Much like it was done with Pacific Fighters back in the days, you could opt to install it as stand alone or to merge it with previous IL-2. That would make everyone happy. You decide to keep it seperate, do so. Want to plug it into World, do so. Greetings MadCat
  15. Yet I think about everyone will want to have every module available within one(both) base frame(s), thus plugging every module into both world. What in the end leaves the decision to what map(s) one wants to fly on and accordingly one of the two .exe to launch. What then again would make plugging it into one base frame right away, the more user friendly option. No idea about all the things that went into the decision though. No offense, just what runs through my head these minutes! Greetings MadCat
  16. So all the high detailed additions to DCS:WWII will still be available to plug into DCS:W if one so desires. Sounds great, as I shortly wondered if the Dora might be the last WWII addition we see to DCS:W. Great times lie ahead :thumbup: Greetings MadCat
  17. From what I gathered, nobody said it will be explained before 1.2.6 is released as open beta. Which leaves the possibility to it being released tomorrow in conjunction with a sticky thread with all the information provided to get going. Trying to keep the faith.;) Greetings MadCat
  18. Brilliant :thumbup: Greetings MadCat
  19. You are familiar with the "in two weeks" phrase, are you ? :lol: Please don't set the release for "in two weeks" !:music_whistling: Greetings MadCat
  20. I'd say those new effects are about spot on. Entire video is worth watching in my eyes btw. On another note, I fear we won't see any of these new effects on the helicopters ? ! Greetings MadCat
  21. Thank you for contributing! An official statement from BST is all we are asking for. Any official statement is good, even if it's only "nothing new, we are at work". The thing is, we don't even get that little information regarding the UH-1. As customers I think it's our right to at least ask. Nobody would go so far to demand anything, we just ask politely (for the most part). As little as "we're working on it, be patient just a little longer", will be satisfactory (to me at least), as long as it's an official statement and no assumption by a member who's not affiliated with BST (not speaking about anyone in particular). This thread was created with the intention to give a voice to everyone who is interested in new information (I think we all are deep inside), and to maybe increase BST's awareness for that the community highly appreciates a little more open information policy. Just like there is frequent new information about the MI-8, which is great and I hope BST keeps it like that! That's all, a little information about the progress on the UH-1 will put all our minds at rest. @ MI-8 Great video, that will be so much fun! Looks like soon I'll have 3 checklists projects going at the same time :D Greetings MadCat
  22. OMG... That mirror is beyond cool :thumbup: May we hope to see mirrors on the slick Huey too ? Greetings MadCat
  23. :music_whistling: Greetings MadCat
  24. Don't know if this is the correct subforum, please move if it's the wrong one. I repost what I posted in the UH-1 section: Notes: - Done in newly made mission in SP from the mission editor. - I don't know how to attach files to a post that I already uploaded to my forum profile. - A .trk of the Huey can therefore be found in the original post. This is reproducable with the Ka-50 too. I'll make a guess, saying it is a side effect of the AI taking over the client aircraft once you select another one. Even if you just go back to briefing to select the very same aircraft again, I assume the AI takes that aircraft for a split second and "ignores" all the damage done to it. If you then have control of that aircraft again, you go from there with no damaged logged and can fly just like normal, instead of deactivating the aircraft once in briefing and then respawn where you originally placed it in the mission editor (like it was pre 1.2.5). This may very well be possible with every available client aircraft. This is only an assumption from what I observed ! Greetings MadCat
×
×
  • Create New...