Jump to content

Zabuzard

3rd Party Developers
  • Posts

    2867
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Zabuzard

  1. Track file would be preferable, ideally in Caucasus. Thank you
  2. (Windows usually resolves the english name for these default directories correctly as well)
  3. He is not supposed to repeat it, only mention it once when the gauge displays a value that, compared to your altimeter readout, indicates a leak. It is a bug and not intentional.
  4. Fair, so the same but the other way around So the way this works is, if you check the bind_dsl.lua file you can find the code for the function being used here (switch_3_springloaded_down). It first forwards to another function (switch_3) which sets up the following binds (in the typical DCS syntax that you might know from other aircraft): local binds = { pos_neg_1 = { name = _(name .. ' - ' .. pos_neg_1_name), value_down = -1, down = command_id_position }, pos_0 = { name = _(name .. ' - ' .. pos_0_name), value_down = 0, down = command_id_position }, pos_1 = { name = _(name .. ' - ' .. pos_1_name), value_down = 1, down = command_id_position }, pos_3_way_up = { name = _(name .. ' - ' .. pos_1_name .. '/' .. pos_0_name .. ' (3-way up)'), value_down = 1, value_up = 0, down = command_id_position, up = command_id_position }, pos_3_way_down = { name = _(name .. ' - ' .. pos_neg_1_name .. '/' .. pos_0_name .. ' (3-way down)'), value_down = -1, value_up = 0, down = command_id_position, up = command_id_position }, } Then it may add inc/dec binds to the mix: binds.dec = { name = _(name .. ' - ' .. dir_dec), value_down = -1, down = command_id_inc_dec } binds.inc = { name = _(name .. ' - ' .. dir_inc), value_down = 1, down = command_id_inc_dec } A "next" bind: binds.next = { name = _(name .. ' - [Next]'), value_down = 1, value_up = 0, down = command_id_next, up = command_id_next } And an axis bind: binds.axis = { name = _(axis_prefix .. name .. ' (Switch)'), action = command_id_axis, category = { axis_categories.switch } } Finally it gets back to the previous function which has the override for the springloading: local springload_override = { binds = { pos_neg_1 = { name = _(name .. ' - ' .. pos_neg_1_name .. ' (Hold)'), value_up = 0, up = command_id_position }, pos_3_way_down = { remove = true }, } } On the C++ side the command being used here is device_commands.CONTROLSURFACES_BrakeExtendRetract So thats the command that those binds send, they send it to the device: devices.CONTROLSURFACES The value being send over that command indicates the position for the switch. -1 means switch down (in this case the in-game AFT, i.e. extend). 0 is switch center (in-game center, i.e. stop). +1 means switch up (in-game FORWARD, i.e. retract). In the LUA value_down is the value send when holding down the keybind and value_up is the value send when releasing the keybind (this is what makes springloading work). Functionally the binds you want are both identical as the springloading comes from your IRL equipment anyways. So what you want is a bind that sends value 1 (extend) on value_down and value -1 (retract) on value_up. You would then bind this to both of your IRL positions (AFT and FORWARD). Long story short, try adding this line to your default.lua: { name = _('Speed Brake - Out/In (3-way up and down)'), down = device_commands.CONTROLSURFACES_BrakeExtendRetract, up = device_commands.CONTROLSURFACES_BrakeExtendRetract, value_down = -1, value_up = 1, cockpit_device_id = devices.CONTROLSURFACES, category = { categories.flight_controls, categories.throttle } }, This is the ordinary DCS syntax for binds, a bit easier to use for small additions
  5. Sounds to me like you have a bind issue. Check your control binds. The Jester Console is by default RCTRL+L iirc (or was it RCTRL+C?) The Jester Wheel (is that what you mean by menu?) is by default bound to A. Make sure whatever you are pressing is not accidentally bound to the wrong thing.
  6. FYI the problem self-recovers and only happens when you hotstart in-air at a specific altitude range. Once the cabin pressure stabilized for the given altitude Jester stops screaming. So you just have to give him a few minutes (or not airspawn).
  7. So: * IRL Forward (springloaded to center): Extend * IRL Center: Retract * IRL Aft (not springloaded): Extend Then you are missing a position to hold the speedbrake at the current position and it can either go extend or retract. Did I get this right, is that what you want?
  8. The repo is currently private but will go public soon after Cobra figured out some last legal topics. It contains all the source files.
  9. I would recommend this: https://f4.manuals.heatblur.se/dcs/controls.html#binding-guide Also, make use of the ingame category selection if you have trouble finding something. The categories for the Phantoms binds are quite exhaustive.
  10. Sure. But its low on the prio list. Except TL the missing modes were all exclusively used for nuclear ordnance anyways.
  11. No, this one is a ED provided UI that we have no control over. It is simply lacking a scrollwheel or similar, they are aware and will eventually fix it.
  12. Can someone summarize in simple terms what you want? You have a physical 3-way switch as hardware, right? Like, it has 3 positions IRL? And you want which of them to do what exactly and which of them should be springloaded?
  13. It wasnt changed [emoji2369]
  14. There is significant smoke ingame since launch already for cartridge start. Not as heavy as in the video but that is due ti engine limitations. The graphic effect glutches out heavily in DCS if yiu try to reproduce the look of the IRL footage, it looks extremely silly. But again, there is plenty of smoke already ingame. The rest of what you said is partially modeled already as well and more is planned for later.
  15. You have to go to your DCS VR settings and check "Use DCS System resolution". Then select "both eyes" and go to your graphics settings. Selext 1920x1080 or higher. Restart DCS fully now. If its still not resolved you can mitigate using the of the of the options in the Special Options of the F4.
  16. The code hasnt been touched. Perhaps you are flying a different attack profile now. Thanks for the tracks, the team will have a look :)
  17. Sounds like a "skill issue" (no offense). Could you send a track? Then the community or the team can have a look and tell you what to change in order to get a solid lock, cheers :)
  18. Hey, this has been fixed internally already. Cheers
  19. Lets give ED some time, its just been 2 days, its weekend and easter holiday. It has been fixed already and is going through the normal test cycle. That takes a few workdays. Im sure we will know more next week :)
  20. Thats known. They will be added eventually throughout EA, cheers.
  21. Im sorry but im having a difficult time following what you are describing. Could you share a track file or a video please?
  22. Yes, that is correct behavior. The Pave Spike goes upside down, unlike the Lantirn.
  23. After you exit the Phantom flight, returned to the main menu or entered another flight with a non-HB module and still see the "locked 32 FPS", can you try opening Task Manager and kill the HeatblurUI process? Does that unlock your FPS again? If so, you might be running an unfortunate software or hardware setup that doesnt like CEF at all (thats the tech behind the UI). We have seen that during testing with a very small amount of users and spend a lot of time putting in fixes until they were not affected anymore. Possibly you are being affected still for some reason. But step by step, lets see if its really the HeatblurUI process or not
  24. Can you try turning of DLSS and see if its better? Gamme 2.1 is what the experience was calibrated for btw, you are quite close to that value but perhaps you can give 2.1 a try just to see. And yeah, usually its the Cockpit Global Illumination that people who experience a too dark cockpit have turned off.
×
×
  • Create New...