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Everything posted by 311Gryphon
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Make sure when TrackIR is running that it has the right profile. Mine keeps pulling up the default profile even though I have it set to run a different profile with different hot keys for DCS. That may not be the problem but I've struggled with it as well.
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What bindings were the problem, if you don't mind me asking? I've had some issues back when I was using FaceTrackNoIR that I assumed were due to my curves that I set in the tracking. I changed them and got the tracking to stabilize but every once in awhile the looping would return. I chalked it up to FTNoIR not being very stable. Now I have TrackIR 5 and it works much better but last night I wound up with the looping you are talking about. I'm going to check the bindings in the Virtual Joystick field tonight and see what I find out. But any extra information would be helpful. Thanks.
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Urgent HOTAS advise required
311Gryphon replied to Zzenith's topic in PC Hardware and Related Software
I'm sure it has been answered already but just on the throttle (not the entire quadrant) you have the pinky switch (lights), left throttle button (autopilot), slew control, coolie hat (4 way) and then the mic switch, brake switch, boat switch, and china hat on the ends of the right throttle. On the quadrant you've got a flaps switch, engine operating switch (cool for mid-air restart), APU start switch, a nice friction wheel that doesn't do anything that I know of so you can map it to something like zoom view, and then the autopilot and LASTE switches. I was a bit skeptical about the TM Warthog because of the price. However, the more I got to looking the more I realized that I was probably not going to be very happy with anything less simply because of the apparent reliability, the fact that it isn't force sensing, and the fact that it has all the proper buttons in all the proper places for the A-10. Obviously flying other birds will not be as "cool" as flying an A-10 with it just because I'll have to map the buttons less intuitively at times. But it's nice. I bought mine used paired with a set of Saitek Pro Combat rudder pedals. I don't know much about rudder pedals but it's nice having them. The toe brakes are pretty cool. I'd say the pedals would be the lowest priority myself but I'm personally glad I have them. Good luck!:joystick: EDIT: I forgot to answer about hitting the buttons when you change position on the throttle. I do have some difficulty with this but not much. Mostly on the mic switch. I have UP on the mic switch mapped to my Ventrillo chat and when I have the throttle maxed I have a bit of trouble not pushing forward on it instead of up since up is actually slightly forward at that point. All of the other switches haven't given me any problems. So the ones you need most are still easy and intuitive. -
I think so, yes. I have a feeling the producers of the show wanted to make the .50 BMG look as large as possible so they took the 7.62 X 39 and by virtue of the first number assumed it was the exact same diameter as a 7.62 X 51 (it's not) and thus called it a .308. It may not have been his fault that he got it wrong, but I personally think he should have known better and insisted on doing it right. Let's face it, a 12.7 X 99 is much longer than a 7.62 X 51 too. I should have quoted: This is in response to leafer, the previous was in response to shagrat. Thanks!
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This is all true but a 30 pound Barrett is hardly needed for killing insurgents below 1200 meters.
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Thanks, NoCarrier. That is very helpful and the system is actually much more intuitive than I originally thought. Now I just need a list of the two digit Alpha codes for each of the units operating the A-10. I've seen some lists of A-10's but they look inconclusive. For instance, here is one I found for FY-'77 http://warthogaircraftdatabase.blogspot.com/2009/04/fy-1977-aircraft.html Maybe that could lead us elsewhere but it's still not as nice of a list. Thanks again!
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But the gun itself is too heavy to be employed in the traditional sniper role. It's an anti-material rifle. Sure, vectoring in on a gun shot can be very hard from just a couple of hundred yards (when you're a couple hundred yards from the target perpendicular to the bullet flight path the snap of the bullet can be louder than the shot even if the shot is only a few hundred yards in range). But a sniper with a 30 pound gun (only - no optics no ammo no gear yet) probably won't be humping into the bush and out again with much efficiency! I'm not in the military so I could be completely wrong, but having carried a 15 pound gun a decent distance I doubt I'd want to double that weight! Luckily, in what appears to be the current battlefield that gun is used in there often isn't a need for stealth once you're engaging.
