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Everything posted by BrassEm
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RAAF No. 464 Squadron SB-E 1943 Download Here. Download the Fix for the Outer Wings problems here. This skin is a representation of the Fighter Bomber version of the Mk IV mosquito flown by no. 464 Squadron of the RAAF, 1943. This aircraft is coded SB-E, serial number HX901. Photos of the aircraft in this squadron show that the exhaust shrouds must have been removed at some time and they have left the aluminium underneath it unpainted. A blank texture and a description.lua has also been included in the zip for use with the Bort Number system. (Copying or referencing to the rest of the SB-E skin files required.)
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RAF No. 105 Squadron GB-C 1942 Download here. Download the Fix for the Outer Wings problems here. This skin is a representation of the bomber version of the Mk IV mosquito flown by no. 105 Squadron of the RAF, 1942. This aircraft is coded GB-C, serial number DZ372. It is an example of the early version of camouflage used by the RAF. A blank texture and a description.lua has also been included in the zip for use with the Bort Number system. (Copying or referencing to the rest of the GB-C skin files required.)
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For those who are having trouble painting those pesky hinges on the nose, The multipart hinges are in the Mosquito_guns_2_DIFF.dds texture as highlighted in Red. Cheers,
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To help test out your skins in ModelViewer, You can set the custom arg values to your needs in description.lua or with the ModelViewer Arg dialog box. Cheers, custom_args = { -- Bort Numbers MMM NNSSS [445] = -1.0; -- Blank [443] = -1.0; [444] = -1.0; [481] = -1.0; [482] = -1.0; [442] = -1.0; [31] = -1.0; [32] = -1.0; -- OTHER [0] = 0.0; -- 0.0 Tail Wheel Extension [1] = 0.0; -- 0.0 Tail Wheel Suspension [2] = 0.0; -- 0.0 Tail Wheel Direction [3] = 0.0; -- 0.0 Landing Gear RHS [4] = 0.0; -- 0.0 Landing Gear Suspension RHS [5] = 0.0; -- 0.0 Landing Gear LHS [6] = 0.0; -- 0.0 Landing Gear Suspension LHS [9] = 0.0; -- 0.0 Flaps RHS [10] = 0.0; -- 0.0 Flaps LHS [11] = 0.0; -- 0.0 Aileron RHS [12] = 0.0; -- 0.0 Aileron LHS [15] = 0.0; -- 0.0 Elevator [17] = 0.0; -- 0.0 Rudder [23] = 0.0; -- 0.0 Wheel Chocks [26] = 0.0; -- 0.0 Bomb Bay Doors [38] = 0.0; -- 0.0 Entry Door [50] = 0.0; -- 0.0 Pilots Visible [190] = 0.0; -- 0.0 Port Nav Light [191] = 0.0; -- 0.0 Starboard Nav Light [192] = 0.0; -- 0.0 Tail Nav Light [193] = 0.0; -- 0.0 Nose Nav Light [196] = 0.0; -- 0.0 Port Aileron Light [197] = 0.0; -- 0.0 Starboard Aileron Light [200] = 0.0; -- 0.0 Identification Light RED [201] = 0.0; -- 0.0 Identification Light GREEN [202] = 0.0; -- 0.0 Identification Light AMBER [203] = 0.0; -- 0.0 Both Aileron Identification Lights - Multiple Colours "Smelted Lamp"? [311] = 0.0; -- 0.0 Bomb Rack LHS [312] = 0.0; -- 0.0 Rocket Rack LHS [317] = 0.0; -- 0.0 Bomb Rack RHS [318] = 0.0; -- 0.0 Rocket Rack RHS [348] = 0.0; -- 0.0 Cockpit Window LHS [349] = 0.0; -- 0.0 Cockpit Window RHS [426] = 0.0; -- 0.0 Weapons 20mm Cannons Visible [427] = 0.0; -- 0.0 Weapons Machine Guns Visible [428] = 0.0; -- 0.0 Weapon Access Panels Open/Closed [413] = 0.0; -- 0.0 Propellor Pitch LHS [414] = 0.0; -- 0.0 Propellor Pitch RHS [475] = 0.0; -- 0.1 Propellor Rotating LHS [476] = 0.0; -- 0.1 Propellor Rotating RHS }
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Thanks for that Micarra, I can confirm that the file I have is exactly the same as yours. So reverting to default should have the same behaviour but it does not. Must be something after the loading that is corrupting/overwriting the behaviour. Thanks again!
