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Posts posted by StandingCow
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Per the bug report section there is def something goofy going on with it, for one the elevation is possibly backwards. But aside from that being able to see an entire vehicle in the TADs but the radar can't see it seems wrong as well.... so I'd say it seems a bit 50/50 atm.
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Does this mean that we will be able to return defective units there instead of back to China? If so that is even more fantastic!
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Between me and my flight mate we have had this randomly happen to each of us with no rhythm or reason.
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Oops, known issue:
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Having this same issue, changed a bunch of graphic settings but nothing got rid of it.
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7 hours ago, Snacko said:
I have a ticket in with WW about the parking brake. I got my first response today that said: "Hello, you can try to rotate it left and right, or gently lift it up". So, they/she didn't indicate that it did not turn vertically.. But maybe she doesn't know what she's talking about?? And I think that's a model (not a real product) in the video. So, the video guy may have messed up turning it vertical?
Does the Emergency/Parking Brake turn vertically? And does it stay in that position? Mine does not, and I finally found a manual, thanks to a post in this thread.
Here is a vid of my Parking Break issue. I don't know if it even is supposed to turn vertically???
Also, I don't like this new bracket. The bracket for my Combat Panel is adjustable and I have it clamped to a 2x4 in my pit. I don't know how I am going to use this bracket..
Here are some pics of my setup, with my actuator to move my panels/throttle. I have a switch at the front/side of my seat.
Same exact for me. I think It's supposed to be like this and whoever did the promo video for WW thought the same as we did.
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Yea, got mine and I have to say I agree with the disappointment of the parking brake lever not operating like in the video.
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Nice, I ordered one the other day, should be here next week. Gotta get some slotted aluminum and the drill out to mount it.
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First night was a lot of fun, looking forward to night two!
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DOLT flight is looking for folks that would like to join us on a Foothold campaign this weekend (Saturday and Sunday) starting at 12 AM ET - 4 AM UTC - 12 PM AWST - 2 PM AEST.
All skill levels are welcome, we enjoy training folks that are new to the game so don't be shy if you aren't sure what you are doing.
The DOLT flight motto is, "REX EST LUSCUS" comes from "In the land of the blind the one eye'd man is king.". Your average DCS player may suck, we like to think we suck SLIGHTLY less. So, you know what you are in for.
Discord link: https://discord.gg/QMmQkRAb?event=1101004291101180036 Server details will be in the discord.
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8 minutes ago, BIGNEWY said:
We have raised the issue of this passing integrity check to the team.
I suspect labels.lua will need to be added to the IC
Thank you
Newy, wrong file. This is dots.fx.
Can ED at least improve the dots before removing our ability to alter them? Maybe implement the mod as a permanent change so that playing at a higher resolution isn't a negative?
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It's pretty hilarious that this doesn't break IC... but I am also glad it doesn't so that the community can fix what ED has been seemingly ignoring.
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Ok, this is fixed, Thanks to a suggestion from Special K in the discord I moved the MFDs to the right of the screen instead of under it. Works with the default ED file now. The George AI must have been hiding under my displays due to the resolution going downward.
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Hey all, I recently moved to a cockpit that is separate from my other monitors (in different rooms). I haven't been able to figure out how to get my George interfaces to show up though.
Here is the display setup:
monitor.lua file:
_ = function(p) return p; end; name = _('Cockpit'); Description = 'Sub Displays' Viewports = { Center = { x = 5360; y = 0; width = 2560; height = 1440; viewDx = 0; viewDy = 0; aspect = 2560/1440; } } LEFT_MFCD = { x = 5360; y = 1440; width = 525; height = 525; } RIGHT_MFCD = { x = 7395; y = 1440; width = 525; height = 525; } F14_JESTER_MENU = { x = 5360; y = 0; width = 2560; height = 1440; } GU_MAIN_VIEWPORT = Viewports.Center UIMainView = Viewports.Center
George AI file:
--viewports stuff local v = find_viewport("GU_MAIN_VIEWPORT", "CENTER") if v ~= nil then if v.width ~= total_w or v.height ~= total_h then ULX = v.x ULY = v.y SZX = v.width SZY = v.height local aspect = SZX/SZY local offsetX = (ULX + SZX / 2 - total_w / 2) / total_w * total_aspect * 2 local offsetY = -(ULY + SZY / 2 - total_h / 2) / total_h * 2 local padding = math.min(total_aspect, aspect) * 0.2 compass_pos = { -math.min(total_aspect, aspect) + offsetX + padding, -1 + offsetY * 2 + padding} weap_control_pos = { math.min(total_aspect, aspect) + offsetX - padding, -1 + offsetY * 2 + padding } compass_size = compass_size * v.height / total_h weap_control_size = weap_control_size * v.height / total_h end end --end viewports stuff
Any help would be appreciated!
