

LeCuvier
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To be on the safe side, here is a second track. This time, I fly a Bf-109 to make my life easier, and the jug pilot is Ace so it's not too easy. Again, I just pretend I'm attacking, I don't want battle damage to muddy the water. jug engine fails less than 5 minutes after mission start, hardly 4 minutes of action. P-47-D40 AI Engine Fails Again 20210605.trk
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Remember, we are discussing my observation that the P-47D-40 piloted by AI (Veteran) suffers engine failure after 5 - 7 minutes of combat. I tried to reproduce the problem yesterday evening, and it did not happen. I tried again today, making sure I did not inflict any battle damage on the jug, just pretending to attack him in a turning fight. After very few turns, the jug's engine slowed down and then stopped; less than 6 minutes after mission start and very few minutes of action. I saved the track and verified that it replayed correctly. I attach the new track and hope that it will still replay correctly when you open it. P-47-D40 AI Engine Fails 20210605.trk
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I watched the track after saving it, and it showed what I described. I replayed it just now, and it shows a different story. The Track replay is obviously bugged, and that doesn't help. The true story is, the P-47D-40 has an engine failure after 5 to 7 minutes of dogfight.
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I have little practice with the jug, so I tried my luck vs the Anton AI. To my great surprise, I found that I cannot catch up with the Anton, and that I cannot outrun it. And when I try for too long, the engine dies. I did move the boost lever together with the throttle lever, and I used water injection. I thought that I must be doing something wrong due to my inexperience. So I swapped sides and flew an Anton against a P-47-D40 AI (Trained). As long as I kept on the defensive, he could ot catch up with me, the F10 view showed him 40 km/h slower. In the end I got aggressive and managed to shoot him down. That latter part would not have worked with the AI at "Veteran". Next, I took a Dora against a P-47D-40 AI (Veteran). With the Dora's more powerful engine I was more aggressive and there was some boom and zoom and turning action. At about 6 minutes into the mission, the P-47's propeller slowed down visibly, and 1 minute later it stopped altogether. The P-47 flew as a glider (a good glider!). I stopped the mission there and saved the track. Unfortunately, the track replay shows a totally different course of events, so there was no point posting it. In various missions F-190D vs P-47D AI I have seen the Jug's engine fail before I could even fire my guns. Typically between 5 - 7 minutes after missions start. In conclusion, 1. I'm surprised that the jug is not faster than the good old Anton, but maybe that's realistic? 2. However, the jug's engine failing after 5 - 7 minutes without any battle damage does not look right to me. A BUG? Edit: I tried once more, and this time the track seems to work. After 7 minutes with a bit of action, the jug's engine fails and it makes a nice emergency landing. P-47-D40 AI Engine Fails.trk
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F18 speedbrake messed up in OB
LeCuvier replied to Gripen 4-1's topic in Controller Questions and Bugs
OFF does not mean "Retract". It means "stop the movement" or "Hold". And that's exactly what it does. This works perfectly with a 3-position ON1-OFF-ON2 switch like the speedbrake switch on the TM WH throttle. If you can mimic this on the VIRPIL throttle: The forward position should be bound to "Speed Brake Switch - RETRACT/OFF" The aft position should be bound to "Speed Brake Switch - EXTEND". This is a bit of a misnomer. It should be named "Speed Brake Switch - EXTEND/OFF. If you want to use 3 pushbuttons per your description, you can do that too. Bind: Pushbutton 1: Speed Brake Switch - EXTEND Pushbutton 2: Speed Brake Switch - RETRACT/OFF Pushbutton 3: Speed Brake Switch - RETRACT As you will see, there is no bug. You just didn't figure out what the 4 speed brake bindings do. -
The folder "...\Saved Games\DCS.openbeta\Config\Input\A-10C\trackir" (or "...\Saved Games\DCS\Config\Input\A-10C\trackir") should be empty. If it contains a "....diff.lua" file that should be deleted because you don't want to deviate from the default bindings for TrackIR. The default bindings for TrackIR are defined in the "default.lua" under "DRIVE:\Eagle Dynamics\DCS World OpenBeta\Config\Input\Aircrafts\Common\trackir". They are normally applied to all modules you install, so you never have to worry about these bindings. This apparently has not worked in your case and I cannot guess why. The most solid solution is probably to bind the TrackIR axes manually, in Options/Controls, go to "Axis assign". Edit: Oops, I wonder what you mean by "For some reason they will not load either."? Are you saying that these fields are greyed out and you cannot enter bindings?
