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LeCuvier

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Everything posted by LeCuvier

  1. Yes, if you are willing to add this line to the file "default.lua": {down = hotas_commands.THROTTLE_ANT_ELEV_AXIS, value_down = 0.0, cockpit_device_id = devices.HOTAS, name = _('ANT ELEV Knob - Center'), category = {_('Throttle Grip'), _('HOTAS')}}, The zero value centers the axis vertically. I simply copied the line for the axis, replaced the "action" with a "down" expression and added the "value_down" expression. You can do this with all axis commands in all modules I have tried. You have to find the right value by trial and error as the axis range definitions vary.
  2. In the file "K:\Eagle Dynamics\DCS World\Mods\aircraft\F-4E\Input\F-4E-Pilot\keyboard\default.lua", local function "binds". Through some magic which I cannot figure out, the commands defined in "...\keyboard\default.lua" are made available to all game controllers. This module is really different!
  3. F-4E Phantom issue: I was trying to make WSO commands (e.g. Radar Mode) available for the pilot. So I added "...\Saved Games\DCS\InputCommands\F-4E-Pilot\joystick" to the "InputCommands" folder with files "default.lua" and "Throttle - HOTAS Warthog.lua", and added this line of code into the skeleton structure of both: knob('Radar Mode', { 'BST', 'Radar', 'Map', 'Air-Ground', 'Beacon', 'TV' }, nil, device_commands.RADAR_Mode_Knob_RIO, device_commands.RADAR_Mode_Knob_RIO_INC_DEC, device_commands.RADAR_Mode_Knob_RIO_NEXT, device_commands.RADAR_Mode_Knob_RIO_AXIS, bind_templates.radar_panel()), Unfortunately, the command "Radar Mode" is still not available for the pilot. When I added the LUA line directly into the files in the game folder structure, the command became available for the pilot. So there is nothing wrong with the LUA line. I tried to find inspiration in @Munkwolf's community project, but did not see anything for the F-4E. Is there a structural problem with that aircraft module? Edit: I corrected the folder structure under "InputCommands" to "...\Saved Games\DCS\InputCommands\F-4E\F-4E-Pilot\joystick" but that did not solve the issue.
  4. I belong to the people who want to get rid of all reflections for myself . That's because... 1. I'm almost 80 and my eyes are not what they used to be. So everything that reduces visibility puts extra strain on my eyes and brain, and reduces the fun. 2. These effects require processing power, and I'm not willing to pay for ever more hardware performance and the questionable benefit of seeing less clearly. I'm happy if I can eliminate these disturbances for myself via some setting, and let other people enjoy the realism of reflections.
  5. There is no point trying to manage the custom Input files with OvGME because they are under "Saved Games" and updates don't affect them. The only file that needs to be managed with OvGME is the "Data.lua".
  6. I have checked this on my rig, and the "invert" setting certainly works. You had already posted the same subject under a different tile on 27-May. Have you verified that no other game controller is bound to the rudder axis? DCS World unfortunately creates a lot of duplicated bindings when you add a game controller. You need to remove all unwanted bindings.
  7. I suspect that you might be mistaken. FOLD/HOLD combined with SPREAD/HOLD are defined for a maintained 3-position switch. The sequence Pull/Fold you describe like the opposite Spread/Stow was not originally available from ED (and I doubt that ED ever added it). I therefore provide two mods: "Wing Fold Control PULL/FOLD" and "Wing Fold Control SPREAD/STOW" via thwo lines of LUA code: {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')}}, Could it be that you had been using this mod (or an equivalent from Munkwolf), and that you lost it in one of the updates?
  8. You don't need to understand. But with a computer screen trying to show "the world" in a 2-dimensional display it's hard enough for most of us without these eyesores. .
  9. I'll be happy to tune the reflections all the way off. I certainly don't want to buy a new computer just to get reflections that make it more difficult to spot my targets.