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- turret control
- tactical commander
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Thanks Miccara, Cleared and reset both Combined Arms and General mouse assignments. - Didn't work. I believe resetting back to default refers to C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Config\Input\Aircrafts\Default\mouse\default.lua There is nothing about; Rotate Turret - a2033cdnil Turn left/right - a1664cdnil Turret Elevation - a2034cdnil Looks like a will have to raise a ticket? What is the contents of your default.lua? Thanks,
- 5 replies
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- turret control
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I have the same issue. I have; Slow Repaired DCS. No Change. Uninstalled CA and reinstalled. No Change. Deleted and reset to default controls in Game Controls Setup for Combined Arms. No Change. This is the first time I have gone CA for quite a while. I had been using joystick inputs for turret control for a long time but have updated my controller hardware recently and want to go back to Keyboard and mouse for some quick CA action. Everything else works as expected except no mouse axis control? (Mouse buttons work okay.) Any assistance greatly appreciated.
- 5 replies
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- turret control
- tactical commander
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New Zealand IS real. New Zealand aliens have been invading Australia for ages. "Chariots of the Gods" Man!
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Thank you Blue73 for sharing. I can appreciate the time and effort you have put into this. Excellent documentation and model. Printed on a Prusa and works great. Many thanks!!!
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VRinsight devices (CDUII) in game. VRi2DCSBIOS.exe
BrassEm replied to BrassEm's topic in PC Hardware and Related Software
G'day Chrjs, I have not programmed for that option. I have had a look at the coding and there is a 20ms debounce with a 100ms keyscan loop. I have changed these to 50ms and 200ms. Make sure you back up before running the exe to be safe. Let us know if that helped at all. Not sure whether this change will fubar the encoder rates. Oooops. Wrong exe linked. Will edit this here when the right .exe uploaded. Sincere apologies for the problems caused. Cheers, BrassEm. -
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UPDATE: NOISE ALSO FOR OTHER MOTION AXIS OUTPUTS. Oscillations intermittently breaks out simultaneously for the motion outputs as per the graph above and seen in the export.log file; LoGetAngularVelocity() Pitch, Roll, Yaw. LoGetAccelerationUnits() Surge, Heave, Sway. The whole aircraft literally shakes which you can see on the screen and also feel in the motion. This is on the Syria map. Will try other maps in the same configuration. Further Findings: F-18 Light loadout - Rock and Rolls. F-18 Heavy loadout - Rock and Rolls dampen out after a couple of minutes. F-16 Light loadout - Rock and Rolls to take-off (almost.) F-16 Heavy loadout - Solid. New Clouds or Old makes no difference.
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G'day, There appears to be a problem with particular tarmac park surface textures that interact with the player model sitting on top of it. The texture shakes the model intemittently to the point that the model starts to roll. I have verified the texture in the example supplied. The texture also appears on 03 park for Kiryat Shimone where it behaves the same. Other park locations not using that texture appear stable. I am sure if I test other parks with that texture the problem will occur. As per the supplied example; A clean F-18 hot on the tarmac with no wind or turbulence set, will rock both graphically and in motion. (See graph.) Eventually the F-18 will start rolling where the SWAY drops off until the aircraft is stopped, and the SWAY starts rocking again. Ensured throttle is Idle but brakes were not set. Parks in Haifa, Rosh Pina are okay but testing for that texture has not been exhaustive. As a side note, other maps Caucasus, Nevada, Gulf test okay. DCS Sway Noise.zip
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Extreme oscillations in motion after shuttle hook-up
BrassEm replied to BrassEm's topic in Bugs and Problems
NO FIX - RELEASE OPEN BETA: 2.5.6.57264 Expect your motion rig to shake violently on shuttle hook up. Timeline is in Seconds. http://www.brass-em.com/portal/g-seat-ii f18 Syria 20201109 Jumpy.trk dcs Jumpy 20201109.log -
