

LeCuvier
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Everything posted by LeCuvier
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@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.
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@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.
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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
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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.
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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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I've been away from the A-1ßC-II for a long time. When the laser-uided rockets became available they quickly became my favourite weapon against IFV's, APC's, Shilkas and any other lightly armoured vehicles. They were highly effective and killed even the BMP-3 mostly with a single strike. Today I decided to refresh my skills with the hog, and I find that even the BMP-2 often requires multiple hits in order to disable it. It seems that the armour-piercing capabilöity of the M-282L has been downgraded. Now I'm wondering whether the original lethality was unrealistically hihj and has been corrected downward, or the current "weakness" is an "accident". Can someone with knowledge clarify please? Edit: I did some more testing, using M-151L rockets against the same kind of targets. To my surprise, I find that the M-151L repeatably kills a BMP-3 with 2 hits. It does as well as a M-282L. This does not look right to me. The BMP-3 has fairly solid armour I believe, and it should require armour-piercing wareheads for a kill. The way it looks to me, there is no significant difference between the two types of rockets in terms of lethality for IFV's and that does not seem right.
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The order of devices displayed in the "CONTROLS" window
LeCuvier replied to foobolt's topic in Controller & Assignment Bugs
That's awful! Have you tried "Rescan Devices"? Thankfully the "Options" screens have been changed to take advantage of available physical screen size. Also, I have re-started the game 3 times and the devices were always in the same order. I will continue watching if the order remains stable. -
Command wingman to attack certain targets
LeCuvier replied to Hairdo1-1's topic in DCS Core Wish List
The Ka-50 has this feature. I can direct any of my wingmen to attack my currently locked target. Only issue is, they sometimes try to attack an air defense target with gun or rockets (although they carry Vikhr ATGM's) and that gets them killed. So it would be good to have a command like "attack my target with Vikhr!" -
In my experience the P-51 AI can take an incredible number of hits and continue flying. And even when their engine is dead they continue fly over incredible distance. The Mosquito on the other hand is very easy to kill. It's a huge targwet and it takes only a few hits to set it on fire.
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No problem thanks to OvGME
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This is a wish list, and the wish of the OP is a single-press Eject command to be provided by ED. 3rd party programs are just work-arounds for missing functionality; and whether they are "very useful solutions ... respecting everyone's needs" is debatable.
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It's funny how many people are trying to tell us that our "wishes" are wrong. Maybe there should be a dedicated "Anti-Wishlist" subforum for them? Personally I have added the single-press command decribed above into the UI Layer "default.lua" and bound it to the right Window key on my keyboard. And should I accidentally press that key I shall feel nor pain nor regret - it's a game!
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1. I'm referring to the file "default.lua" under "K:\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\Input\F-16C\joystick" (K being the Drive). 2. The best place for adding key commands is just below these lines at the top of the file so you can easily find your edits. local cockpit = folder.."../../../Cockpit/Scripts/" dofile(cockpit.."devices.lua") dofile(cockpit.."command_defs.lua") local res = external_profile("Config/Input/Aircrafts/common_joystick_binding.lua") join(res.keyCommands,{ 3. Make sure you don't miss any of the commas, parentheses, curly braces. Syntax errors may invalidate the entire file 4. Use a program editor like Notepad++ (no office program!)
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Unless you choose to go down the "wishlist" path (good luck!), there are two solutions: 1. Use TARGET Thrustmaster's software (which I have stopped using so I cannot provide details but it's not difficult) 2. Edit the "default.lua" adding these two lines of code: {down = control_commands.ApPitchAlt_EXT, up = control_commands.ApPitchAlt_EXT, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_up = -1.0, name = _('Autopilot PITCH Switch ALT HOLD/OFF'), category = {_('Instrument Panel'), _('FLCS')}}, {down = control_commands.ApPitchAtt_EXT, up = control_commands.ApPitchAlt_EXT, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = -1.0, value_up = -1.0, name = _('Autopilot PITCH Switch ATT HOLD/OFF'), category = {_('Instrument Panel'), _('FLCS')}}, I bind (Pitch Autopilot) Altitude Hold to the upper position (PATH) and Attitude Hold to the down position (ALT). The middle position switches the Autopilot to OFF, no binding required. Link to tutorial for editing this file: https://forum.dcs.world/topic/270080-lua-editing-for-additional-key-binds-tutorial-no-discussion-here-please/#elControls_4646929_menu
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Good point!
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The German grammar hasn't changed, but (hallo-wach!) we had a spelling reform (Rechtschreibreform) in 1996.
