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LeCuvier

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Everything posted by LeCuvier

  1. Sorry, I was obviously on the wrong track. I've deleted my post to avoid unnecessary confusion.
  2. There is a setting in ME where you can choose Auto, HMD or NVG. It seems to be pre-set to Auto in all missions provided by ED and also those the user has created by copying an existing Ka-50 BS-2 mission and changing the chopper to -3. I have no idea by which criteria the Auto decides what to configure. The instant action "Cold start" in Caucasus comes up with NVG, while the one in Nevada comes up with HMD. I copy the instant action missions to Saved Games and set them up the way I like.
  3. The Spitfire (and the Mig-21) has pretty much the same braking system, and my first attempts at taxiing or even landing, using a pedal for the brake axis, were simply disastrous. In the end I managed somehow most of the time, but it's totally counterintuitive. Now I have a Virpil stick with an analogue brake lever and it still feels strange (because I fly the Spit and the Mossie rarely), but it's no problem. If you want to fly any of these birds and have fun, I can only recommend you get a joystick with an analogue brake lever.
  4. Tried to reproduce the issue. I bound the command to a button on my old joystick, and it works. I cannot imagine why it wouldn't work for you. Only explanation I can think of, that you might be trying to re-bind a button that's bound to UI Layer or "General".
  5. I reported this issue for BS-2 and I never found the cause of the issue. It still occurs when I run auto-start in the mission "Death Valley" with the BS-2. However, I made a copy of the mission and switched the helicopter to BS-3. Auto-Start now executes perfectly. As I will not fly the BS-2 going forward, I consider the issue as closed.
  6. I do use a Virpil Stick , the Original Mongoos T-50. But it does not control anything related to engine start. I don’t have access to my rig this week. When I’m back home I will check if I have a duplicate binding on the rotor brake. However this seems unlikely because in my case only one of the engines fails to spool up.
  7. you hit the nail on the head, thanks!
  8. I just completed all the bindings and did my first test flight. It went well, except I cannot get it to hover. In BS-2 I have absolutely no problem with that. In BS III, stabilized and speed down to 5 km/h, AP channels for Pitch, Bank and Heading activated, pushing the "Hover" button has absolutely no effect. Is there a change in the sequence of operation for Hover?
  9. Cannot confirm. The commands are still there and they are working with the AP 3-position switch on the Warthog throttle. The commands are not under "Special for Joystick" but under "Instrument Panel" and "FLCS".
  10. @Flappie: my compliments to the team, they did a sterling job providing almost all the bindings for 2- and 3-position switches. Unlike for the BS-2, I only had to add two lines of code: {down = device_commands.Button_6, up = device_commands.Button_6, value_down = 0, value_up = 1, cockpit_device_id = devices.AUTOPILOT, name = _('Autopilot Altitude Hold Mode 2-Pos BARO/RALT'), category = _('Autopilot Panel')}, {down = device_commands.Button_3, up = device_commands.Button_3, value_down = 0, value_up = 1, cockpit_device_id = devices.NAV_INTERFACE, name = _('Autopilot Desired Heading/Desired Track 2-Pos DH/DT'), category = _('Autopilot Panel')}, They make more sense to me than the 3-position switches provided by ED, because these are not 3-position switches in the cockpit, and, most important, I don't have that many 3-position swiitches in my gear.
  11. Well it's a 2-position switch in the cockpit so we can't really criticize them for providing matching bindings. I understand of course, if you don't have enough 2-position switches you'd be better off if they provided separate ON and OFF commands. They would be easy to create, and if you are willing to edit the "default.lua" I can provide them.
  12. No luck. I could create new trim commands using information from "clickabledata.lua". But I could not slow the trim "speed" down.
  13. @AeriaGloria: thanks for this information! I didn't realize the WeaponsTable LUA is gone! It seems then that in the process of restructuring the weapons data they have changed the effectiveness of the weapon. When I used it earlier it was a single-hit killer for all IFV's, APC's, Shilkas and the like. Now it's fairly useless.
