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LeCuvier

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Everything posted by LeCuvier

  1. Thanks for checking. I reviewed on my end and it was a binding to the airbrake.
  2. After the 23-JUL-2025 I see continued and new issues at mission start: 1. Continued: Mission starting on runway has wings folded up. In other words, I'm in position for the takeoff run, but my wings are still folded up. This makes no sense at all. 2. New issue: In missions starting in the air, my Corsair has the landing gear down. And no matter how much I slow her down, I cannot retract the gear at all or I can only retract one of the two "legs". This is a show stopper for me as I fly mostly air-start missions.
  3. These lines seem to do it: {down = device_commands.Mixture_control, cockpit_device_id = devices.ENGINE, value_down = 0.0, name = _('Mixture Cutoff'), category = _('Engine')}, {down = device_commands.Mixture_control, cockpit_device_id = devices.ENGINE, value_down = 0.33, name = _('Mixture Auto-Lean'), category = _('Engine')}, {down = device_commands.Mixture_control, cockpit_device_id = devices.ENGINE, value_down = 0.66, name = _('Mixture Auto-Rich'), category = _('Engine')},
  4. Good catch! Actually embarrassing for the developer. These lines would have worked if they had put them into the key commands section of the file (after this line): join(res.keyCommands,{ But they put them into the Axis section, (after this line): join(res.axisCommands,{ And that obviously cannot work.
  5. If you are willing to add a line in the "default.lua" under "joystick\" or under "keyboard\" you can create it for yourself. This is the line: {down = device_commands.Clock_Chronograph_Button, up = device_commands.Clock_Chronograph_Button, cockpit_device_id = devices.CLOCK, value_down = 1.0, value_up = 0.0, name = _('Chronometer Start/Stop/Reset'), category = _('Flight Control')}, I tested it and it works just fine. I don't like the category "Flight Control" for the chronometer, but I didn't find a suitable one. You can change it to whatever you want.
  6. Sorry, I goofed. Forgot to remove the key commands. This should work for you: {down = device_commands.AutoStart, cockpit_device_id = devices.AUTOSTART, value_down = 1.0, name = _('Autostart Procedure'), category = _('Engine')}, {down = device_commands.AutoStop, cockpit_device_id = devices.AUTOSTART, value_down = 1.0, name = _('Autostop Procedure'), category = _('Engine')}, I tested it this time and it works. Edit: I went to the post with the PDF file and I downloaded it in the normal process. No idea what went wrong for you.
  7. The MiG-21 wasn't always so extraterrestrial. I used to kill the AI flying the Bf-109K4 (no kidding!), and that wasn't even very difficult. That of course was unrealistic too.
  8. I have done some more sparring with the Corsair AI (Ace) flying the Bf-109K4, and this confirms my earlier impressions: The damage model of the AI seems over-vulnerable. It takes just a few hits with 13mm rounds and the engine dies. I'm fairly sure the Corsair was more robust than that.
  9. I don't see a very bifg difference with the AI Corsair in "Ace". It's a bit more fun flying the Bf.109 but the outcome is the same. The Corsair catches a few rounds and its engine dies. Also, flying the FW-109D I see little difference. I turn into the merge and climb with him, and continue turning behind him not too aggressively, just short of flipping a wing down. As we get slower and lower, I set the flaps to landing and keep turning behind him, slowly catching up. Then it looks as if his engine were dying as he slows to a crawl and I try not to overshoot him too much. And as I look back, I see that he has hit the deck. Boom! Pretty much the same as the Veteran. I wonder if the AI has an engine problem. Edit: I also tried the P-51D against the Corsair in Ace. I'm not very good with the Mustang and find its tendency to flip wings worse than the Dora, so I was struggling. The Corsair seems to adapt its tactics to the weakness of its adversairy. It flies low and slow turning all the time, and I struggled to keep my Mustang stable in the air, and I didn't always manage that although I used my flaps. So sometimes I win and sometimes I lose. That makes the Corsair an interesting sparring partner, and I will sparr more!
  10. I have installed your mod, and it seems to change the behaviour of the Corsair significantly. I have leftz the Corsair AI at "Veteran" for the moment, so I can see the difference. From a Spit, it ways easy even without the mod and I haven't re-tried. From the Bf-109 it was somewhat challenging to kill the Corsair, now it's almost easy. With both of these, the kill always started with a dead engine. From the FW-190D, I found it impossible to defeat the Corsair because I could never get well behind it, and if I tried too hard I would get a wing flip-down at low altitude and low speed, mostly killing me. With the mod, I can kill the Corsair after a lot of turning at low altitude. Three times in a row, I got few or no hits, but it crashed into the ground. Unfortunately, the de-brief does not tell me why it hit the ground.