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requested Switch covers for toggle switches
LeCuvier replied to Badders46's topic in Controller Questions and Bugs
Sounds like a good suggestion, but I don't expect this to happen very soon. In the interim, I have created commands that combine the operation of switch and cover to a single binding. When the contact of the bound switch on the controller closes, the cover opens and the switch goes to the ON position. When the contact opens, the switch goes to the OFF position and the cover closes. This requires addition of the following lines to the file "default.lua": -- 2-position commands combined with cover Open/Closed {down = device_commands.Button_3, up = device_commands.Button_3, pressed = device_commands.Button_7, cockpit_device_id = devices.WEAPONS, value_down = 1.0, value_pressed = -1.0 , value_up = 0.0, name = _('Gun Safety 2-Pos and Cover'), category = _('Weapons')}, {down = device_commands.Button_36, up = device_commands.Button_36, pressed = device_commands.Button_39, cockpit_device_id = devices.CONTROLS, value_down = 1.0, value_pressed = 1.0, value_up = 0.0 , name = _('Compressibilty Recovery Flaps 2-Pos and Cover'), category = {_('Flight Control'), _('Systems')}}, {down = device_commands.Button_11, up = device_commands.Button_11, pressed = device_commands.Button_13, cockpit_device_id = devices.WEAPONS, value_down = 1.0, value_up = 0.0, value_pressed = 1.0, name = _('Left Wing Bomb Arm & Cover'), category = {_('Weapons'), _('Input.Generic.drop_ordinance_arming_panel')}}, {down = device_commands.Button_15, up = device_commands.Button_15, pressed = device_commands.Button_17, cockpit_device_id = devices.WEAPONS, value_down = 1.0, value_up = 0.0, value_pressed = 1.0, name = _('Right Wing Bomb Arm & Cover'), category = {_('Weapons'), _('Input.Generic.drop_ordinance_arming_panel')}}, {down = device_commands.Button_19, up = device_commands.Button_19, pressed = device_commands.Button_21, cockpit_device_id = devices.WEAPONS, value_down = 1.0, value_up = 0.0, value_pressed = 1.0, name = _('Belly Bomb Arm & Cover'), category = {_('Weapons'), _('Input.Generic.drop_ordinance_arming_panel')}}, I did this because I just don't have enough switches on my controllers to bind these covers separately. -
Unfortunately I don't own the F16 MFD but I'm sure people have used them with the hog, and I see no technical reason why they couldn't. The A-10C II has 2 controller-specific files for the left and right MFD: "F16 MFD 1.lua" and "F16 MFD 2.lua". The catch is, these files do not include any bindings other than the ones for the MFCD buttons and switches. But you can copy any lines of code from "default.lua" and paste them into "F16 MFD 1.lua" and "F16 MFD 2.lua", to make these commands available for binding to the MFD's. I don't understand the problem with the Blackhog panel. There is no flie like "Blackhog.lua". Does it mimic something else?
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All AI are unrealistic overperformers, but the Spit seems to be at the top. When it's set to anything higher than trained, I have a feeling it could be used to launch satellites into orbit.
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The F/A-18 does not have controller-specific ".lua" files (ignore the ".diff.lua" files!). So all mod lines for the Hornet go into the "default.lua" under "...\Mods\aircraft\FA-18C\Input\FA-18C\joystick". Here are some lines I added for my Hornet: -------------------------------------------------------------------------------------------------- {down = iCommandPlaneGearUp, up = iCommandPlaneGearDown, name = _('Landing Gear Control Handle 2-Pos UP/DOWN'), category = {_('Left Vertical Panel')}}, -------------------------------------------------------- {down = cpt_commands.CanopySwitchOpen, up = cpt_commands.CanopySwitchClose, cockpit_device_id = devices.CPT_MECHANICS, value_down = 1.0, value_up = -1.0, name = _('Canopy Control Switch 2-Pos OPEN/CLOSE'), category = {_('Right Wall'), _('Systems')}}, {down = cpt_commands.CanopySwitchClose, up = cpt_commands.CanopySwitchClose, cockpit_device_id = devices.CPT_MECHANICS, value_down = -1.0, value_up = 0.0, name = _('Canopy Control Switch CLOSE/HOLD'), category = {_('Right Wall'), _('Systems')}},-- for 3-pos switch {down = cpt_commands.CanopySwitchOpen, up = cpt_commands.CanopySwitchClose, cockpit_device_id = devices.CPT_MECHANICS, value_down = 1.0, value_up = 0.0, name = _('Canopy Control Switch OPEN/HOLD'), category = {_('Right Wall'), _('Systems')}},-- for 3-pos switch ----------------------------------------------------- {down = cptlights_commands.HookBypass, up = cptlights_commands.HookBypass, cockpit_device_id = devices.CPT_LIGHTS, value_down = 1.0, value_up = -1.0, name = _('Hook Bypass 2-Pos Switch FIELD/CARRIER'), category = {_('Left Vertical Panel')}}, {down = cptlights_commands.HookBypass, cockpit_device_id = devices.CPT_LIGHTS, value_down = 1.0, name = _('Hook Bypass Switch FIELD'), category = {_('Left Vertical Panel')}}, {down = cptlights_commands.HookBypass, cockpit_device_id = devices.CPT_LIGHTS, value_down = -1.0, name = _('Hook Bypass Switch CARRIER'), category = {_('Left Vertical Panel')}}, ---------------------------------------------------- {down = gear_commands.LaunchBarSw, up = gear_commands.LaunchBarSw, cockpit_device_id = devices.GEAR_INTERFACE, value_down = -1.0, value_up = 1.0, name = _('Launch Bar Control 2-Pos Switch RETRACT/EXTEND'), category = {_('Left Vertical Panel')}}, {down = gear_commands.LaunchBarSw, cockpit_device_id = devices.GEAR_INTERFACE, value_down = -1.0, name = _('Launch Bar Control Switch RETRACT'), category = {_('Left Vertical Panel')}}, {down = gear_commands.LaunchBarSw, cockpit_device_id = devices.GEAR_INTERFACE, value_down = 1.0, name = _('Launch Bar Control Switch EXTEND'), category = {_('Left Vertical Panel')}}, -- Wing fold special: 1st line provides PULL and FOLD with one key press --------------------------------------------------- {down = ctrl_commands.WingFoldPull, pressed = ctrl_commands.WingFoldSelect, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_pressed = -1.0, name = _('Wing Fold Control PULL-FOLD'), category = {_('Right Vertical Panel')}}, {down = ctrl_commands.WingFoldSelect, up = ctrl_commands.WingFoldPull, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_up = 0.0, name = _('Wing Fold Control SPREAD-STOW'), category = {_('Right Vertical Panel')}}, ---------------------------------------------------- {down = fuel_commands.DumpSw, up = fuel_commands.DumpSw, cockpit_device_id = devices.FUEL_INTERFACE, value_down = 1.0, value_up = -1.0, name = _('Fuel Dump Switch 2-Pos ON/OFF'), category = {_('Left Console'), _('Fuel Control Panel')}}, {down = fuel_commands.DumpSw, cockpit_device_id = devices.FUEL_INTERFACE, value_down = 1.0, name = _('Fuel Dump Switch ON'), category = {_('Left Console'), _('Fuel Control Panel')}}, {down = fuel_commands.DumpSw, cockpit_device_id = devices.FUEL_INTERFACE, value_down = -1.0, name = _('Fuel Dump Switch OFF'), category = {_('Left Console'), _('Fuel Control Panel')}}, --------------------------------------------------- {down = 3256, up = 3256, cockpit_device_id = 0, value_down = -1.0, value_up = 0.0, name = _('Flashlight 2-Pos ON/OFF'), category = {_('View Cockpit'), _('Right Console')}}, {down = iCommandPlaneShowKneeboard, up = iCommandPlaneShowKneeboard, value_down = 1.0, value_up = -1.0, name = _('Kneeboard 2-Pos SHOW/HIDE'), category = _('Kneeboard')}, -- Emergency/Parking Brake single command Turn CCW and Pull to Parking Position {down=gear_commands.EmergParkHandleSelectPark, up=gear_commands.EmergParkHandleOnOff,cockpit_device_id=devices.GEAR_INTERFACE,value_down=1.0,value_up=-1.0,name=_('Emergency/Parking Brake Handle - CCW+Pull'),category=_('[Front Left - Vertical Panel')}, -- simplified speed brake switch (no HOLD position)------------------------------------------ {down = hotas_commands.THROTTLE_SPEED_BRAKE, up = hotas_commands.THROTTLE_SPEED_BRAKE, cockpit_device_id = devices.HOTAS, value_down = -1.0, value_up = 1.0, name = _('Speed Brake Switch 2-Pos EXTEND/RETRACT'), category = {_('Throttle Grip'), _('HOTAS')}}, {down = elec_commands.PitotHeater, up = elec_commands.PitotHeater, cockpit_device_id = devices.ELEC_INTERFACE, value_down = 1.0, value_up = 1.0, name = _('Pitot Heater Switch - 2-Pos ON/AUTO'), category = {_('Right Console'), _('ECS Panel')}}, -- switch must be in the OFF position at mission start
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Sacarino identified the file for you. Open the file with Notepad++ and you will see these lines at the beginning: return { forceFeedback = { trimmer = 1.0, shake = 0.5, swapAxes = false, }, keyCommands = { Insert the added lines (the ones you want to use) below the line saying "keyCommands = {". Note: this is assuming you don't want to bind any of these commands to a TM Warthog throttle or stick, or a Saitek X52 Pro Flight Controller, or a F16 MFD 1/2. Any command to be bound to one of these controllers must be added into the file with that name, e.g. "F16 MFD 1.lua". This applies to all controllers that have a dedicated ".lua" file in that folder. It does not apply to files ending with ".diff.lua".
