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Luzifer

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Everything posted by Luzifer

  1. The red/green/white nav lights are legally required to be steady (AFAIK for ICAO countries). Logically then flashing lights would only be used on the ground. Taxiing with the intention to fly may legally be even part of the flight, so steady lights might be required even then. RL checklists would reflect that of course.
  2. How would spreading the CPU load across multiple cores help anything at all if it is pretty much idle anyway? That was supposed to be the other way around, I guess. And then DX11 is supposed to help with that, i.e. render more complex graphics with less CPU load and thus better utilize the GPU.
  3. Das Posting von seikdel scheint mir schon mal sehr umfangreich zu sein. Trotzdem noch ein Beispiel aus meiner P-51D Konfiguration für den TM Warthog Throttle: {combos = {{key = "JOY_BTN27"}, }, down = 3011, up = 3011, cockpit_device_id = 5, value_down = 0.2, value_up = 0.1, name = "Mixture EMERGENCY FULL RICH", category = "Flight Control"}, {combos = {{key = "JOY_BTN28"}, }, down = 3011, up = 3011, cockpit_device_id = 5, value_down = 0, value_up = 0.1, name = "Mixture IDLE CUT OFF", category = "Flight Control"}, {down = 3011, cockpit_device_id = 5, value_down = 0.1, name = "Mixture RUN", category = "Flight Control"}, BTN27 und BTN28 sind der Autopilot-Schalter. "Mixture RUN" ist nichts zugewiesen (so findest du das in der ungeänderten Konfiguration vor), "FULL RICH" und "IDLE CUT OFF" erstmal die beiden Stellungen, dann noch meine Modifikationen. So würde ich das auch immer machen, erstmal in DCS die Schalter richtig vergeben und danach die Mittelstellung reineditieren. Da spart man sich die Suche nach den richtigen Button-Nummern und den passenden Konfigurationsoptionen. Da steht also, wie der Drücken ("down") und Loslassen ("up") der Taste interpretiert werden. Das sind entweder einfache Kommandos der Form iCommandIrgendwas oder eine Zahl, die in Kombination mit cockpit_device_id ein bestimmtes Control bezeichnen, dem ein Wert zugewiesen werden kann (der Wert hinter value_down / value_up). cockpit_device_id = 5 mit ID 3011, so kann man der Konfiguration entnehmen, ist der Mixture-Hebel mit den Werten 0 (idle cutoff), 0.1 (run) und 0.2 (full rich). Nachdem ich die "Tasten" für Full Rich und Idle Cutoff zugewiesen habe bearbeitete ich die Konfiguration mit dem Editor. Bei den ersten beiden Zeilen habe ich "up = 3011," hinzugefügt, so dass auch beim "Loslassen" der Tasten an das Control 3011 zugewiesen wird. Mit "value_up = 0.1," ist das der Wert für Run. Den Starter habe ich dem Autopilot-Knopf links neben dem Hebel zugewiesen, damit lässt sich der Motorstart recht gut handhaben. Andere Beispiele aus der Default P-51D Konfiguration: {down = iCommandPlaneFire, up = iCommandPlaneFireOff, name = "Gun fire", category = "Stick"}, Zwei verschiedene Kommandos fürs Drücken und Loslassen. {pressed = iCommandViewDownLeftSlow, up = iCommandViewStopSlow, name = "View Down Left slow", category = "View"}, Mit pressed wird das Kommando offensichtlich so lange wiederholt, bis die Taste losgelassen wird. Außerdem wird ein Kommando beim Loslassen ausgelöst, das die Bewegung sofort stoppt. Auf den ersten Blick würde ich sagen, das geht nicht, weil es keine Tastendefinitionen für bestimmte Landeklappenpositionen gibt, sondern nur für eine Stufe ein-/ausfahren. Es gibt allerdings ein Control für den Flaps-Hebel, den man an eine analoge Achse zuweisen kann. Eventuell müsste man das auch auf Tasten ummünzen können… {combos = {{key = "JOY_BTN12"}, }, down = 3017, up = 3017, cockpit_device_id = 12, value_down = 1, value_up = 0.5, name = "Flaps Full Down", category = "Flight Control"}, {combos = {{key = "JOY_BTN11"}, }, down = 3017, up = 3017, cockpit_device_id = 12, value_down = 0, value_up = 0.5, name = "Flaps Full Up", category = "Flight Control"}, Wenn man das zu den keyCommands hinzufügt, könnte das unter Umständen sogar funktionieren. Eventuell müsste der Wertebereich umgekehrt werden und value_up muss für die gewünschte Mittelposition angepasst werden. Ich habe es aber noch nicht ausprobiert und weiss nicht, ob es überhaupt funktioniert.
  4. Ich habe meine Dateien grade nicht zur Hand, das Prinzip ist aber recht einfach. Die Schalter mit drei Positionen sind als zwei Joystick-Knöpfe implementiert: Oben = Knopf 1 gedrückt, Unten = Knopf 2 gedrückt, Mitte = Knopf 1&2 nicht gedrückt. Bewegt man den Schalter von Oben nach Mitte, wird Knopf 1 losgelassen. Das vewendet man in der Konfiguration, indem man die gewünschte Aktion für Mitte als Funktion beim Loslassen ("Up" statt "Down" in der Konfiguration) von Knopf 1 (und Knopf 2) definiert. Ich kann Beispiele geben wenn ich wieder daheim bin. Eigentlich kann man sich das aus der Konfiguration von der A-10C abschauen, wenn man das Modul hat. Außerdem funktioniert das alles leider nicht so gut, wenn für eine bestimmte Funktion von der Sim nur ein Umschalten statt Ein- und Ausschalten bereitgestellt wird.
