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npole

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Everything posted by npole

  1. As I understand there's no nVidia Frame Generation with this update? I'm asking because it's the biggest benefit I've found in example is MFS (almost doubling the FPS...).
  2. npole

    WSO lock to Pilot?

    I answer myself.. my WSO wasn't locking at all, in fact as WSO you need to use the "trigger" (full) button to designate and not TDC (DE)PRESS.
  3. npole

    TPOD troubles

    I've had the same issue, TDC PRESS designated the target, I've also got a DESIGNATE message displaying, but the ASL (azimuth line) was off on a side and no TREL counter or such. My issues were apparently related to the alignment (I didn't completed the alignment from cold start) and also about the TDC PRESS button set to the slew sensor on the Warthog (the little "ball" on the throttle to be pressed), by pressing that thing the TDC moved around and despite the fact that a DESIGNATE message appeared the target wasn't assigned at all. So i made sure to complete the alignment, and also moved the TDC PRESS button to a dedicate button (so it won't slew the TPOD aiming while being pressed) and finally it worked. Now this is working for the pilot, but I can't have the WSO to designate a target for me. The whole thing however appear to be a "little" bugged overall.
  4. npole

    WSO lock to Pilot?

    The WSO controls (SOI) the TPOD, lock to a target, but the target is not passed to the weapon system controlled by the pilot (but the target is correctly highlighted), there's no ASL line. The only way I found for the pilot to release a bomb (in example) is to regain SOI on the TPOD, re-lock the target again (TDC PRESS), and then the target is passed to the weapon system to fire and the ASL line is visible. Is it how it works? Is it a bug or not implemented yet? Or I'm doing something wrong?
  5. If you notice, you're "forced" to return to the normal view, because the standard command works only in toggling mode. In example, if you want to switch directly from a snap view to another, you can't.. because if you're in a snapview already (toggled), you don't have to switch again in toggle mode... and the software (the macro) doesn't know if you're in a snapview already. I've modified the LUA to overcome this exactly issue: you can switch between views, no matter if you're in a snapview already or in the standard camera. The only additional key needed is the one to exit the snapview (I call it "reset view" because it exists the snapview toggle mode and will center your view, like in your video).
  6. I agree, I left DCS for a while (old user...), I went back only recently and I wasn't following the scene at all.. so I've looked for the long awaited F15E right on Youtube.. I found many videos and tutorials that I was 100% sure that it was already out... soon after I've figured it wasn't ...but I got more surprised to know that it wasn't around the corner, I thought: wow, with so many videos and contents it's gonna being released "tomorrow".. but... nope! It's surely not an usual way to do marketing and legit hype, that thing seems to be owned already by the baker around the corner!
  7. I do own a TS Warthog as well.. however neither with a macro you can do that, because you have to enter in the toggle mode to switch between the views and once you entered in that mode, the hotkeys will change. The only way to do that without touching the LUA files would be to set an always pressed key macro.. but the idea of having a key always pressed while doing other stuff is plain crazy. So I don't think you can switch between views with a single key press (macro) and the default key bindings (original LUA).
  8. Oh, forgot to mention that doing the above will place you in the toggled view, to reset the view you gonna use the default LCTRL+NP0, however I've combined it with the "center view" (NP5) so in every moment I can reset the view, no matter where I'm looking at, by adding the up event here: {combos = {{key = 'Num5'}}, pressed = iCommandViewCenter, up = iCommandViewSnapViewStop, name = _('View Center'), category = _('View')},
  9. I didn't found how to do this in game, but I've found how to manipulate the LUA file to obtain a toggling view without going in toggling mode (for anyone that may have the same question one day...). This is the LUA part where it is controlled: {combos = {{key = 'Num0', reformers = {'LWin'}}}, down = iCommandViewSnapView0, up = iCommandViewSnapViewStop, name = _('Custom Snap View 0'), category = _('View Cockpit')}, {combos = {{key = 'Num1', reformers = {'LWin'}}}, down = iCommandViewSnapView1, up = iCommandViewSnapViewStop, name = _('Custom Snap View 1'), category = _('View Cockpit')}, {combos = {{key = 'Num2', reformers = {'LWin'}}}, down = iCommandViewSnapView2, up = iCommandViewSnapViewStop, name = _('Custom Snap View 2'), category = _('View Cockpit')}, {combos = {{key = 'Num3', reformers = {'LWin'}}}, down = iCommandViewSnapView3, up = iCommandViewSnapViewStop, name = _('Custom Snap View 3'), category = _('View Cockpit')}, {combos = {{key = 'Num4', reformers = {'LWin'}}}, down = iCommandViewSnapView4, up = iCommandViewSnapViewStop, name = _('Custom Snap View 4'), category = _('View Cockpit')}, {combos = {{key = 'Num5', reformers = {'LWin'}}}, down = iCommandViewSnapView5, up = iCommandViewSnapViewStop, name = _('Custom Snap View 5'), category = _('View Cockpit')}, {combos = {{key = 'Num6', reformers = {'LWin'}}}, down = iCommandViewSnapView6, up = iCommandViewSnapViewStop, name = _('Custom Snap View 6'), category = _('View Cockpit')}, {combos = {{key = 'Num7', reformers = {'LWin'}}}, down = iCommandViewSnapView7, up = iCommandViewSnapViewStop, name = _('Custom Snap View 7'), category = _('View Cockpit')}, {combos = {{key = 'Num8', reformers = {'LWin'}}}, down = iCommandViewSnapView8, up = iCommandViewSnapViewStop, name = _('Custom Snap View 8'), category = _('View Cockpit')}, {combos = {{key = 'Num9', reformers = {'LWin'}}}, down = iCommandViewSnapView9, up = iCommandViewSnapViewStop, name = _('Custom Snap View 9'), category = _('View Cockpit')}, removing the "up = iCommandViewSnapViewStop" part, will make the snapview to stay.