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7 minutes ago, MadKreator said:
Yes it will break the Pure scripts required, like on hoggit. It basically edits the monitor setup and viewport export for you, but does it the same way as manually editing the files. MP seems to still have the bug where even if you pass IC but then back out of a server, then your IC fails. Same hopping from SP then into multiplayer too(seemed to happen when pure scripts was implemented, might be liked somehow)….besides the point… Helios will pass a server with Pure clients, but not pure scripts unfortunately. Hoggit was always my go-to relaxing MP and since I started using helios and the pure scripts was added I can no longer play on hoggit.. but I find myself on grayflag or flashpoint the most these days. TTI or 4ya if I want to chill and relax on MP. Your monitor.lua looks right to me. It seems DCS doesn’t seem to play nice with all monitor setups. I’ve seen other posts similar to yours. It would be nice if ED someday would really up the support for exports, mullti-monitor, widescreens etc. fumbling through code to get a built in function to work hardly seems like anything the consumer should have to do l
Agreed. Thanks for your help. Hopefully one day I can switch to Helios as it does seem to be the better way to do what I am doing.
I guess I'll have to deal with the black screens.... but the George AI display not working is a real issue.
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ED please.... before you implement something that breaks current user created tools... ED needs to supply us with something equal or better.
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2 hours ago, MadKreator said:
Ever given Helios a shot? It wont solve the George ai deal ( all multi monitor users probably suffer from it and the kneeboard being huge and half off the screen) because of the added height from the mfd’s, but it may be a bit easier to handle the monitors. Plus you can add the controls on screen to your mfd’s too if you want. Join Captnzeen discord for any help and support, there’s no great manuals for it, but its easy to setup once you know how( myself or the current helios developer will gladly help you through setup) There is an Apache profile too by the helios dev, so your mfd viewports and controls etc will be drag and drop to wherever you like them. Just a thought. DCS likes to funky things when you have a monitor arrangement it doesn’t agree with
Does helios break pure script servers though? I fly primarily MP so don't wanna do that if it's avoidable. Hopefully ED eventually allows access as requested here:
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Greetings folks, I was hoping someone would be able to help with some questions I have.
My set up is my main monitor (set as primary in windows) and a left monitor are in my office, these are no longer used for DCS. My TV and MFDs are part of my cockpit setup in another room. Currently everything is working but the way I have it set up... my 2 office monitors have a black screen (since I am stretching DCS's display out). Is there a way to set this up without having to do that? Or without having to set my TV in the other room as a primary display? I've attached a graphic showing my displays as well.
Here is my currently monitor.lua file:
_ = function(p) return p; end; name = _('Cockpit'); Description = 'Sub Displays' Viewports = { Center = { x = 5360; y = 0; width = 2560; height = 1440; viewDx = 0; viewDy = 0; aspect = 2560/1440; } } LEFT_MFCD = { x = 5360; y = 1440; width = 525; height = 525; } RIGHT_MFCD = { x = 7395; y = 1440; width = 525; height = 525; } F14_JESTER_MENU = { x = 5360; y = 0; width = 2560; height = 1440; } GU_MAIN_VIEWPORT = Viewports.Center UIMainView = Viewports.Center
I am also having issues with my current config getting George AI to show up in the Apache. I've been following that thread
--viewports stuff local v = find_viewport("GU_MAIN_VIEWPORT", "CENTER") if v ~= nil then if v.width ~= total_w or v.height ~= total_h then ULX = v.x ULY = v.y SZX = v.width SZY = v.height local aspect = SZX/SZY local offsetX = (ULX + SZX / 2 - total_w / 2) / total_w * total_aspect * 2 local offsetY = -(ULY + SZY / 2 - total_h / 2) / total_h * 2 local padding = math.min(total_aspect, aspect) * 0.2 compass_pos = { -math.min(total_aspect, aspect) + offsetX + padding, -1 + offsetY * 2 + padding} weap_control_pos = { math.min(total_aspect, aspect) + offsetX - padding, -1 + offsetY * 2 + padding } compass_size = compass_size * v.height / total_h weap_control_size = weap_control_size * v.height / total_h end end --end viewports stuff
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Take your time and do it right fellas. We know HB puts out quality products.
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Nice, hopefully ED can investigate and find the cause. Anything to help MP performance is a win for everyone.
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What's the effective range of the A and B missiles now? I know it depends a lot on altitude, speed, etc but vs an aim120c how much extra range do you think we will get out of each missile now?
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Are the vehicles that are the wrong color for the mode freshly spawned in by chance? A buddy and I noticed that freshly spawned vehicles, even if moving, take a while to warm up.
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Seems like something is indeed incorrect:
QuoteSTRIKER — Today at 10:45 PM
Thanks, as USAF flight test engineer that flies online with real F-16 evaluator pilots, etc., I can tell you it's not accurate unfortunately with the FLCS refueling door pitch gains. I hope they fix it soon so we can AR once again. -
2 hours ago, dannyq8 said:
How has this post been marked "correct as is" when in this post it is being investigated?
Seems to be the same issue
Yea, it feels like sometimes threads are marked "correct as is" without much thought, not saying that's what is actually done but it feels like it. That thread you linked could possibly be related to this "issue" if it is actually even an issue, hard to know.
And before this thread was marked correct as is... was the team asked about it? Was the f16 tested with the fuel door open after the FM changes? So many questions...
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Seat adjustment switch non-functional - Is this ever going to be added?
in DCS: F-14A & B
Posted · Edited by StandingCow
I know you can adjust the seat with shortcut keys, but does HB ever have plans to make the switch in the cockpit work? A few patches ago we think the pilot position changed and is high up now, which makes refueling pretty difficult, it's easy enough to use the keybinds, but it would be really nice to be able to use the in cockpit switch.
Any HB plans to make this functional?