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I have never seen the triple command as a big problem, but there is a simple LUA edit to execute the underlying command "iCommandPlaneEject" 3 times with a single button press. To achieve this, I added the following line of code {down = iCommandPlaneEject, pressed = iCommandPlaneEject, up = iCommandPlaneEject, name = _('Eject (press once)'), category = _('Systems')}, into the file "default.lua" in the folder "K:\Eagle Dynamics\DCS World OpenBeta\Config\Input\UiLayer\keyboard". This creates the new keyboard command "Eject (press once)" in the UI Layer. This will make the command available for all modules that use the command ""iCommandPlaneEject" with a single binding. The remaining challenge is to find a key combination not yet used for any command, but the new 2.8 functionality helps with that. You could also make the command available for game controllers by adding it into the "default.lua" under "...\joystick".
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Changes/additions in "default.lua" do not affect Integrity Check.
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You can probably adjust the "speed" for all or most of these bindings by modifying parameters in the file "default.lua" under "DRIVE:\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\Input\F-16C\joystick". Example HMCS knob: There are two lines of code for this: { pressed = hmcs_commands.IntKnob_ITER, cockpit_device_id = devices.HMCS, value_pressed = -0.3, name = _('HMCS SYMBOLOGY INT Knob - CCW/Decrease'), category = {_('Left Auxiliary Console')}}, { pressed = hmcs_commands.IntKnob_ITER, cockpit_device_id = devices.HMCS, value_pressed = 0.3, name = _('HMCS SYMBOLOGY INT Knob - CW/Increase'), category = {_('Left Auxiliary Console')}}, The parameters following "value_pressed" determines the rotation speed of the knob. The values -0.3/0.3 work fine for rotary encoders but are fast for pushbutton. If you reduce them to -0.05/0.05 you will find they work better for pushbuttons. For editing this file use the free Notepad++. Also, you need to make a backup copy of the modified file because Update or Repair will restore the original file. To get a better understanding of what you can do with the "default.lua" files, go to https://forum.dcs.world/topic/270080-lua-editing-for-additional-key-binds-tutorial-no-discussion-here-please/#elControls_4646929_menu and download the tutorial document.
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Clarification on future of WW2 Asset Pack
LeCuvier replied to DD_Fenrir's topic in DCS: WWII Assets Pack
Good information, thanks! -
Seems a bit excessive; but if that's how the beast work I'll have to adjust. Glad to see it's not a problem with my joystick button! I had reported a sporadic issue some time ago, where a single press of the Weapon Release button fired two Vikhr missiles. That certainly got fixed!
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If you want to use a different multi-monitor set-up for your upcoming session you have to 1. start the game 2. look up the "Options" parameters you want to use 3. Enter these options in Options/System and hit "OK" 4. wait for the game to shut down and re-load This is a cumbersome and time-consuming process. It should be possible to create "presets" (sets of parameters for different configuations) and chose from them before the game actually loads. This is probably wishful thinking, so I created a solution for myself using a MS Access database with some VBA programming. The solution imports the "Options.lua" and enters all lines into a table. Then it parses the text lines and extracts labels and values into separate lines. Going forward, I can now select from a short list of predefined settings and re-export the changed data to "Options.lua". This takes only a few seconds. Now I can start DCS World and it will load with the updated Option values right away. At this point in time, the presets include only 4 option items: Aspect Ratio, Sreen Height, Screen Width and the name of the multi-monitor setup file. These are the 4 values that require the time-consuming process. The design is such that further options could be easily added. This was an interesting project for me, but probably not useful for others because few people are comfortable with a database. Would be nice if ED could come up with an integrated solution to make this process quick and painless. I attach a screenshot of one of my forms for illustration.
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Loading diff.lua files for an aircraft?
LeCuvier replied to bclinton's topic in Controller Questions and Bugs
You don't specify for what purpose you want to "load" the .diff.lua files. These files capture the the bindings of commands to buttons/keeys/knobs on game controllers or keyboard that you have added, removed, or changed (like curves). So I could guess somebody provided such files and you want to copy them into the right folder. But guessing is not good enough to answer a question that doesn't come with sufficient background. Generally speaking though, a file for keyboard bindings should go to "...\keyboard\"; but a file for a game controller should go to "...\joystick\". -
Missing Binding: Next / Previous CMDS Mode
LeCuvier replied to LowGlow's topic in Controller Questions and Bugs
These command bindings are already available. Look for "Mode Knob - CCW" and "Mode Knob - CW"!