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Thank you, Sven. I'm glad you dug this up. I'm currently working on reskinning some planes and at the moment I'm simply looking for information on what the various numbers mean in the first place (as in, what does "MD" mean on a real A-10's tail [i'm guessing Maryland but that doesn't always seem to mesh with various units] and what would "AF", "78", and "754" mean on a real A-10)? That would be my first question. What are individual plane identifiers (I'm guessing the larger number), what are squadron identifiers, etc? Then I may have more questions once I get into actually implementing my skin in game. Thanks, and great work by the way. That's a nice looking plane.
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I am new to skinning, need help please.
311Gryphon replied to HornetUK's topic in How To Mod for DCS World
I personally like 7-Zip. It seems to be able to unpack more file types for me, runs better, is more intuitive, and completely free. But that's just my perspective. -
Tunguska http://www.youtube.com/watch?v=0ICcHxoNjVY
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AH, that movie stunk so badly! I kept hoping for a nice battle scene but never got it. Just a carrier going back in time so they can fly by some A6Ms then mysteriously warp back to the present time! :doh: But it would be fun to have it in a toggle so you were either bound by the time filters or not. Just to make mission editing more problem free.
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What's it doing wrong, exactly? They are fairly easy to setup, speaking of basics anyway. Plug it in, install the software, open it up and see what the camera sees for your positioning (so you can make the camera look directly at the track clip). That's about it. I didn't even have to mess with anything in the profile except the hot keys I wanted for pausing the tracking. I did have a big problem with tracking in the daytime though, with the standard track clip. I have a large window behind me and if sunlight is coming in that room there is too much IR energy being seen by the camera and it confuses it. I'll be able to use my track clip pro this weekend after I get a headset and hopefully that will help. But as of right now, no daytime flying for me. But it will help if you can tell us what is happening, if it is still happening. Thanks.
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You mean a 30 pound (unloaded) 57" long gun with a giant muzzle brake on the end isn't "stealthy"? I'm perplexed!
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Thrustmaster HOTAS input please!
311Gryphon replied to Picksplitter's topic in PC Hardware and Related Software
Either way you're going to LOVE the TM Warthog! -
Here is the video I was looking for earlier using Markpoints. It's from the beta so I'm not sure if anything has changed between then and now. Thanks.
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The Mark Points are only for setting up the bomb run for multiple release. With the Mark Points properly set you don't have to mess with designating a SPI for every target then releasing the bomb. You simply cycle the Mark Point, release, cycle the Mark Point, release, etc.
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Yes, it's just a matter of preparing for a multiple target/multiple release situation on a single pass such that you can quickly and easily switch your SPI. There may be an easy way to do this with the TGP but I find slewing it to be too cumbersome when I'm in a hurry (at least if the targets aren't sitting near each other). So setting up multiple Markpoints seems to be a very cool way to do it.
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I agree, but some of the planes they are working on for the DCS World (and some planes in DCS World) are not in service either. I would love to see a plethora of in service air craft and historic air craft. It would be fairly cool if we had a large stable of aircraft and could filter them according to generation or conflict or year (whatever gets like aircraft paired with like aircraft) to generate quick missions or filter down available aircraft in the mission editor. In that way you could quickly setup missions vaguely based on whatever conflict and time period you wished. And who wouldn't want to hop up in an F-86/MiG-15 duel????
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The only way I've done it yet is by setting a mark point on my target. I know there is an order in which to do things and I'm new enough that I can't tell you exactly how I did it, but I believe your SPI will default to your Steer Point and if you set your Steer Point dial on your Auxiliary Avionics Panel to "Mark" you will be able to cycle through Mark Points instead of your Flight Plan Steer Points. So you can set Mark Points on all your targets and then with HUD as SOI you can cycle through them using DMS and employ your bombs fairly rapidly. With HUD not as SOI you can still use your UFC to cycle quickly so it's all good. Like I said, I'm not really clear on exactly how to do all of that so I may be missing some stuff. Here is a video on it, although it is not the video I was trying to find. http://www.youtube.com/watch?v=a90k8RYxn6c EDIT: You're SPI will default to your Steer Point IF and ONLY IF you don't designate a different SPI.