  10. Hello, I'm trying to find a way to save a camera position to call it back using a single hotkey. So far I didn't found anything that works like I need: what I found is, I can do the above but the view doesn't stay, it's not toggable, I need to keep the hotkey pressed. Or I can make it toggable, but it means switching to the toggle mode first and then using the save view hotkey, both this solutions will not work for my scenario. What I would like to do, is what I do in other sims (in example MSFS): i set a view with the free camera, I save it with on a hot-key, and that view is then available with that hot-key and will stay. I can switch between those save camera position with their hotkeys and no intermediate steps. I didn't found a way to the same with DCS: i can't keep the hotkey pressed (it will affect the normal keyboard operation); if I switch to the toggle mode I need to use two separate hotkeys, not only that but the hotkeys for the key to change between the views will change (in example the first time i need to enter in the toggle mode; but to switch to a different view directly from there, you don't need the switch anymore.. it's a mess). Any idea? Maybe it can be done my manually editing the LUA files? However I would like to avoid to modify the LUA files (and maintain them later...) if this can be performed in-game.
  11. IMO the module isn't anywhere to be ready, neither for an early access, so It'll be the last available day (end of March), only because they "cannot" move the date further at this point. So not the optimal conditions... but not releasing it after the "100% promise" would cause even more troubles.
  12. 21st is in 6 days, and according to their words: "We will give you ample warning to pre-order once we set a specific date" a "ample warning" whatever definition you could give to word, isn't anywhere near 6 days. So it's sure it won't come the 21st (nor it would come in December). We'll see it any day between January and March, and we'll know it much before (you won't see a communicate saying: "It'll be released next week").
  13. He had the F14 in his (ED) version by long time, you can see it in the main menu in the old videos. That's indeed expected, how they could test the module otherwise. It's not an indication of an imminent release.
  14. It's already in the game, you can search on youtube to see how it will work. However on general note: a target is designated by someone else (JTAC, another aircraft.. whatever..), the coordinates of that target are passed to you along with the laser code (4 digits, actually it seems to work only 1688 code), the laser code is then input in the instrumentation, when you're ready to fire you ask to "lase on", JTAC will light the target and you'll fire your weapon. Example with the Mirage: (laser on at 20:31)
  15. JTAC or other designators.
  16. By quoting those messages you didn't answered to the question: "does it mean that the MAV is expected the 7th" ? (taking in consideration that everything is subjected to change...).
  17. In his defense you can't even figure what's out the next week, because of the ambiguous messages from Wags. "Team is plugging away at the L Mav." ...what does this mean? They are working at it but it will not be in the next OB update? Do these features will come together, or they will be added as soon they'll be ready, individually? Updates are so confusing.
  18. You're not doing anything wrong and you're not alone. CCRP with unguided bombs are already a pain to use on an aircraft with the full set of sensors in order (A10C) and a working INS and wind correction, with the F18 that is far to be completed and without a TGP they are much less precise than using them with CCIP at a correct angle. In other words: it's "normal".
  19. There's no guided or self-adjusted bombs, CCRP (Auto) is much less precise than CCIP. Also be sure to not use the snake eye (retarded) bombs in CCRP without activating the RET ...in theory they can be used without it, but in practice they go all over the place.
  20. We give our contribution to the game. You are giving (with this thread) no contribute, instead you're judging other people. This is not Facebook, we don't need priests and psychologists. Let's discuss about the game, not about the persons.
  21. npole

    New contents

    It's not my problem.. but yours: if you read carefully I was answering to someone else, I wasn't talking about ED, but about who do not respect their customers with the excuse of "early access".
  22. npole

    New contents

    "They" who? We aren't talking about ED... we're talking about someone who doesn't give constant updates to their customers or even worse giving contradicting information. That one (that isn't ED) is destined to fail. Customers are the ones who are paying you.. not your beta testers. And this involves the early access products: they are 100% sold product, they are put on sale to monetize early a product and not to please some random people, whoever will pay for it is a 100% customer not a beta tester. If you don't want to have people complain: do not release anything in EA and pay your beta testers until the release day (that was a common development practice until thie "EA" manner come out in mass).
  23. npole

    New contents

    You will fail .. unless you distribute free products. Disappointed customers are very voicy on the net.
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