

LeCuvier
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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.
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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!
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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.
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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.
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I totally agree with @Pikey in every point he makes.
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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.
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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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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.
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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.
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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
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Why can't I achieve more than 258 kts airspeed?
LeCuvier replied to LeCuvier's topic in Bugs and Problems
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. -
Why can't I achieve more than 258 kts airspeed?
LeCuvier replied to LeCuvier's topic in Bugs and Problems
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. -
Why can't I achieve more than 258 kts airspeed?
LeCuvier replied to LeCuvier's topic in Bugs and Problems
It's the speed I see indicated in the cockpit. The value indicated in the F10 view is about the same- -
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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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?
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Interesting! If all that is true, why do we have a binding to enable or disable water injection?
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Thanks for the swift reply!
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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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and pushed the two "Charge" buttons?
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I certainly hope that the developer will provide a complete set of bindings that work, over time. But I don't have the patience to wait for months (if not years) to get there. So I have started to help myself and got some improvement for myself. I will share here what I got and how. Anybody who wants to use this is welcome. Note: I will never post a complete edited "default.lua" as that would need to be reviewed and re-worked after most updates during E.A. Edited 30-JUN-2025: added subject 7. for non-BAT bomb release selectors and arming. Edited 03-JUL-2025: The developer has fixed/added some bindings. This makes some of my additions redundant. The respective LUA lines are prefixed wit "-- " below. 1. Flaps The existing bindings Flaps +/- do not work, and I could not create incremental commands. But could create commands to set the flap positions I'm interested in: - Flaps UP (=0%) - Flaps 30 DEG - Flaps down (=100%) {down = device_commands.iCommandFlaps, cockpit_device_id = devices.CONTROL, value_down = -1.0, name = _('Flaps to 0 DEG (UP)'), category = _('Flight Control')}, {down = device_commands.iCommandFlaps, cockpit_device_id = devices.CONTROL, value_down = 1.0, name = _('Flaps to 50 DEG (DOWN)'), category = _('Flight Control')}, {down = device_commands.iCommandFlaps, cockpit_device_id = devices.CONTROL, value_down = 0.6, name = _('Flaps to 30 DEG from UP'), category = _('Flight Control')}, With the same aproach you can set any other value you want. For flaps to 20% , 20%/50% = 0.2; so the value_down should be = 0.2. 2. Airbrake The existing binding is a toggle command and it works. But I want separate bindings for Extend and Retract. The following lines do this: {down = device_commands.Airbrake_kb, cockpit_device_id = devices.CONTROL, value_down = 0.0, name = _('Airbrake RETRACT'), category = _('Flight Control')}, {down = device_commands.Airbrake_kb, cockpit_device_id = devices.CONTROL, value_down = -1.0, name = _('Airbrake EXTEND'), category = _('Flight Control')}, 3. Gunsight Switch - see edits The existing binding does not work for me at all. The 3 LUA lines below provide commands for the 3 positions of the switch: {down = device_commands.Gunsight_light_switch, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Gunsight light switch ALT'), category = _('Weapons')}, -- {down = device_commands.Gunsight_light_switch, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Gunsight light switch ON'), category = _('Weapons')}, -- {down = device_commands.Gunsight_light_switch, cockpit_device_id = devices.WEAPON, value_down = 0.0, name = _('Gunsight light switch OFF'), category = _('Weapons')}, I use only ON and Off as I have very few 3-position switches and I hope that the light bulb won't die during a mission. 4. Gunsight brightness The existing "Gunsight light intensity +/-" bindings don't work for me at all, and I could not getting this kind of functionality to work. So I settled for 2 lines that allow me to switch the brightness to 50% or 100%: {down = device_commands.Gunsight_light_intensity, cockpit_device_id = devices.WEAPON, value_down = 0.5, name = _('Gunsight light intensity 50%'), category = _('Weapons')}, {down = device_commands.Gunsight_light_intensity, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Gunsight light intensity 100%'), category = _('Weapons')}, There is no need for a 0% option as I can switch the thing OFF. Any option between 0% and 100% can be easily added using different values for "value_down". 