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JanTelefon

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Everything posted by JanTelefon

  1. Sadly my axis bind to the TDC pipper range is now non functional. I can do the binding of it in the options, but the pipper (and the handle) simply doesn't move. A shame since I use the slider on the warthog throttle for that.
  2. So this makes the R-60M all aspect then?
  3. I really REALLY like it. A bit strange to sit in a factory fresh Mig 21, but strange in a good way. Great work!
  4. The radar can't find ground targets. It's used for navigation and finding naval targets mainly.
  5. Here's a temporary fix that I have been using since the IC issue appeared. http://forums.eagle.ru/showthread.php?t=169688
  6. I had the same issue. Solved it by going into the following file: ...user\saved games\DCS\Config\View\Server.lua At the very end of the file add this block of text: ViewSettings["MiG-21Bis"] = { Cockpit = { [1] = default_fighter_player({ CockpitLocalPoint = {3,0.96,0}, limits_6DOF = { x = {-0.05,0.50}, y = {-0.25,0.12}, z = {-0.24,0.24}, roll = 90}}), }, -- Cockpit Chase = { LocalPoint = {0.600000,3.682000,0.000000}, AnglesDefault = {180.000000,-8.000000}, }, -- Chase Arcade = { LocalPoint = {-27.000000,12.000000,0.000000}, AnglesDefault = {0.000000,-12.000000}, }, -- Arcade } That should solve it. My Global Pilot View Parameters (at the top of the same file) are as follows: local GlobalEyePoint = {0.16, 0.1, 0.0} -- {front/back , up/down , left/right} <- 'neck dimension' in meters local GlobalCameraViewAngleLimits = {70,220} -- {min horiz. FOV in °, max horiz. FOV in °} <- aka Zoom local GlobalCameraAngleLimits = {200,-75,115} -- {Max head turning to back, max down , max up} <- in ° local GlobalShoulderSize = 0.15 -- move body when azimuth value more then 90 degrees local GlobalShoulderSize_for_not_full_3D_Cockpit = 0 -- 0 = OFF - set to > GlobalShoulderSize = 0.15 or 0.2 < to turn it ON in the non fully 3D cockpits of FC3. Keep in mind that the 2D seat texture will look strange. I think the first block of code draws from these. I'm not sure though. I don't really know code. Hope it helps. :)
  7. Oh they will. It's a matter of helicopter type and aspect.
  8. The flood light knob should be just below the radar power switch.
  9. Great to hear things are moving forward. I'm really looking forward to the Viggen, but it is good you take the time needed to deliver an awesome module. Can't wait to fly it. :)
  10. Oh... Sorry. Must have missed that. Where can I enable/download the IC safe mode, and which effects are still retained? Thanks in advance!
  11. I might be beating a dead horse here, but are you any closer to figuring out a way to use simshaker that clears the integrity check Andre? The software is so good, that I REALLY don't want to play without it. Perhaps ED can be convinced to remove that file from the integrity check? Thanks for all your hard and awesome work Andre!
  12. I sat in that very cockpit earlier this spring, and I'm 99% sure it's still there. It's really far back. Roughly by your butt cheek. :)
  13. The gear handle is left of the pilot seat. A large lever that reminds you a bit of a hand brake in a car. The reverser is activated by pulling a T-handle on the left side of the center panel. Roughly where the weapon selector rotary is in the Mig 21.
  14. Lovely summary! Thanks!
  15. Amazing piece of code Ciribob! This kind of radio management should be implemented in the game by default.
  16. Except when they recollect that it was an awesome plane... That is still accurate. :D
  17. In the simulators I have tried in Sweden the flaps go up and down with the landing gear.
  18. A huge thanks to BravoYankee4 for helping me with the inverted landing gear lights. He sent me a fix that perhaps he could send to you as well Ian for implementation in a future version? I do wonder still if the landing and taxi lights switch could be fixed? As is, it seems like switching between "off" and "taxi" works as normal, but switching to and from "landing" seems like it cycles to the next state in line instead of the proper one. I think it goes directly from landing to off when a 3-way switch is switched to the open position. If you could have a look and investigate I would be very thankful. Thanks in advance, Emil
  19. Thanks for the response. I see from that thread you were able to create a workaround. Would you please share it with me? :)
  20. Hey Ian! I have what I suppose could be considered a bug report. For the Mig 21 the "Gear up" lights for all three gears are switched off when they should be switched on and vice versa. I.e. they all come on when the gear is starting to come down. The "gear down" lights work as they should. Also, the landing lights switch in the Mig 21 is behaving erratic. Connected to a 3-way switch it slmost randomly switches between off, taxi and landing when switched. This may be something in the Mig 21 code by leatherneck though, because I have seen the same behaviour when trying to connect a 3-way switch to the landing lights using a mod that edits .lua files. Thanks for your awesome work!
  21. Lovely work indeed. Is there a way to further increase the building render range? I can't quite figure out which value to edit, if it's even that easy. :)
  22. Sounds about right. If you like the Mig 21, which I REALLY do, the Viggen will probably be a right treat. :pilotfly: Also I'm Swedish. :music_whistling:
  23. Hi! I'm sorry if this has been asked before or if there is even a solution for it that I am unaware of. I have been searching quite a bit, but been unable to find one. I would very much appreciate if the ARC stations marked in the kneeboard could be added to the F10 map with some sort of symbol on the beacons on the map that actually are ARC stations. This would allow for some course plotting to be made easier than trying to figure out which ARC station is which comparing the kneeboard with the F10 map. I'm not sure if this would be done on Leathernecks part or Eagle Dynamics (my bet would be on eagle dynamics), but I would very much appreciate it. Thank you very much for your time.
  24. I fail to see how the HTC Vive not being plug-n-play makes your product plug-n-play. As Ian said, in order for something to be plug-n-play you should need only to plug it and and then you're ready to use it. This is clearly not the case with your product, and as such it would in my book be classified as false advertising. I really can't muster the strength to address the rest of your post but as stated before, two drillbits per manufactured piece sounds backwards as hell.
  25. You guys are the best! I'll have a look at that ASAP. :)
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