  10. I tested and found that it worked.
  11. I had subfolders for various warbirds in the "Liveries" folder. After deleting these the "FLY AGAIN" worked. I have deleted these folders/files in my original Saved Games structure and this works now, no problem with speech here. Thanks for your help! Edit: I have now re-enabled all my mods incl. the FW-190A cockpit mod and EZ42 gunsight mods for Kurfürst and Anton, and the situation is stable. I still cannot believe that livery files in Saved Games (that I have not put there) can have such an impact on core program flow. I would have thought that this cannot happened in well-structured software but I'm probaly wrong.
  12. I renamed Options.lua and, after starting the game got a "clean" version. At that point, the "Push to talk" command was not available. I exited the mission, disabled Easy Communication and started the mission. The "Push to talk" command now works as far as showing the in-flight message exchanges on-screen, but I do not hear the spoken messages in my headset. I do hear engine noise and chatter from other flights.
  13. I have copied in the main folders and the issue of this post has not come back. But now I cannot hear my in-flight conversation any more. So at this point, the cure seems worse than the disease. I have disabled Easy Communication. Searching...
  14. Right, the slow repair didn't help. I re-named the Saved Games folder and the "FLY AGAIN" works correctly. But now the hard part is to find out which of the many folders/files caused the problem. I don't see anything obvious in the log file pre-rename.
  15. My user mods are not of the nature that would change which procedure is called by the buttons on any screen. Still, I disabled all my mods with OvGME and I ran a Repair, and the problem still persists with the two FW-190. I tried some more: Bf-109: no problem A-10C II: no problem P-51D: It happens, and the track it shows me is total rubbish. Spitfire: No problem P-47D-40: no problem Mosquito: crashed when the mission was loaded and I hit the "FLY" button. Twice in a row. F-16: no problem F/A-18C: no problem
  16. At the end of the mission, when the "Debriefing" page comes up, we have (among others) the buttons labelled "WATCH TRACK" and "FLY AGAIN". Hitting "FLY AGAIN" normally lets you fly the same mission again from start. In the two versions of the FW-190 however, hitting the "FLY AGAIN" has the same effect as hitting "WATCH TRACK". So, instead of starting a new mission, you see the replay of the mission just completed. This is quite annoying and should be easy to fix in about one line of code!
  17. I apologize. You're right, I must have looked at the Hornet. Sorry.
  18. Thank you! The result of your cross-check with he AGM-65F gives me hope that the problem may not be too difficult to correct.
  19. I have been flying the A-10C since it became available, using AGM-65D for years without problems. Among others, the mission "Kashuri Gap" was one of my favourites. That mission is no longer included with the A-10C II, but I kept a copy and updated it to the A-10C II. In that mission, the Maverick has become almost totally useless because the roads used by the red tanks have poles almost everywhere. I did not keep a copy of the old Caucasus map, but I suspect that it didn't have this profusion of poles. I suspect that the problem began with the poles in the "new" Caucasus map. So let's get rid of the poles! I'm afraid that's wishful thinking
  20. Not sure that will help much. In my track, at least one of the tanks is in the middle between two poles, and the AGM does not kill it. It's as if the poles "distracted" the missile.
  21. I find that power line poles along the road make it almost impossible to kill MBT's with IR Mavericks. I have not tried othe Maverick types. I can lock the tanks with the TGP no problem. I can slave the Maverick to SPI. The problem occurs when I push the TMS forward short in order to get a Maverick lock on the target. In that moment I can see see the SPI moving slightly away from the tank. The AGM usually hits a pole. Even if it doesn't hit the pole, it doesn't achieve a direct hit on the tank, and the tank is either just damaged, or totally unharmed. I attach a track where I fire 4 Mavericks at 4 MBT's and get no kill. Test AGM-65D with Poles.trk Edit: I tried the same scenario with AGM-65H, but the result is not better.
  22. Isn't that what the command "Ejection Seat SAFE/ARMED Handle - SAFE/ARMED" does?
  23. I have LUA edits for the file "default.lua" that handle items 1 (first paragraph only), 3 and 4 of the original post. As to item1 (second paragraph) and item 2: we cannot create incremental commands via LUA edits. However it is possible to create distinct commands for desired axis positions.
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