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LeCuvier

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Everything posted by LeCuvier

  1. The commands you have highlighted are for the mouse only. For your throttle you need to bind "HOTAS Slew Horizontal" and "HOTAS Slew Vertical".
  2. I ran a dogfight mission (guns only) F/A-18 vs SU-27 AI and saved the track. I replayed it twice, and both replays evolved exactly like the original mission. I attach the track, and Tacview files of the mission plus the two replays. Everything is exactly the same. A huge difference compared to the WWII replays I've seen. In the WWII replays it seems that the AI bandit makes different decisions evry tim you run the replay. With the jets the AI repeats the samer turns every time. Maybe this is why some people say that the tracks work just fine? FA-18 contra SU-27 Mission.trk Tacview-20250908-FA-18 vs SU-27 Mission.zip.acmi Tacview-20250908-FA-18 vs SU-27 Replay 1.zip.acmi Tacview-20250908-FA-18 vs SU-27 Replay 2.zip.acmi
  3. These look ok. We need to see the bindings of @drspankle.
  4. I've been following this for a long time, flying mostly Bf-109 and FW-190. These missions are generally dogfights with a substantial amount of turning. Each time I looked at the track, I found it went "off-track" after a few turns. On the other hand I flew a mission with the Hornet yesterday, and the track was absolutely fine. Seeing all these posts today, I decided to produce a track. I flew a mission with the Bf-109 vs a Mosquito. I killed the Mosquito and saved the track. When I viewed the track, I found myself shooting into the blue sky turning around aimlessly and in the end was shot up by the Mosquito. I then replayed the same track again, and the action turned out very similarly, but somewhat different. And if you replay the track you will probably see something different again. The duration of the replay is always exactly the same as that of the original mission, so the tracks are truncated at different points in the action. I attach the track, plus Tacview recordings of the original mission and of the two replays. Tacview shows clearly the differences in the course of action, between actual mission and replays. Bf-109 contra Mosquito.trk Tacview-20250906-Mission 2 Replay 2.zip.acmi Tacview-20250906-Actual Mission 2.zip.acmi Tacview-20250906-Mission 2 Replay 1.zip.acmi
  5. ED has still not provided bindings for a 3-position A/P Pitch switch. I added this myself into the LUA file. If you don't want to make the LUA edit, you need to use the pushbutton bindings. You may have missed one of the necessary bindings. Can you post a screen shot of your bindings?
  6. Cannot confirm. Tried again yesterday with a dogfight I won. After a few turn "I" started firing into the blue sky, and very soon the bandit was behind me and killed me.
  7. I remember a time when tracks were working. Can't tell how many years ago, must be a long time.
  8. The answer is "No". But it's possible to modify Lua code so you get two successive commands with a single button press/release sequence. Are you sure your "default.lua" is not modified?
  9. I agree. With little or no wind she handles very nicely. When I first saw postings about ground handling issues, I wondered if my plane was somehow different. But by adding wind to my test missions I was brutally corrrected. Somebody says that the tail wheel is broken from spawn. I believe that would make landing difficult past touchdown. But landing is a pleasure as long as no wind is concerned.
  10. Thanks for responding!
  11. I have tried the ground steering/differential braking again, and I'm totally happy. Version: 2.9.19,13478 MT Terrain: Caucasus on runway (not carrier) Air base: Kutaisi Controls bindings: - Rudder pedals to axis "Rudder" - Gear Brakes left and right to axes "Gear brake left" & "Gear brake right" 1. No wind Observations: 1.1 Taxying, Steering without Gear Brakes (Tail Wheel" unlocked): Without touching the brakes, I can steer her gently left and right, feels a bit like in the Mustang. I suspect that's the effect of the propeller air stream hitting the rudder. 1.2 Sharp turns: I combine pedals with gentle differential braking. This works very nicely. I love it. Compared with other warbirds it's a piece of cake. So far, but... 2.1 Wind 5 m/s from 0 Deg (North): Quite manageable 2.2 Wind 10m/s from 0 Deg: Becoming unmanageable. She wants to turn into the wind 2.3 Wind 20 m/s from 0 DEG: Totally unmanageable. I think she wants to turn into the wind, like a big weather vane. Looks like the wind effect on the rudder is overdone. Edit: Takeoff and landing from Kutaisi was real fun with wind at 10 m/s from 0 DEG as the runway is roughly East-West. Takeoff seemed manageable going to high speed quickly. But the landing approach (from the East) was in crabbing mode and I was really surprised I didn't kill myself. However, taxying to parking position involved a right turn and that was impossible. I have never tried aircraft carrier but that should be a bit easier as the boat will turn into the wind for takeoff and landing.
  12. The engine management has obviously become more complex, and the early access guide does not provide good guidance on this subject. The "Enable Water Injection" switch is working now, but again, no guidance. I'm not flying the Corsair in air combat for now, as I have no clue how to keep the engine from just going on strike, and I'm a bit spoiled from flying the German birds.. However, I have no problem with turning left or right on the deck. I use the axis bindings for left and right wheel brakes, but I also tried with pushbutton commands. No problem here. I just tried again to be sure. If you can't left-turn with the brakes, that means you will do a pirouette like an ice skater when you hit the brakes after touchdown. Is that so? Do you use axis or button bindings for brakes?
  13. Yes I can see the effect when I'm at higher altitude. Expected something like MW50 in the German birds, but it's quite different. I would appreciate a comprehensive guide for its use. The bits and pieces in the posts don't help me.
  14. According to today's change log, the WEP switch has been added. I suppose it's the "Enable Water Injection" switch. I see no effect though.
  15. I have set up a mission for practicing with the BAT bomb. There are 4 large ships (easy targets) and I have 3 wingmen, each carrying a BAT bomb. I hit the ship I locked on to every time. I'm actually surprised how easy it is to destroy a ship with this weapon. But the wingmen always drop them in the water, far from the ships. It looks as if they handled the BAT bombs like standard AN-MXX GP bombs.
  16. I looked at this in depth and found: 1. The BAT bomb functionality seems to be Work in Progress. When I look at the related lines in "clickabledata.lua" there is a comment "/R/ Bat bomb - Experimental" 2. Radar ON/OFF 3-position switch behaves as you describe. I could make it work with some LUA edit. See below. 3. Search button: I bound it to a push button and it does stay in when I depress the button briefly. So I cannot confirm your finding. 4. Target Lock button: Confirm it works as one would expect. For the Radar ON/OFF 3-position switch, I found that the binding "BAT Bomb Scope ON" works as expected. To implement the other 2 positions I added these 2 lines to "default.lua": {down = device_commands.BatBomb_RadarOnOFF, cockpit_device_id = devices.BATBOMB, value_down = 0.0, name = _('BAT Bomb 3-Pos Hold 1 Min'), category = _('Weapons')}, {down = device_commands.BatBomb_RadarOnOFF, cockpit_device_id = devices.BATBOMB, value_down = -1.0, name = _('BAT Bomb 3-Pos Set Off'), category = _('Weapons')}, I bound the 3 commands to a pushbutton each and I can now switch to all 3 positions freely. However, I'm not sure that the command "BAT Bomb 3-Pos Hold 1 Min" does anything. Anyway, I ran a mission with some ships to go through all steps and it works fine now.
  17. LeCuvier