  14. @AeriaGloria: As far as I know, the destructive power of armour-piercing projectiles is not derived from the mass of explosives alone. The M282 has a penetrator warhead which allows it to penetrate light armour like that of IFV's and create havoc from the inside. So comparing just the mass of explosive neglects a major piece of the equation.
  15. commands like "iCommand..." do not take parameters. I see that the trim commands are available in "clickabledata.lua". It might be possible to create custom commands. I may have time to try later.
  16. @NineLine: I tested, and it's not working. Normally you should be able to switch to the test position either using the CW/CCW vommand, or using the button input for "Test". Both methods fail. This is clearly a bug and should be reported. If somebody really needs this function, e.g. in a sim pit, I found a work-around by creating a new command. This requires a dedicated pushbutton input for the "Test" position. I added the following line of code into the file "default.lua": {down = fuel_commands.FuelQtySelSwTEST, pressed = fuel_commands.FuelQtySelSwTEST, up = fuel_commands.FuelQtySelSwTEST, cockpit_device_id = devices.FUEL_INTERFACE, value_down = 0.1, value_pressed = -0.1, value_up = 0.1, name = _('FUEL QTY SEL Knob - TEST Button Special'), category = {_('Instrument Panel')}}, The new command appears as "FUEL QTY SEL Knob - TEST Button Special" and you need to bind it to a pushbutton or equivalent. This command works in 3 steps. From any switch position, when you depress and hold the pushbutton, the switch will first go to the "Normal" position and then immediately to the "Test" position. This happens so fast that you hardly see the stop at "Normal". When you release the pushbutton, the switch goes to the "Normal" postion. I had to implement this 3-step approach, because there is currently no way to make the switch go directly to "Test".
  17. @Flappie: We are actually talking about two issues: Changing the Elements reference in "clickabledata.lua" to all uppercase allows you to rotate the button in the cockpit with he mouse. The additions to "default.lua" which I posted above provide key bindings so you can operate the knob from a game controller (or the keyboard if you add the lines to the "default.lua" under "...\keyboard"). For full desirable functionality you need both.
  18. I understand you are not a developer, but I suppose an organization like ED has a "suggestions" process. Here are the two lines of code to be added to "default.lua", for use with a pair of pushbuttons or an up/down toggle switch: {pressed = gyromagcompass_commands.F86_CockpitDeviceCommand_Heading_Correction, cockpit_device_id = devices.GYROMAG_COMPASS, value_pressed = 0.005, name = _('Gyro Compass Correction CW for Pushbutton') , category = {_('Instrument Panel')}}, -- for pushbutton {pressed = gyromagcompass_commands.F86_CockpitDeviceCommand_Heading_Correction, cockpit_device_id = devices.GYROMAG_COMPASS, value_pressed = -0.005, name = _('Gyro Compass Correction CCW for Pushbutton') , category = {_('Instrument Panel')}}, -- for pushbutton For a rotary encoder, you need much higher "value_pressed", like this: {pressed = gyromagcompass_commands.F86_CockpitDeviceCommand_Heading_Correction, cockpit_device_id = devices.GYROMAG_COMPASS, value_pressed = 0.03, name = _('Gyro Compass Correction CW for Rotary Encoder') , category = {_('Instrument Panel')}}, --for rotary encoder {pressed = gyromagcompass_commands.F86_CockpitDeviceCommand_Heading_Correction, cockpit_device_id = devices.GYROMAG_COMPASS, value_pressed = -0.03, name = _('Gyro Compass Correction CCW for Rotary Encoder') , category = {_('Instrument Panel')}}, --for rotary encoder
  19. @Flappie: We have hundreds of issues of this kind across the modules, and for most of them people including myself, have posted easy fixes done with a bit of LUA editing. Why can't people like you come up with a simple process for adopting these fixes into the stock LUA files? It's no issue for me, I help myself. But the majority of users seems to shy away from LUA editing and so it remains an open sore.
