Jump to content

LeCuvier

Members
  • Posts

    3513
  • Joined

  • Last visited

Everything posted by LeCuvier

  1. I checked both stable and Open Beta, and the command "toggle VR Zoom" is available for all game controllers. If it's greyed out for joysticks etc that would indicate that the following line is missing in the file "default.lua" under "...\Config\Input\UiLayer\joystick": {down = iHeadTrackerZoomToggle , up = iHeadTrackerZoomToggle , value_down = 1.0 , value_up = 0.0 , name = _('toggle VR Zoom' ), category = vr}, You could add it manually, using a program editor like "Notepad++". But the safest method is to run a Repair. I presume that you have not modified that file.
  2. The buttons/switches on throttle and stick generally cannot be operated with the mouse. You need to bind these commands to buttons on your game controllers or use keybord commands. While the flight manual says that you should put the propeller pitch control in manual mode for engine start, I agree with @Ala13_ManOWar that it's not necessary. And if you forget to switch back to Automatic mode at least after take-off, you will kill your engine.
  3. I believe that the behaviour was intentionally programmed. Only a short button press in your scenario prevents a second start-up attempt. Otherwise you can have several engine starts in a mission.
  4. @-0303-I ran your track and it showed what you described. I believe the mission is "Cold Start (and not "Takeoff from ramp"). Also, I can reproduce what you describe in the "Cold Start" mission. After pressing the "Start" button briefly that button no longer has any effect. Whether that's a bug, or just "how the system works", I don't know. But it might be correct behaviour. The button has a protective cover for a reason.
  5. Edit: I had made 2 minor changes to the file "clickabledata.lua" a long time ago. I found that in the meantime ED had made many changes to that file which were not reflected im my modified file. They had also fixed the issues that justified my changes. I restored the stock file and now the engine start works both manually and in auto-start. Especially the wobble pump has become much more effective so I no longer have a problem with fuel pressure. I learned a lot about the Spit's start-up process. But I have to apologize for muddying the water in this thread.
  6. No. This is not like binding a button to a command.
  7. When I say "auto-start I mean auto-start. The magnetos are engaged and it's not a "much bigger issue" as the auto-start macros in all ther modules work perfectly. I use the Cold Start mission in Instant Action, Caucasus map. The auto-start for the Spit works sometimes but mostly not. The engine starts up, but then stutters and dies. I did a lot of experimenting and found that: If I activate the wobble pump for a few cycles when the engine has started running and before the message comes up that says something like "activate the wobble pump...", then the engine does not die and everything goes just fine. The engine runs smoothly and I can fly the bird. My layman's conclusion is, that the fuel pressure drops too much during engine start, and with my wobbling I maintain enough pressure until the fuel pump does its job. Edit: I have added a fair number of wobble cycles into the auto-start macro (in file "Macro_sequencies.lua") and now the auto-start macro is able to complete the start-up every time without my assistance. Edit: I have run a repair and backed out the additions to my "default.lua", and now the engine start works both manually and with auto-start. It seems that one of my additions causes the fuel pressure to drop, and now I have a nice challenge to find what it is.
  8. Strange. Auto-Start does not work here. When the Start and Boost buttons are depressed, the engine starts and runs for just a few seconds, then stops. Edit: this post can be ignored. My problem was caused by a mod.
  9. thanks for clarifying!
  10. I don't own the F-14, so I cannot comment on that. But there are in fact planes where the trim action is "too fast". In some cases I have been able to find a fix. The original poster should state which planes (other than the Tomcat) give him the problem and then we can see if there is a solution. One possible work-around: If you have rotary encoders they may work better for you because they only produce a very short "ON" pulse for every ratchet click.
  11. Can you state where you make this setting? I'd be very much obliged as I cannot find it anywhere.
  12. Sorry but I do not see this setting option anywhere. I'm a fan of the "KISS" principle, and this in my opinion is far more complicated than necessary.
  13. No, key commands have no delay option. I wonder how you can get multiple key presses though. Sounds like you might have a contact bouncing problem?