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I think you are correct about some of the tutorials. I have not done the landing one even though I should. It just hasn't been high on my list. But some of the other tutorials can be daunting in the first place, and in the second can leave you sitting in your chair wondering what just happened to you. I've been left in the dust on several tutorials. Don't get me wrong, I think they are great tutorials. There is just a lot going on and like many things in the real world there may be multiple ways of accomplishing the desired task. Therefore it gets confusing at times. That is what makes this sim an awesome one and what makes it so hard to get into. There isn't just one button press and forget about for most of the functions of the plane. That being the case. a few of the tutorials will not make any sense to some people. In my case, I just skip them and may or may not come back later depending on if I feel I require learning them. Thanks, Badger, I'm glad I'm not the only one who has had to deal with those types of frustrations!
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Pikey, I've never had to trim to get the autopilot to engage. Trimming is VERY nice and I love having that mapped to the proper place on my HOTAS instead of the view that are originally mapped. Generally speaking, if you want to fly straight and level you can trim that and don't need the autopilot like you suggested, but would want to keep an eye on it because depending on many variable you may have to re-trim. Like I said in my last post, I'm pretty new and just started getting the hang of this game last week. But I don't think trim and autopilot have a whole lot to do with each other except that they use various control surfaces to achieve a desired end result. But thinking about the way I THINK real planes work (I've taken flight school and passed a written private pilots exam but never flew, so take this with a grain of salt) the trim simply makes slight adjustments to trim tabs to make your plane fly more or less straight and level. Autopilot, on the other hand, is a system built into the plane to automatically make corrections to control surfaces to keep a heading, altitude, or in the case of the A-10 a bank (or some combination of those things). It apparently can also maintain a vertical speed although I have not played with that at all. So in looking at these things, it seems clear to me that if someone is required to trim before setting autopilot there is a different problem going on. I had a lot of trouble getting autopilot to set early on; however, I've found that the problem was 1) the plane was not in compatible flight when I engaged the autopilot and thus didn't actually engage or 2) I was in compatible flight and it did engage but disengaged immediately when I released stick pressure do to having to apply a lot of stick pressure to maintain compatible flight in the first place. So, trimming can be helpful but isn't necessary.
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Badger, I'm sure this has been said before in here but I haven't had the time to peruse all the answers. In case it hasn't, I just want to say that autopilot will not actually engage properly if you don't have the plane in suitable flight. I only use the altitude/heading and altitude/bank autopilot modes. In the first you need to be pretty close to wings level and be near zero on your Vertical Speed Indicator (at 0 ± 1000 fpm seems to work for me). I can usually get it much closer than that. For the altitude/bank hold you need to hold a fairly steady bank and be near zero on your VSI. Now the other thing that was tricky for me at first was the fact that if you are holding stick pressure you can engage the autopilot but then you have to let off the stick. Sometimes the autopilot system doesn't seem to be able to keep up if you release stick pressure suddenly. For a heading hold you can trim the A-10 out or just work at it until you get close and set the autopilot then careful remove pressure from the stick. For the bank hold you just have to be careful releasing pressure. I'm not very experienced with the sim so there are probably better explanations that have already been posted. It was only last week that I was able to figure out how to consistently engage autopilot so I thought I could be of some help since it was fresh on my mind. As far as the controls go, I can't really help with that. Reading your original post made me even more relieved that I'm fortunate enough to have a TM Warthog to fly with. It makes it so much easier and more enjoyable for me.
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That would be pretty sick. I wouldn't mind floating around in one of those babies either.
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Totally. And either he got stuff wrong at times or the producers/writers of the show did. That show was fun to watch but annoyed me to no end. A guy hosting a show like that should know the difference between a 7.62 X 39 and a 7.62 X 51
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That is a good point. I have not played around with mission creation enough to know how ground units work with way points and triggers. In fact, I have yet to play with triggers at all so I'm not sure how powerful those are in DCS compared to previous games I've made missions for. But the AI does appear to be fairly weak at least in response to detection and attack.