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Quip

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Everything posted by Quip

  1. I think this is a bug... When I get to altitudes above 30kft the vision starts to blur (blurring/doubling). The effect is that of oxygen deprivation. But the oxygen flow is ON. I know this since I use a Hot started plane (or cold too). OXY BLINK is blinking. It doesn't help switching on 100% O2 either.
  2. No it has not. 1. You need to launch TrackIR before the game. If you don't, TrackIR will not be recognized ingame. Also, if for whatever reason you lose USB connectivity with trackIR, you need to re-launch the game to make it work again 2. If you want to switch audio device, for example from/to headphones, you need to re-launch the game.
  3. Currently in the ME, you can add triggers with X Cockpit arguments that allow you to highlight, detect current state of or even press buttons in the cockpit. However, this only works for single player missions really, since the argument is peeked/poked without designating a specific unit. So if the function is used in MP, all aircraft will have their cockpit arguments peeked/poked. And that may end up funny. It'd be nice to be able to have this done by unit and group, much like the "message" functions work.
  4. Dude, thanks a lot! I actually knew this several years ago but had completely forgotten. Google+you saved me :)
  5. Make the game react to TrackIR and Sound device status without requiring restart. A game in 2020 should be able to "capture" whenever I plug my TrackI in and change my sound device without requiring restart. DCS does this right wrt Input devices. I have nothing to add.
  6. EDIT I found it. Here's all you need to do. https://forums.eagle.ru/showpost.php?p=3932178&postcount=4 ------------- Hello Q: Is there a list of the Cockpit arguments for the AJS? Explaining: In the ME, you can add trigger actions called
  7. It's quite easy to add Flak in the ME with a script. https://www.digitalcombatsimulator.com/en/files/683612/
  8. Doesn't need an API. Needs an integrated function for this in the ME. Idea: "Clear dead objects in zone" Done.
  9. FARPs work, so if you can land on a FARP that works (HArrier, Helicopters). Another thing that doesn't work in MP is the "remove 3D objects in Zone" function. So you can't "clear out" an area on the map from trees and such either.
  10. Lately we have more and more planes that use Hats in the real cockpit that use 5 directions. But most controllers' hats have only 4 directions (yes I know the ones on the Thrustmaster and Virpil that do have 5 directions). So there are a couple of ways to deal with this in the game. One is to use a modifier. But a different way is to use "long press" for the 5th direction. And I realized this could be simple to implement in the game. Here's what I suggest: Let us setup a "Modifier", just like the rest of them. But rather than tying it to a button, tie it to a timer. So let us setup a Modifier that kicks in after a set amount of milliseconds. In the game, if you assign a button to a function, that gets used unless if you select the "long press" modifier, in which case that function is set. Just like any other modifier works currently. I've done a mock-up for you:
  11. Heatblur knows about this since for ever. The problem is that ED need to change on their side. Heatblur know exactly what and have told this to ED many times over who have responded Nope, ain't gonna happen" (not a direct quote)
  12. Excuse me if this has already been asked, but I searched the thread and no answers showed up. The radio in the cockpit seems modeled, as you can click on it and select frequencies etc. But does it integrate with SRS or must we use the SRS Overlay for this module?
  13. Want to add that calibrating in Windows (Set up USB Game Controllers) after having finished the calibration/setup in VPC Configuration tool solved this exact problem for me. Thanks guys
  14. Double thread?? I'll paste my reply --- It's the only known way to implement new weapons into the game. The weapons you fire are "part of your aircraft" (just very far away). So this is by design till such day ED makes an API that lets the 3rd party devs inject not only aircraft but also weapons.
  15. In the trk you move the Bx8 "further away, i.e closer to Bx9. When you move Bx8, Bx7 moves accordingly, but not Bx6 and Bx9. So it's easy to find yourself in a situation where you moved Bx8 in such a way that you get an inhibit. This is in the manual, p 338.
  16. Yes, that's the issue. Also, you can clearly see in the cockpit if the launch conditions have been met: If the BIG RED LIGHT on the CI is lit, they haven't.
  17. It's the only known way to implement new weapons into the game. The weapons you fire are "part of your aircraft" (just very far away). So this is by design till such day ED makes an API that lets the 3rd party devs inject not only aircraft but also weapons.
  18. Any updates?
  19. Absolutely love this script, and I've finally come to do a small contribution... Rather than --- I use "weather" --- "wx" "request" --- "req" "metric" --- "SI" "imperial" --- "imp" feet/meters --- thousands of feet/meters So, I can now type "wx req, alt 10, SI" to get the weather at 10 km altitude. I think this is neater... WeatherMark TD.lua
  20. Generally, for the Viggen, I'd suggest as close to zero as you can muster. The system is built to be simple to fly and it really shines through. As for the rudder, again, zero. The trick is to try to use differential braking on roll-out (take-off/landing) But I also recommend - strongly - to add 3 units or so of deadzone, otherwise it may be hard to fly level, even with a high precision stick like the Thrustmaster.
  21. The whole mentality regarding Swedish airplanes is that any time you as a pilot to fly the airplane is time lost on your primary mission. So the airplane is there to help you. Remember this when you fly the F-14 ;)
  22. From Readme for 2.5.4 We shall test :)
  23. Did you die? (Serious question)
  24. Yes, but on the 3 viewport setup you're bending the world in two places. That's the cost of avoiding the stretch. I'd rather stretch than bend :) But aside from that: Surround prevents the whole "ED broke this again"-issue...
  25. Why do you uys use Viewports rather than Surround? If I'm not entirely wrong, using Viewports is quite a lot less effective in terms of rendering speeds than nVidias Surround. Also, how do you deal with borders (padding) when you use Viewports?
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