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LeCuvier

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Everything posted by LeCuvier

  1. 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.
  2. 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.
  3. 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.
  4. I cannot find any announcement about the zero fighter. What info have you seen about it?
  5. Adds a little dose of humour to the game
  6. 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.
  7. 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')},
  8. 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.
  9. 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.
  10. 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!
  11. I created bindings for the 3 positions that work. They can be bound to 3 pushbuttons, or to a 3-position switch. But frankly, they do nothing other than changing the position of the 3-way switch in the cockpit. I don't think you'll ever be able to view gun camera footage. So it's probably a very low, if any, priority.
  12. Thanks for checking. I reviewed on my end and it was a binding to the airbrake.
  13. 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.
  14. 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')},
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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!
  21. 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.
  22. 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.
  23. I totally agree with @Pikey in every point he makes.
  24. 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.
  25. 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
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