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LeCuvier

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Everything posted by LeCuvier

  1. 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.
  2. 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.
  3. thanks for clarifying!
  4. 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.
  5. Can you state where you make this setting? I'd be very much obliged as I cannot find it anywhere.
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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?
  11. 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?
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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).
  19. @Yurgon sieht das richtig. Wenn es im Cockpit ein Kippschalter ist oder sowas, dann kann man i.a. keine Achse draus machen. Manchmal hat man aber im Cockpit Achsen, für die ED nur Schalterbefehle bereitgestellt hat. Beispiel (A-10C): die Drehregler für interne Beleuchtung, Radio-Lautstärke, Yaw-Trim. Die habe ich als Achsen realisiert durch Einfügen dieser Zeilen in die "default.lua" unter "\joystick": {action = 3001, cockpit_device_id = 49, name = _('Engine Instruments Lights Axis')}, {action = 3002, cockpit_device_id = 49, name = _('Flight Instruments Lights Axis')}, {action = 3003, cockpit_device_id = 49, name = _('Auxiliary Instruments Lights Axis')}, {action = 3005, cockpit_device_id = 49, name = _('Flood Light Axis')}, {action = 3006, cockpit_device_id = 49, name = _('Console Light Axis')}, {action = 3011, cockpit_device_id = 54, name = _('UHF Radio Volume Axis')}, {action = 3005, cockpit_device_id = 55, name = _('VHF AM Radio Volume Axis')}, {action = 3005, cockpit_device_id = 56, name = _('VHF FM Radio Volume Axis')}, {action = 3013, cockpit_device_id = 38, name = _('Yaw Trim Knob Axis')}, Ziemlich am Ende der Datei einfügen, am besten direkt nach "axisCommands = {". Vielfach (hängt vielleicht vom Game Controller ab) nutzt ED nur die Hälfte des Signalbereichs. Das kann mun mit Tuning (ggfs User Curve) kompensieren. Ich muss für meine diese Kurve eingeben:
  20. Was genau meinst Du mit Drehregler? Sowas wie Potentiometer, also Analoge Signale die man normalerweise für Achsen verwendet? Fehlende Achsen habe ich vielfach realisieren könnnen. Dazu nutzt man Daten aus der Datei "clickabledata.lua". Das gilt für die Cockpit-Objekte die man mit der Maus bedienen kann. Konkreter Bedarfsfall?
  21. Ich habe den OP mehrmals gelesen und hoffentlich richtig verstanden. Ich kenne den X-56 nicht, aber ich nehme an, er hat Schalter die ich als UP/DOWN Toggles bezeichne: Der Schalter funktioniert wie zwei gegeneinander verriegelte Drucktasten, die nach dem Loslassen beide AUS sind. Diese Schalter eignen sich für Befehle wie UP/DOWN, NEXT/PREVIOUS, CW/CCW. Der Autopilot Mode Schalter auf der TM Warthog throttle dagegen hat 3 stabile Stellungen EIN1, AUS, EIN2. Für den F/A-18 Dispenser Mode hat ED beide Befehlsarten zur Verfügung gestellt, plus die Option für 3 Drucktasten. Für den A-10C Autopilot Mode dagegen gibt es nur die Optionen für den Schalter mit 3 stabilen Stellungen sowie die für 3 Drucktasten. Das Problem: wenn ED keine Option für UP/DOWN Befehle bereitgestellt hat dann kann ich sie i.a. nicht durch LUA-editieren herstellen. Tut mir leid!
  22. Ich hoffe nur dass dieses Monster irgendwann etwas leichter zu fliegen sein wird, und dass ich lerne damit umzugehen. Der Ka-50 ist fast leicht zu fliegen, macht mir richtig Spass. Den Apache fliege ich vorerst nur wenn's mir so gut geht, dass ich übermütig werde. Einen richtigen Hover habe ich noch nie geschafft.
  23. I ran into the same issue when I endeavoured to define key commands for the Hornet, for use in Voice Attack. The vast majority of commands do not have default bindings. I started to build a little database to see which key combos are used/available, and conceptualize a method for defining new key combos in a systematic way. My enthusiasm fizzled away rapidly when I figured the tedious work that would require. I'm afraid it's pretty much the same with the Apache. I suspect ED will not add a lot of default key combinations, but if they do after you have defined your own, there will be a lot of rework.
  24. As he uses keyboard commands (generated through Voice Attack) he does need an OFF command, but that's not the issue. @drspankle I have bound the OFF command to the key "A" just for testing and that works fine. I suspect that your problem might be caused by your joystick signal being not precisely at zero when you release it, or producing some noise. In that case, the Pitch AP switch will go to the right position, but the AP does not engage. Set a deadzone on the Pitch axis, starting with a large value. If that solves the problem then you can reduce the deadzone as much as possible without getting an unwanted signal. PS: I suppose you have verified that Voice Attack produces the desired key combination
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