Extreme oscillations in motion after shuttle hook-up
BrassEm replied to BrassEm's topic in Bugs and Problems
Motion on Super Carrier has been vastly improved to 2.5.6.55960. Unfortunately the bizarre runaway shudder is still there when the alignment algorithm goes into hunting lining up the launch bar/aircraft over the shuttle. This time I have a .trk!!!!! Apologies for the shagging around in the track. (Was testing out my new wing folding key assignments and was NOT expecting the runaway.) Obviously the problem occurs right at the end of the track with the cat lineup. Pitch (green) spikes when braking has been applied. (Good!) The braking prior to moving into launch line up shows that surge has gone into oscillation but died off. (Wasnt noticed in seat.) Sway (orange) looked as though it might also go into oscillation in the lead up to the shuttle coupling. Surge (red) breaks into oscillation when the bar goes over the shuttle. User3 (blue) is just an amplification of Surge f18 Syria 20201025.trk dcs Jumpy.log -
OpenBeta TACAN problems noticed after 2.5.6.55960 Installation had repair run. Gulf map; Ground TACAN works (47X) Air to Air TACAN works (1X) SuperCarrier TACAN does not work (71X) Syria map; Solitary Ground TACAN does not work (21X) Air to Air TACAN works (1X) SuperCarrier TACAN does not work (71X) F-18C Gulf 20201024a Air Start TACAN Nav Test.miz F-18C Syria 20201020b Air Start Nav Test.miz f18 Syria 20201024 No Carrier TACAN.trk f18 Gulf 20201024 No Carrier TACAN.trk dcs.log dcsold.log
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seat foam... what did you choose? Was it satisfactory?
BrassEm replied to Rick50's topic in Home Cockpits
The best foams are used in car seats, they are usually colour coded so you want the Salmon very high density foam. You will have to shop it from an industrial supplier though. But well worth the effort. It is dense enought that it can be sculpted with a fine wire bristle brush (from memory), but extremely messy when doing so. I got a 20mm thick sheet to layer for the comfort I was looking for. For a seat base I've used 60mm. Could go 80 for extreme duration comfort. From my old notes; FOAMS http://www.foamsuppliers.com.au/ Pink Polyurethane foams. Pink HR36-110CM5 110 +-15 50 Salmon HR36-200CM5 200 +-30 45 Resilience 45% or higher Comfort factor 2.0 110 newtons 32Kg/m3 Used HR38-200 foam. Cut in segments and glued together. 3M Super 77 Spray Adhesive. Bond-it Contact Adhesive (soft surface). -
Fantastic work! Adaptable to other cockpit layouts in principle I'm sure.
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fixed [REPORTED]Drop-out of motion with F-18 on Deck.
BrassEm replied to BrassEm's topic in General Bugs
I am extremely pleased to say that after about 20 or so shots and traps with Super Carrier this afternoon, that the motion is now so very well behaved. No more breaking into extreme oscillations while hooking up the puck on the deck, or shuddering around while moving around the deck. All working as it should. I even went way off line-up for the cat puck, and was smoothly glided into correct position without grief. Un-hooking the arresting wire worked well without excessive shudder too. To top it off I went feet dry and took in some of the absolutely magnificent scenery that is the Syrian Map. Many thanks to the ED team for their continued efforts. So very happy. -
WOW! I can appreciate the time and effort (many repetitive iterations to see what works and what doesn't) to get a great result! Nice to see her looking half decent in game. Thanks for the heads up.
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There is an intermittent problem with Super Carrier launch motion output. While the motion is now so superior to the old carrier, this problem does happen occassionally and is a real deal breaker, literally!!! I have only tested with the F-18C so cannot confirm other aircraft yet. See my website for my motion rig details. www.brass-em.com When the launch bar is going over the catapult shuttle there is some large motion surges which I assume is normal. However once the bar has dropped over the shuttle and after brakes have been applied the motion is still there in a continous hunting oscillation which cannot be stopped. (Esc key and start the mission again!!!!) The normal catapult surge is around 2.5 Starting on the catapult and launching, after several traps and launches the oscillation hit. A close up of the oscillations when they start... Hopefully we will see this addressed in a change log soon. No carrier ops for me until then. (Track and Log files too large to upload even zipped.) .