5. Guns Charge I could not find any bindings for the charge buttons, and I would hate to fumble for these awkwardly placed buttons in flight. So I came up with the 4 lines below to control the CHARGE/SAFE mode of left and right guns: {down = device_commands.Guns_left_charge, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Guns Left Charge'), category = _('Weapons')}, {down = device_commands.Guns_left_charge, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Guns Left Safe'), category = _('Weapons')}, {down = device_commands.Guns_right_charge, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Guns Right Charge'), category = _('Weapons')}, {down = device_commands.Guns_right_charge, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Guns Right Safe'), category = _('Weapons')}, 6. Master Arm Switch 2-Position ON/OFF. Fixed by the developer. The existing toggle switch works, but I prefer separate ON and OFF commands to bind to a 2-position switch: -- {down = device_commands.Master_arm, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Master arm OFF'), category = _('Weapons')}, -- {down = device_commands.Master_arm, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Master arm ON'), category = _('Weapons')}, 7. Bomb-related (not BAT bombs) - Fixed by the developer. The pylon release selector also works now. Bindings for the 3 release selector do not work. I managed a solution for the left and right hand switches, but not for the pylon switch. Here are the bindings for L.H. and R.H. switch: -- {down = device_commands.Left_wing_release, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('L.H. wing release selector ON'), category = _('Weapons')}, -- {down = device_commands.Left_wing_release, cockpit_device_id = devices.WEAPON, value_down = 0.0, name = _('L.H. wing release selector OFF'), category = _('Weapons')}, -- {down = device_commands.Right_wing_release, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('R.H. wing release selector ON'), category = _('Weapons')}, -- {down = device_commands.Right_wing_release, cockpit_device_id = devices.WEAPON, value_down = 0.0, name = _('R.H. wing release selector OFF'), category = _('Weapons')}, The 3-position switch for bomb arming didn't work, but the solution was easy. Here are the 3 lines: {down = device_commands.Arm_tail_nose, cockpit_device_id = devices.WEAPON, value_down = -1.0, name = _('Arming selector NOSE and TAIL'), category = _('Weapons')}, {down = device_commands.Arm_tail_nose, cockpit_device_id = devices.WEAPON, value_down = 0.0, name = _('Arming selector SAFE'), category = _('Weapons')}, {down = device_commands.Arm_tail_nose, cockpit_device_id = devices.WEAPON, value_down = 1.0, name = _('Arming selector TAIL'), category = _('Weapons')}, While I'm not happy about having to click the pylon switch with the mouse, I now can do most of the work without fiddling with the mouse.
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JSGME is an older program, and OvGME is more recent. I use OvGME to back up and restore modded files like cockpit glass etc, and the one file @Quaggles had to modify in the game folder structure. Unfortunately, @sedenion no longer supports this tool. Also, OvGME does not help you with the issues that arise when the developer adds new bindings to the "default.lua". This happens quite often especially with new modules that are in Early Access. You are then obliged to compare the new version with your modded version, and add your additions to the new file, except when some of the developer's additions do the same as your additions in the modded file. The Command Injector avoids these issues.
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What is the keyboard command for Active Pause F16
LeCuvier replied to kmaultsby's topic in Controller Questions and Bugs
LShift + LWin + Pause It's not defined in the respective aircraft modules but in "UI Layer". -
No,not that simple. Go to this post to get the info: https://forum.dcs.world/topic/270487-quaggles-dcs-input-command-injector-mod-v109-store-custom-input-commands-safely-in-saved-games-instead-of-merging-them-with-developer-changes-each-update/#comment-4651461
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I have added LUA lines for slower versions of the trim functions (rather than modifying the existing ones). As I'm using the "Command Injector" by @Quaggles, I entered them in a "default.lua" file under Saved Games. This eliminates the rework associated with changes/additions in the stock file at the time of updates. Here are the lines I added: {pressed = device_commands.iCommandElevatorTrim, cockpit_device_id = devices.CONTROL, value_pressed = 0.001, name = _('Trim, nose down SLOW'), category = _('Flight Control')}, {pressed = device_commands.iCommandElevatorTrim, cockpit_device_id = devices.CONTROL, value_pressed = -0.001, name = _('Trim, nose up SLOW'), category = _('Flight Control')}, {pressed = device_commands.iCommandEleronsTrim, cockpit_device_id = devices.CONTROL, value_pressed = -0.001, name = _('Trim, left bank SLOW'), category = _('Flight Control')}, {pressed = device_commands.iCommandEleronsTrim, cockpit_device_id = devices.CONTROL, value_pressed = 0.001, name = _('Trim, right bank SLOW'), category = _('Flight Control')}, {pressed = device_commands.iCommandRudderTrim, cockpit_device_id = devices.CONTROL, value_pressed = -0.001, name = _('Trim, yaw left SLOW'), category = _('Flight Control')}, {pressed = device_commands.iCommandRudderTrim, cockpit_device_id = devices.CONTROL, value_pressed = 0.001, name = _('Trim, yaw right SLOW'), category = _('Flight Control')}, As you will see, I only needed to change the value for "value_pressed". Note I tested only one of the lines; but as they all follow the same pattern that should be safe. If you run into a problem let me know.
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It's certainly implemented. It's default-bound to [LWin] + [Home]. They have simply not bothered to add the line for the binding to the "default.lua" under "...\joystick".These are the lines for auto-start and auto-stop from the "default.lua" under "...\keyboard": {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')}, If you paste them into the file under "...\joystick", you can bind the commands to flight controllers. However, as I said in my post above, the "default.lua" files will see lots of additions and maybe also changes during early access. And if you start adding to these files you may end up with a lot of rework each time the stock file changes, unless you use the Command Injector. Unlike in most other modules, the feature is not scripted in a file named "Macro_sequencies.lua"