  14. Thanks for this exhaustive explanation! I'm using the SC 500 bomb, with the settings of my 1st post, to sink large ships like the ELNYA. As I find it almost impossible to hit a ship from a safe altitude, I attack in an extremely low (not shallow) dive in "Sturz MV" mode, releasing the bomb very low so I can be sure it won't miss, and pulling up at very low altitude, almost like a Stuka. Fortunately that's not a problem in the Anton. I doubt that the bomb has 1 s for arming, and I guess you are saying that the arming time doesn't apply in Sturz mode, so that would make sense. This mode works very well with undefended ships, almost every bomb is a kill. With any kind flak on board it would be suicide of course.
  15. It seems to me that ED have overcomplicated things a bit. I have now 1. ticked both checkboxes for "Unlimited Weapons" in ME Options 2. "Unlimited Weapons" is NOT ticked in Options -> Gameplay 3. The checkbox "Force Gameplay and MISC Options ..." under "Presets" is ticked (I had never noticed this item before and I haver never touched it) And my Anton has unlimited bombs! Does this makes sense to you? For me it looks like a mess. But, with unlimited bombs and the bomb delay finally working, I can now sink ships without being shredded by my own bombs.
  16. i don't have the option "Unlimited Weapons" activated in the system options. But I have ticked it in the ME options for a bomb use training mission (FW-190A8). When I run the mission however, I can only drop one bomb. Shouldn't I get a new bomb every time I've dropped one?
  17. I overlooked that little detail, sorry! Selecting SC-50 and SC-250 bombs, I could select a delay of 8.5 s and that worked. I would have hoped for something around 1 or 2 s. That should be enough to avoid being shredded by my own bomb. 8.5 s give the targeted vehicles time to drive away from the impact point, and AI vehicles do. With the SC-500 I could select a 5 s delay. I didn't measure it, but it felt more like 8 s. While these delay times seem much longer than desirable, it looks like a good first step. A little description of the fields might be good. The field "Vz Mode Function Delay seems redundant?
  18. I read in the OB change log that a first step of the new bomb delay functionality is available and decided to try it. In ME you can now see that some of the bombs allow selection of fuses with delays like 0.7 and 1.2 s. I chose a FW-190A8 equipped with a AB-250 SD10 bomb and dropped it on or near a BTR. To my surprise, I could not see any impact crater. So I repeated the exercise and found that the bomb exploded in mid-air. I have a feeling that the bomb explodes 0.7 or 1.2 s after you drop it. I don't believe that's right. The delay should start on impact. I include a little track. FW-190A8 250 kg Bomb Test 1.trk
  19. You are referring to the Altimeter Mode Switch. Yes, that's missing. I have fixed it for myself by adding two lines of code to "default.lua". That creates bindings for a 3-position switch. ED obviously missed this one. In my opinion it's a legitimate bug.
  20. 1. The "Parking Brake/Anti-Skid" command bindings for a 3-position switch are available (category "Special for Joystick"). 2. The "ECM Power Switch" command bindings for a 3-position switch are in fact still missing. They can be easily added if you don't mind adding two lines in the file "default.lua". @NineLine: addition by ED would certainly be the "cleaner" solution.
  21. This crazy maneuvering is also practiced by some AI fighters, e.g. P-51D when they are chased. So In order to kill the beast I have to do pretty much the same. Now if ED implemented what the OP suggests just for human pilots it would become almost impossible to defeat these AI. We are already handicapped because the AI do not suffer from blackouts, and that's bad enough. What I'm saying is: If this kind of restriction is introduced by ED, it should apply to AI as well.
  22. Noch eins: wenn Du die Sparrow auf eine abgefeuert hast musst Du weiterhin auf den Gegner zufliegen und ihn mit Deinem Radar "beleuchten", wil die Sparrow ja selbst keinen Radar-Sender hat. In diesem Zustand bist Du für die zweite Mig ein leichtes Ziel. Ich würde in dieser Situation eher die Aim-120 einsetzen, die ihren eigen Radarstrahl erzeugt, damit ich manövrieren und die zweite Mig angreifen kann.
  23. you own the P-51,..., and Spitfire, but you wanted a real dogfighter? So what is the Spit if not a dogfighter? Re your other points, it might help to spend some time with the flight manual which is quite good!
  24. Vielleicht hat die Mig Radar-Jamming eingesetzt? Die Sidewinder stört das nicht, weil sie mit Infrarot arbeitet. Wenn Du ungefähr weißt wo die Mig ist, solltest Du den Azimuth-Winkel, der defaultmäßig 140° ist, reduzieren, z.B. auf 60° oder 80°. So wird der Radarsuchstrahl auf ein kleineres Volumen konzentriert und der Gegner kann sich nicht so leicht verstecken. (MFD-Pushbutton 19 mehrmals drücken, das ist der zweite von unten links).
×
×
  • Create New...