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-MadCat-

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Posts 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.sad_2.gif

     

    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

    • Like 1
  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.

     

    [...]

    I don't want to make empty promises or vaguely hint at something, but I really liked having multiple variants of the same plane in my older projects. The overall process is much simpler. Once we have the K, making the various Gs and maybe the F should be comparatively simple.

    [...]

     

    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. HUEY PILOTS BE WARNED!! DO NOT UPDATE TO 1.2.6

     

    i just got on to fly the Huey again after updating to 1.2.6 and i have found that they added a radar altimeter! now, as nice as this is, it was hard to notice and enjoy after finding first that they have broken the following:

     

    1-the throttle animation no longer works when i press my throttle keys. the engine and rotor respond properly, but the throttle itself on the collective does not move.

     

    2-the aircraft will not start from parking cold. not sure why.

     

    3-possibly connected to #2, the starter button used to press when i click the mouse, and release when i released the mouse button. NOW, the starter button presses in and stays when i press and release the mouse button, and i have to click the button again to get the starter button to come back up.

     

    4-the pilot (right hand side) flex sight will not come down. i turn on the flex sight and the copilot flex sight comes down, the flex sight active text comes up on the right hand side of the screen, but the sight does not come down anymore.

     

    5-the sound of the miniguns firing is no longer there. the guns fire, but there is no sound at all.

     

     

    is anyone else having these problems? the beta was perfect, and now i can't even enjoy flying because so many basic things just dont work anymore.

     

    does anyone know how i can rever to 1.2.5? at least the Huey worked in that version.

     

    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

  8. Regarding the entirety of DCS World and DCS WWII, you might be right, but regarding the number of people who will own both core games, I suspect you are extremely underestimating your audience.

     

    This !!!

     

    There is a whole lot more grey than there is distinct black and white.

     

    MadCat

  9. They are even more than that :) they intended to be module compatible, in fact they are identical

    DCSW=DCSWWII

    Except GUI :)

     

    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

  10. As in my other post .. I mentioned it would be far easier to do updates to DCS World/DCS WWII in a singular issue than a multiple issue..if DCS WWII isn't broken then why have to go inside the whole package for a DCS World issue or vice versa.. Separate World's would be far more simple to deal with..and not shutting down everyone else...for a DCS World or DCS WWII issue..

     

    Example:

     

    DCS World / DCS WWII combined issue = everyone is affected

     

    DCS World issue = only DCS World users affected

     

    DCS WWII issue = only DCS WWII users affected

     

    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

    • Like 1
  11. 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

  12. [...]

    Once DCS World grows to have a lot more modern aircraft, and DCS WWII will have more vintage warbirds, it's best to have them separate by default. We think.

     

    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

  13. The Mustang and the Dora will be a part of the initial release.

     

    DCS WWII will be its own product however. It will not be a DCS World plugin, but an entirely new environment. Other products will be mutually compatible, so you'll be able to plug an A-10 into DCS WWII if you so choose, or a B-17 into DCW World.

     

    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

  14. When information is available, it will be shared.

     

    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

  15. To demonstrate that everybody knows how to run a software development studio nowadays. ;)

     

    [...] let those who are interested in information be heard. [...]

     

    [...] What I'd like to do is, on behalf of everyone who's asking oneself the same questions, to very politely ask BST if they have any new information worth sharing with us. [...]

     

    :music_whistling:

     

    Greetings

    MadCat

  16. 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:

    Sooooooooooo,

    I just tried the gate and needless to say I failed, the gate is too narrow.

     

    BUT, I then had the biggest wtf-moment in DCS history...

    (this may also be interesting for ED/BST)

    Zombie - UH-1

     

    Here is what I did:

    1. Spawn as fly by at the location of the building to spare me the flight from the airport (knew I would need more than 1 try).

    2. Broke my rotors at the gate.

    3. Went back to briefing and selected the UH-1 again, hoping to spawn at the set fly by position again.

    4. I spawned in the UH-1 I just crashed at the gate, without rotors, took off thought "hey I was standing way too close to the building for the rotors to not get immediately damaged again.

    5. F2 made my jaw free fall.

    6. Already in shock, I took it even further.

     

    Small teaser what I ended up back at the airfield (that's a hover btw):

    attachment.php?attachmentid=86771&stc=1&d=1377784595

     

    For the entire story, I attached the track too.

     

     

    Edit:

    Perfectly reproducable with the Ka-50 too (ignore the background, that already was broken, wasn't me biggrin.gif).

    attachment.php?attachmentid=86773&stc=1&d=1377789100

     

     

    In case anyone interested what becomes of this, bug report here.

     

    Greetings

    MadCat (in need of a therapist now and a 12-gauge in case of an incoming zombie appocalypse)

     

     

    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

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