  11. I now find that I can defeat the Corsair AI (veteran) when I fly the Spit (relatively easy) or the Bf-109K4 (hard work). In both scenarios, the corsair's engine dies, but then the beast still climbs and maneuvers for a while before I can destroy it (typically a wing goes off) or it manages to emergency-land because I cannot fly slow enough to land a good shot.
  12. I totally agree with @Pikey in every point he makes.
  13. You expect too much! Also I find that your wingman will only engage one enemy and then rejoin, until you repeat the "engage bandit". That's not just the Corsair but all modules.
  14. These are the two lua lines for auto-start and auto-stop: {combos = {{key='Home',reformers={'LWin'}}}, down = device_commands.AutoStart, cockpit_device_id = devices.AUTOSTART, value_down = 1.0, name = _('Autostart Procedure'), category = _('Engine')}, {combos = {{key='End',reformers={'LWin'}}}, down = device_commands.AutoStop, cockpit_device_id = devices.AUTOSTART, value_down = 1.0, name = _('Autostop Procedure'), category = _('Engine')}, For general guidance on the subject, see here: https://forum.dcs.world/topic/270080-lua-editing-for-additional-key-binds-tutorial-no-discussion-here-please/#elControls_4646929_menu
  15. If you want to bind it to a button on a game controller, you need to make a very simple edit in the file "default.lua" under "disk location:\Eagle Dynamics\DCS World\Mods\aircraft\F4U-1D\Input\joystick" by copying a line from the "default.lua" under "disk location\Eagle Dynamics\DCS World\Mods\aircraft\F4U-1D\Input\keyboard" and pasting it into the file under "...\joystick". Since most people don't want to get into that, I won't go into more detail now.
  16. The AI version of the Corsair has an incredible flight model. It seems to make turns without losing energy and it climbs like a rocket.When I fly a FW-190 Dora or Anton it kills me every time. I have been able to defeat it when I fly the Bf-109K, but it's tough. In the reverse situation, when I fly the corsair, I can't even defeat a FW-190 Anton AI. Something feels wrong.
  17. The developer has fixed some of the weapons-related bindings. See edits in my earlier post: https://forum.dcs.world/topic/375038-more-keybinds-needed/#elControls_5662978_menu
  18. You are right. The Hercules can outrun the F4U-1D. I was misled by the Hercules' behaviour in other exercise missions which are just the same but with the German warbirds chasing. In these missions I can easily catch & kill the C-130's even with the FW-190A. So I never realized that the C-130 could be a lot faster.
  19. Whether its indicated or true airspeed doesn't matter to me. What counts is whether my speed is adequate for the job. And if I can't even catch up with a bomber or a tanker aircraft, the aircraft is useless. Yes, I could bomb ships with BAT bombs provided I have air cover. Big deal! If the performance doesn't improve I will trash the bird.
  20. It's the speed I see indicated in the cockpit. The value indicated in the F10 view is about the same-
  21. 1. Starting from runway: The aircraft should be ready to take off. Instead, the wings are folded, and I have to spread the wings and then lock them, before I can start rolling. While this isn't a show stopper, it's very annoying. 2. Starting in the air The undercarriage is down; and no matter how much I slow down, I cannot retract the gear using my HOTAS binding (maybe the gear is damaged due to the speed at mission start). I have to take my right hand off the stick and use the mouse to activate the lever. This happens even if the mission is an instant action with an enemy fighter racing toward me and the gear is slowing me to a crawl. I will be shot down before I have moved the gear lever. This is a show stopper and should be fixed with priority. Edit: When I use the Quick Action Generator, the landing gear is not extended although the mission starts in the air. And I'm just flying one of these air-starting missions again, and the undercarriage is NOT down! So there seems to be some random behaviour which makes any bug report tricky to verify.
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  22. I have set up a mission for basic A-A gun training, where I pursue a bunch of C-130 Hercules transport aircraft. I cannot catch up to them, in fact they outrun me. With throttle full and propeller at 2700 RPM, my max airspeed in F-10 view is displayed as 258 kts why the C-130 show 338 kts. (level flight at about 6,000 ft altitude). What am I missing?
  23. Interesting! If all that is true, why do we have a binding to enable or disable water injection?
  24. Thanks for the swift reply!
  25. I have bound a switch to these commands, but see no effect. I'm wondering if they work at all. Can somebody please tell me where this switch is in the cockpit?
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