  20. @Phonon: I re-tested the 3 lines of codes with pushbuttons on my button box just to make sure the commands don't malfunction due to a change in DSC-World functionality, and I can confirm they still work as intended. In order to find out what's wrong at your end you need to elaborate. Please state, which of the following commands does not work: From To UP DOWN DOWN UP UP MIDDLE DOWN MIDDLE MIDDLE UP MIDDLE DOWN Also, please elaborate on what exactly the "wrong switching" does.
  21. If it's defined in "clickabledata.lua" you could very probably create a binding by adding a line or two in "default.lua".
  22. The moderator has marked the thread with "missing track", so I play the game and do a systematic test. I created a mission with 10 BMP-2 as targets. The A-10C II carries 42 each M151L and M282L. I flew the mission twice. First run I used M282L only, and in the second run M151L only. I saved tracks of both and I also have the Tacview files. I evaluated the first run replaying the track. But I found that after the 8th target the track no longer reproduced the true action. So I used the Tacview records to capture the attacks on the last two targets. Herte are the results: Using M282L Using M151L Target Hits to K.O. Weapon Remark Target Hits to K.O. Weapon Remark 1 1 M282L 1 1 M151L damaged 86% 2 4 M282L 2 1 M151L damaged 86% 3 1 M282L 3 1 M151L damaged 86% 4 6 M282L 4 1 M151L damaged 86% 5 1 M282L 5 1 M151L damaged 86%. Killed with 2nd Hydra 6 1 M282L 6 1 M151L damaged 86% 7 9 M282L 5th rocket fell short 7 1 M151L damaged 86% 8 1 M282L 8 1 M151L damaged 86% 9 4 M282L Track is invalid, using Tacview data 9 1 M151L damaged 86% 10 2 M282L 10 1 M151L damaged 86% "Hits to K.O." is the number of hits it takes to knock the target out so it can no longer fight. There is a difference in the way the two different Hydras are treated. 1. When you replay the track for the M282L and look at the debrief information you see that many hits that you witnessed in the track are not recorded as hits in the debrief. They are however recorded in Tacview. The hits not recorded in the debrief do not produce any damage in the target and do not affect its ability to fight. This explains the large number of hits required to destroy some of the BMP's. You have to really kill the BMP (critical damage) in order to disable it. It took 30 hits to K.O. the 10 BMP's. 2. The M151L disables the BMP with a single hit in all cases, resulting in "damaged 86%". At this damage level the BMP is totally unable to fight. You can just leave it there or give it the coup de grâce with a short gun burst. It took 10 hits to K.O. the 10 BMP's. My conclusion: the M151L is currently 3 times more effective against armoured targets like IFV's than the M282L. This does not seem realistic. It would mean that the M282L has no reason for being. The track files are too big for uploading to the forum. I will upload them to my OneDrive and add the link here. Here is the link to my OneDrive folder with the two track files: https://1drv.ms/u/s!AmGPVJpzF_Q4mFRmHoXqP6__bUsp?e=wgYmoh I'd appreciate if a moderator could clear out the empty lines below. They were caused by pasting data from Excel. Tacview-20221127-232520-DCS-BMP-2 Shooting Range M282L.zip.acmi Tacview-20221128-131405-DCS-BMP-2 Shooting Range M151L.zip.acmi
  23. I have gone through several additional missions to get a better picture. One can argue that the original super performance of the M282L was unrealistic and it was corrected to be more realistic. But the fact that the M151L is as successful as the M282L when used against BMP2/BMP3 does not seem realistic. This is the picture I'm getting, always looking at targets like BMP-2 and BMP-3: 1. The M282L sometimes but rarely achieves a single-hit kill, and sometimes 2 hits do not disable it. 2. The M151L mostly achieves a "86% damaged" (which means that the vehicle has become a passive target that can be easily killed with guns) from 1 or 2 hits.
  24. The BTR-80 is probably a very lightly armoured vehicle, and it takes only one hit to kill it. The difference is when you engage BMP-2 or BMP-3. I used to kill (kill meaning total destruction, cook up and explode) those with a single M282L hit, and that doesn't work any more. Yesterday I hit a BMP-2 with 2 successive M282L and it continued firing at me. That seems totally unrealistic to me. Even if a single hit does not make it cook up and explode, it should be sufficient to disable it.
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