    Autorudder

    I don't see the auto-rudder option as an unfair advantage. Other warbirds with a lot less prop torque have the option. And MP servers can probably exclude fighters that have it activated. I don't use auto-rudder on any of my warbirds, but I do struggle keeping the Corsair straight climbing to a bandit or diving towards a ground target. Prop torque in the Corsair is extreme, and if one aircraft should have the option it's this one.
  18. I suspect that the issue is caused by having the same coordinates and sizes for CENTER_MFCD and TEDAC. You should probably use separate files for Hornet and Apache resp. That's what I do anyway. The other thing I noticed is, you don't seem to have a line like "UIMainView = Viewports.Center". When I omit that line, the UI main view extends over all monitors. However, it does not affect display of the AMPCD.
  19. I cannot find any announcement about the zero fighter. What info have you seen about it?
  20. Adds a little dose of humour to the game
  21. I shot up the Corsair (flying the Dora) so it had to emergency land. I strafed it once and then used F2 to look at the damage. And lo and behold, my strafing had produced an orphan tail section lying next to the Corsair. See attached photo. Just to be clear, there was only one Corsair in the mission. This funny bug won't make me lose any sleep, but maybe worth fixing.
  22. Rocket Box I wanted to try the rockets and therefore bind rocket box switches, but I found none. Not knowing when Magnitude will fix this, I created my own. These are the lines I added to my "default.lua": {down = device_commands.RocketsBox_SwitchCover, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Rockets Box Switch Cover OPEN'), category = _('Weapons')}, {down = device_commands.RocketsBox_SwitchCover, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Rockets Box Switch Cover CLOSE'), category = _('Weapons')}, {down = device_commands.RocketsBox_Switch, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Rockets Box ON'), category = _('Weapons')}, {down = device_commands.RocketsBox_Switch, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Rockets Box OFF'), category = _('Weapons')}, {down = device_commands.RocketsBox_ArmSafe, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Rockets Box ARM'), category = _('Weapons')}, {down = device_commands.RocketsBox_ArmSafe, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Rockets Box SAFE'), category = _('Weapons')}, {down = device_commands.RocketsBox_SingleAuto, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Rockets Box AUTO'), category = _('Weapons')}, {down = device_commands.RocketsBox_SingleAuto, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Rockets Box SINGLE'), category = _('Weapons')},
  23. Setting the takeoff trim (Yaw and Bank to 6, Elevator to 1) seems challenging and causes me neck distortion due to poor visibility of the dials. Just like the "Trim Reset" command, there should be (in my opinion) a "Takeoff Trim" command. I have managed to create such a command for myself by adding this line to the "default.lua": {down = device_commands.iCommandRudderTrimAxis, pressed = device_commands.iCommandEleronsTrimAxis, up = device_commands.iCommandElevatorTrimAxis, cockpit_device_id = devices.CONTROL, value_down = 0.22, value_pressed = 0.44, value_up = 0.05, name = _('Trim for Takeoff'), category = _('Flight Control')}, It's a bit of a cheat, but so is the "Trim Reset" as far as I know.
  24. I executed the start procedure exactly as described in the EA Guide, and it worked. Except I never saw the "Engine primed" message, maybe I was not looking where I should.
  25. Two little issues: 1. I never see the spike of the radar echo on the A-Scope. This does not prevent me from locking and hitting the ship, but doesn't look right. 2. For familiarization with a new weapon I like to use the "Unlimited Weapons" option. This doesn't seem to work with the BAT bomb. Pity!
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