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Sgt_Baker

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Everything posted by Sgt_Baker

  1. By "horizontal trim" I'm assuming you are referring to rudder trim, given the description of the effect. What you should be using is aileron trim, otherwise known as "Left/Right Wing Down" (LWD and RWD on the control yoke's trim hat). Utilising rudder trim to create the same effect will permanently place the aircraft in a position whereby it will pull AND roll in the direction of the applied rudder trim which, obviously, is undesired.
  2. Remember folks: If the DTC isn't working properly, just blow very hard on its contact array. [important information brought to you courtesy of the NES and 1980s]
  3. If the stroke don't get ya, the big ball of rock and iron will!
  4. Hi MykillMetal, This is obviously a very serious bug, the likes of which we've not seen for a long time. In order for us to resolve this as quickly as possible, would you kindly provide the following: 1) DCS version and any mods you run. 2) Any output that is provided in UltraMFCD's System Messages section (see screenshot below) 3) Any error messages output by DCS and UltraMFCD in the Windows Event Log 4) Are you running any screen capture software, such as FRAPS? 5) Does it work for normal A-10C missions, i.e. not the training ones? UltraMFCD does support exactly what you're tying to achieve: Both exports and in-cockpit displays running simultaneously. Many thanks, Baker
  5. Specifically OSB6 on the right MFCD? That's odd, since uMFCD doesn't really differentiate between left and right that much. I'll look in to this to see whether I can reproduce. The in-cockpit buttons remaining depressed is a visually annoying yet "just the way DCS works" thing that's been there for a long time. It doesn't actually mean the button is being held down, otherwise we'd experience the stuck key error every time we touched the darn thing. I would like to prevent that from happening for the sakes of visual appeal alone. Next thing: "I killed it with task manager and weird stuff happened" isn't a bug. Lots of things go crazy when you poke them like that. You'll notice that it's impossible to close UltraMFCD while it's running, and this is because there's a lot of set up and tear down that needs to take place in order to make it work the way it does. :)
  6. Another point is that my pilot remained in full +ve G-LOC despite there being no obvious +ve G on the aircraft during its inverted "shuttlecock" descent. Had the vigour of the initial uncontrolled tumble killed him? Clarification: I zoomed to the stall point with heavy weapons and fuel. Having seen video of the Su-27 at high alpha, I attempted a high-AoA wingover to bring the target to my lift vector, and SNAP. Full stall (my fault) with six or seven spins before blackout. By the time I looked at F2, I'd been in G-LOC for perhaps 15s? Already sailing Inverted Shuttlecock.
  7. Yup, those are still unresolved bugs, and thus should still be present. Given that they concern uMFCD code that runs inside DCS, I tend to approach them with much more caution than stuff on the front-end, since making any mistake will instacrash the sim. :)
  8. You're probably correct, along with the control input at that time reintroducing G-LOC immediately. I've flown /lots/ of sims prior to DCS, yet this is the first where near-instant and self-induced death is just around every corner. EVERY CORNER. That said, it is becoming increasingly clear why 5th gen aircraft such as the Typhoon make a big deal of the fly-by-wire righting the aircraft when the systems therein "perceive" that they've lost the pilot. "Hi Dave. Can you hear me, Dave? I really need to talk to you, Dave..." "Bugger this." *some seconds pass* "Right! Now that I have your attention..."
  9. I flew my first test flight in SU-27 the other day. If you mean "upside-down shuttlecock of death", then yes; managed that on first flight. Interestingly, it took me a little while to work out what was going on. After a few attempts at standard anti-spin inputs, the aircraft appeared to respond positively for a moment. Alas, I was no more than 2K aloft by this point, so crashed nonetheless. That experience, however, suggests that it's not an impossible mode of flight (ha!) to recover from. Baker Edit: The anti-spin attempts were performed from an external view, since I was completely and permanently G-LOC in the cockpit view.
  10. For those of you that noticed that the CDU would hop and jerk around a bit while being dragged, that minor aliment is patched in the next release.
  11. Thanks for the positive feedback, Thinkr. The additional modules aren't going to take very long to implement once I'm happy with the state of the core technology, since the ability to implement a new module quickly is a feature of ultraMFCD's design. As for EMC, I can't speak on Icemaker's behalf regarding where he intends to take it in the future. Icemaker has, however, been extremely supportive of uMFCD and has helped iron out some bugs that simply don't show up on any of my systems. EDGE? Well.... we'll just have to wait Two Weeks™ to see. :)
  12. Hi folks, Update 8 is live at the usual URL. This update addresses one bug and introduces a new feature: 1) Some users reported that MFCDs would stop updating altogether while they attempted to drag them around their screens, only to "jump" to their final position once the mouse button was released. This bug is now history. 2) The CDU's Direct Type functionality is now included in public releases. You'll notice that the CDU now has a new icon in the top-left of the display. Clicking said icon will put the CDU in to Direct Type mode where all keyboard input will register as button clicks within the CDU. The keyboard maps directly, except those keys which follow: Escape will shut down Direct Type. Delete (not Backspace, which does what backspace should) maps to the CLR button. Additionally, any action that causes the CDU to be hidden when that option is selected from UltraMFCD's setting will also disable Direct Type. Regards, Baker
  13. This beta, given that it's purpose is to verify the operation of the core technology, only officially supports the A-10C at present. Once we're 100% certain that it runs properly on unmodded copies of DCS, I'll add the remainder of the A-10's displays, followed by those of the KA-50. Once that's done, I'll start looking at other aircraft. It'll take some patience, I'm afraid. :) Edit: We've already tested with the KA-50 internally, so its merely a matter of creating new button positions for the ABRIS.
  14. That is extremely likely, as they use very similar techniques to get video out of DCS.
  15. Again, thanks for pointing this out. I don't have any touchscreen equipment handy at the moment, so had assumed that a touch is a click. I'm familiar with the touch =screen aspects of the systems I'm using, so it should be a simple matter of explicitly specifying a touch to be equivalent to a single click. 5 min job.
  16. That's certainly an error with the program, Rivvern. Are there any problems reported in the System Messages section of the uMFCD UI? (Click the cog icon on the first UltraMFCD window, above "Waiting for DCS...") Other than that, are you running any mods which affect DCS's graphics in any way?
  17. Thanks for the report. I thought I'd managed to separate out all the UI stuff, but hadn't thought to check these. Will add some more detection code and patch along with the fix for the displays not dragging properly (which I believe only happens on Win7). :) B
  18. OK. That gives me something to ponder this morning. On my box they drag around as you would expect but have stopped refreshing while they drag. Guessing the two issues are linked.
  19. No, that's not normal. The displays should move in real-time as you drag and resize them. Will be in touch in the near future to attempt to figure out what's going on.
  20. Hi Yoda, We could indeed work something out along these lines. I've already spoken with the creator of iControl with a view to feeding that system the streams directly, so it's not an enormous leap of the imagination to serve them as textures. UltraMFCD is now at a point where the core code appears stable (I'm not kidding when I say that DCS's default reaction to being hooked like this is to crash. Lots.), and aside from the previously mentioned patches with regards to Helios, the API aspects of the system are high on the proverbial menu. B
  21. Given the number of reports of such things, this will be the next priority in terms of debugging.
  22. Update7 is available at https://ultramfcd.com/Public-Beta-1 This update improves compatibility with SweetFX. Many thanks to Icemaker for his help with working this one out over the weekend.
  23. This is exactly the same issue as mentioned in my previous post. Ultimately I hope to hack away at DCS's innards so that I don't need to touch export.lua at all.
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