  5. There used to be no ground effect on (at least some) aircraft carriers, but that has been fixed months ago. Buildings also have very noticeable ground effect on their tops. Maybe it's just one specific carrier with that problem?
  6. Frank was beginning to suspect that his assessment of Miley Cyrus as a "talentless airheaded bimbo only brainless teenagers would like" was not a universally shared sentiment.
  7. The point is, it doesn't stop being a game just because it's a simulator.
  8. Not really. Consider that normally the viewer will display a scaled down version that fits on your screen. This means reading and decoding the whole image to create a scaled down version. If it dumped the data after processing, it would have to load, decode and process the relevant image portions all over again every time you zoom or pan, which would be quite inefficient. I'm certain there are programs doing that, but those would be specialized applications for scientific data processing, satellite image processing or the like. Basically where you would expect the image to be much bigger than your beefed up workstations memory. I just would not expect your regular image viewers to do that.
  9. This video should come with a Super Mario soundtrack.
  10. The JPEG file may just be 38 MB, but for displaying normal programs will decode the whole thing to a bitmap. I checked here on Linux right now using eog, the process uses 3.4 GB of memory. Purely from the pixel count, assuming 32 bit per pixel, the image alone takes ~2 GB. IOW, it probably can't be displayed on a 32 bit OS or with a 32 bit program.
  11. From what we know, the current graphics and simulation are intertwined, which is what makes a dedicated server impossible. The integration of EDGE changes that and who knows what else. If there is a simple way to integrate the old renderer into the new way of doing stuff, keeping it for the old map might be possible. Otherwise, and I think this isn't unlikely, they would essentially have to keep two separate, mostly complete simulators inside the same application indefinitely. And they would have twice the bugs, every module might work differently depending on the renderer/map… That way lies madness. I think an automated conversion of the old map to EDGE (which wouldn't really make use of new features) followed by throwing the old code out is more likely.
  12. The Me 262 will not be a fantasy forever, it's going to be in DCS WWII.
  13. So do I. Since the throttle really only needs to be moved for startup and shutdown, I feel there's just no need to put it on a separate axis. And the joined throttles for collective on the TM Warthog are much nicer to handle than just the right one all the time. For the emergencies when the governor fails the throttle is still directly available on the airbrake switch. Why would it be more accurate? A switch is a switch and it's either pressed or not. You can't get more accurate than that.
  14. Weiter drehen? Der linke Regler braucht ein paar mehr Umdrehungen, weil die Implementation in DCS anscheinend einfach die wenigen Zahlen weiter auseinander legt anstatt jede Raste eine Zahl weiterschalten zu lassen.
  15. Nope, everything is correct. http://forums.eagle.ru/showthread.php?t=105074&highlight=gauge
  16. The DCS folder with all the configuration should be in the "Saved Games" folder in your user directory.
  17. Of course the exact same thing can be said about most boys. DCS doesn't really compete with first person shooter blockbusters when it comes to popularity…
  18. Not to mention millions of uncalibrated photographs with endless variations of film/sensor spectral sensitivity, different white balance settings and not the least manual or automated image processing to make it "look good". It's an art to make your graphics look good and/or natural (more specifically, to make it be perceived as "natural"). I'm always a bit amused at the suggestion that to make the colours "realistic" you just have to take a photograph and pick the colors out of it. :doh: Also, didn't the devs mention once that they go for the hyperrealism style in graphics?
  19. Certainly not worldwide, Russia (and China?) being the most notable exception, as well as smaller niches such as gliders in Germany which are still fully metric. Of course, the point still stands for the A-10, which isn't operated with metric units anywhere. Just like you wouldn't want to operate a Russian aircraft in imperial, it just clashes with all the existing documentation elsewhere.
  20. Of course it will "look through" the target, it can't take the target into account simply from the optical image. It takes the planes location and orientation as well as the direction the sensor is pointing and computes the location of the SPI as the point where line of sight intersects with the ground (according to a detailed terrain elevation map). The shallower the angle and the higher above the ground you target, the more pronounced the effect. As soon as you use the laser, it will combine the range measurement from the laser with the position and line of sight data to compute the correct SPI location above ground.
  21. When locked in normal mode the lines of the cross should go to the edges of the object it locked on. So how big the gaps are depends on how big the object appears on the screen.
  22. That's gonna be the flashiest Baghdad of all time.
  23. Nope, I have a Radeon and I see this issue.
  24. Watch the g meter and pull. That should give you an idea how much pulling is pulling too hard. Of course in real life, you would immediately and very much feel that you're pulling six gees so you would be less prone to accidental stalling.
  25. I've stumbled over that too - it will tell you "INS NAV READY" before alignment is complete and you can switch to degraded NAV which will not allow EAC to activate (it will continue alignment and EAC will be available later). "INS NAV READY" will be flashing when it's really good to go.
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