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Controls not syncing with hotas on mission startup
LeCuvier replied to Bastlwastl's topic in Controller Questions and Bugs
Check your axis bindings. There are probably multiple bindings on the same axes. This happens sometimes after updates. -
Copy Thrustmaster settings from A-10C to A-10 II
LeCuvier replied to AvgWhiteGuy's topic in Controller Questions and Bugs
If you are using the TM Warthog throttle and stick you should use the "reset to default" function. -
reported Should heavy flak be effective below 3000ft?
LeCuvier replied to Nealius's topic in DCS: WWII Assets Pack
Didn't the combination of Kommandogerät and Übertragungsgerät take care of that? -
Good news, thanks!
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I tried your scenario. Throtttling back to IDLE just reduces your thrust to nothing; but the electronics continue to work. And no master caution light. It's when you pull the throttles back over the hump to OFF that engines and electonics are cut off. By the way, I could restart the engines after moving the throttles forward (over the hump) to IDLE by flicking the APU switch to OFF and then to ON.
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ED is in a difficult position. On one side there are the "comfort gamers" who would like to have an autopilot on the Bf-109K4, and on the other side the realism purists who don't even want to see features of an experimental version. And both defend their positions heatedly, someties dogmatically. I think we should all be a bit more tolerant and accept that we don't have a monopoly on being right.
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I found the cause of my issue. I'd had a similar issue with the Hornet and that led me to the solution for the Viper. Background: I use a TM Warthog grip in a VRP MongoosT50 base. The Warthog grip is rather heave and its center of gravity is forward of center. That makes the stick always lean forward some degrees and therefore produces a small pitch input when the stick is free. In the Hornet, I had to enter a 3% deadzone for the pitch axis to make the AP BALT and RALT work. When I tried to apply that solution to the Viper, I found that I needed a deadzone of 6% which I didn't like. So I increased the Pitch axis stiffness in the VRP base quite significantly. The stick is now very stiff in the pitch axis and the pitch autopilot works for both Hornet and Viper now. With deadzone back to 0 for the Hornet and a whopping 5% for the Viper. Bottomline: the Viper's pitch AP is extremely sensitive to small pitch inputs - much more so than the Hornet, and this interferes with the Viper's pitch AP. I have no way of knowing whether that's realistic and therefore won't call it a bug. But I don't like it, and that's putting it very mildly.
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Good point, thanks! I have updated my two posts above.
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It's a habit acquired from flying the hog. In the hog you need to trim before engaging the autopilot, else it will lose control very quickly. In the hog, the AP is really just a stabilizer. I suppose it wouldn't harm to trim the Viper before engaging the AP, would it?
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@DH14300I changed the indicator_type per your suggestion, but the HUD does not export. I also changed the viewport name (in both files). No result. Frustrating! This is my .lua: _ = function(p) return p; end; name = _('FA-18 HUD_RDDI_AMPCD_IFEI'); Description = 'FA-18 HUD, RDDI, AMPCD and IFEI, camera on the center (on main monitor)' --Game screen size set to 3600 x 1440. Hardware: Main monitor 2560 x 1440; second monitor 1680 x1050 on the right. Viewports = { Center = { x = 0; y = 0; width = 2560; height = 1440; aspect = 2560 / 1440; viewDx = 0; viewDy = 0; } } F18_HUD = { x = 2560; y = 380; width = 512; height = 364; aspect = 512/364; } RIGHT_MFCD = { x = 3075; y = 380; width = 512; height = 512; aspect = 1; } CENTER_MFCD = { x = 2560; y = 900; width = 512; height = 512; aspect = 1; } F18_IFEI = { x = 3075; y = 1150; width = 430; height = 167; aspect = 430/167; } UIMainView = Viewports.Center -- GU_MAIN_VIEWPORT = Viewports.Center
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@DH14300 How did you manage to export the FA-18C HUD? I added these lines to the file "AVQ32_init.lua" dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("HUD") and added these lines to the monitor setup LUA file HUD = { x = 2560; y = 380; width = 512; height = 512; aspect = 1; } But the HUD does not export to the secondary monitor.
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I find the Anton easier to land than the Bf-109 and probably on a par with the Dora. The German warbirds were generally not as easy to land as the P-51 or P-47. I find even the Spit easier to land than the Bf-109 with a little practice and an analog paddle on the stick.