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Everything posted by PhoenixBvo
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You're flying an old version then. It's not bad per se, but there have been quite a few improvements since then. You can use the key from your steam version with the current version however. Just get DCS World and the A-10C module, both version 1.2.2 at the moment. Preferably use the torrent to avoid corrupted downloads. Install World and then the module and you're done updating. You can leave the old steam version installed if you like or remove it to save disk space, it's independent.
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I have found the solution to this problem. It should be similar for everyone using a multimonitor setup. The mask for the laserbeam needs the main viewport size instead of the game resolution. For example, I use 4480x1080 as my game resolution. Part of it contains the viewport for my main monitor and part is used for the MFCDs. The viewport has 1920x1080. My EYE_SIZE has the value float2(0.24107f, 1.0f). This derives from the game resolution and my NVG radius of 1 x the screen height. For the mask we need 1080/1920 * 1, because it relates to the viewport resolution. So I defined a variable MASK_SIZE with the value float2(0.5625f, 1.0f) in nvg_mod.hlsl. In the laserbeam.hlsl I changed line 37 to: float mask = maskNVGEye(UV, EYE_CENTER, MASK_SIZE, float2(1.0f, 1.0f)).g; The files are attached to this post. EDIT: Just for your reference, here is my explanation for EYE_SIZE calculation once more. In terms of those variables: MASK_SIZE = float2({Gh/Av}f, {Gh}f)... nvg_mod_1.0v4b3_PhoenixBvo_fixed_mask.zip
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With my setup this new mask has the wrong shape. I'm using the latest version (1.0v4b2) of the NVG mod with the following monitor setup: in-game resolution: 4480x1080 main viewport: 1920x1080 I'm also using SoftTH and full screen in DCS. The mask for the IR pointer cuts the beam within the NVG goggle: I also blended some screenshots with photoshop to find the mask shape: My NVG mod files are attached to this post. EDIT: I have also tried going back to the focus.png mask by setting line 60 in laserbeam.hlsl to pixelshader ps_lb_0 = compile ps_3_0 psStandart_LB(); // Changed for custom NVGs, revert to psStandart_LB() for default. and of course creating the correct mask for my setup, but this didn't change anything to the rendering of the beam. nvg_mod_1.0v4b2_PhoenixBvo.zip
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Looking at the Thrustmaster support page for the Top Gun USB, I suspect that the drivers are not fully compatible with Windows 7. You might try using the controller without drivers installed.
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Although indeed the HOTAS Warthog will work out-of-the-box with DCS A-10C, there are reasons why it may be useful to use a TARGET script. Of course, any sensible script would have the base configuration mapped to the actual functions on the real controller. However, using a script you'll have access to advanced functionality like: controlling external apps like TrackIR & Teamspeak in-flight control sensitivity curve selection applying rotation to the stick axes, to ergonomically use it as a centerstick LED control (5 indicator lights which are otherwise unusable) Adding up to 6 layers for additional functions (modifiers can be programmed in the DCS control setup as well, but TARGET is more powerful) Advanced macros to combine commands into sequences (e.g. shortcuts to items in the radio menu or configuring the aircraft for landing, FENCE check, AAR, etc.) So don't dismiss the use of TARGET with this sim altogether. But I'd advise you to start learning the sim without it. Thanks for that! Didn't know that yet. And the jittering has annoyed me for quite a while. I'll leave the brightness at full again.
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I can never find targets from Bullseye callouts
PhoenixBvo replied to Stacker's topic in DCS: A-10C Warthog
Are you sure the Bulls Eye location in the CDU was correct for the mission? -
Only one tip: don't use a CBU-97 against buildings. It is designed specifically as a sensor fused cluster weapon against armored vehicles. The sensors in each skeet search for heat signatures of vehicles. I'd be surprised if they actually fire on a building. At least IRL it shouldn't work, but then again we're talking about DCS, perhaps you have uncovered another inaccuracy? (Not that it don't think DCS is very detailed and realistic for a combat flight simulation)
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Exactly, and that is not realistic as both sensors (also the Shkval by the way) should use image recognition to lock targets. In reality you would be able to lock anything with enough contrast of a certain size. I suspect the simulation has been programmed to use its knowledge of object positions to get more reliable performance without the high computational workload of image processing algorithms. But ED could easily add the ability to lock dead targets by allowing those objects into the lockable category.
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Yes anytime here as well. I even had a Cougar with U2NXT gimbals already. But for this sim the Warthog of course is a perfect fit and it's quality surpasses everything else making your flying much more precise. With the ability to switch to the right response curve in-flight even air-air refueling becomes relatively easy. I thought it a lot of money as well, but I've never regretted the decision to buy.
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PeterP, have you seen Chazz_BMF's post? I thought it does contain some quite useful info on the OVN-1. The field of view value e.g. may be used with the main viewport view angle (at normal zoom) to calculate the correct EYE_SIZE values to simulate the OVN-1. I have also created a little guide to calculate the correct values using the goggle field of view: DCS_monitor_setup.pdf
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Have you read post #12? PeterP did his best to explain how to adapt the mod to your resolution. He also clarified parts in later posts. All the info you require should actually be in this thread.
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Thanks a lot nrgized and PeterP. This mod is fantastic. The best I've tried so far. Yesterday night I tried a canyon flight and aerial refueling and both went smooth and gave me a very high sense of immersion. It is a bit claustrophobic, but I guess that's how it is in reality with 38° field of view. Thanks Chazz, this information allows for the calculation of the correct EYE_SIZE for the OVN-1. Take the 38° and divide by your normal field of view (zoom neutral) and multiply by the aspect ratio of your main view port. This will be the correct value for the height in EYE_SIZE. Now we just need these field of view values for the main view port. Who knows which .lua file contains them? EDIT: I think I have found the answer in this thread: http://forums.eagle.ru/showthread.php?t=68026 c:\......\Eagle Dynamics\DCS World\Config\view\view.lua contains the line CameraViewAngleLimits[A_10C] = {20.0, 120.0} The average of this (70° in this case) is the value with your zoom slider centered. Snapviews.lua contains Snap[11][13]["viewAngle"] = 83.0 which is the value the sim zooms out to after mission start. So I will take the average view angle for my EYE_SIZE calculation and set the Snapviews.lua value equal to the average to finally get rid of the zooming at mission start :thumbup:
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I'd like to add that any realistic mission should include proper preparation. You may expect some intel about enemy air defenses. At least which type of threat and approximate number of each type. For some larger systems a position may even be known and otherwise an area like FEBA or around a town or airfield. When flying a mission generator scenario, open up the resulting mission in the editor and go to the unit list. Then check which air defenses are there, even if you don't know their position. That is IMO a good proxy to proper intel. Also use the JTAC if available and listen for the threat list he gives for each target assignment. Then you know what to expect in that area. EDIT: You may want to try filling out a mission data card like this one. It will take some time, but increases the realism and your survivability dramatically.
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The NWS (Nosewheel Steering button on the stick) doubles as refueling disconnect/reset button when the refueling gate is opened. You don't have to close and open the gate itself should you have accidentally exceeded the boom's operating margins. Actually the pilot should disconnect (using the NWS) before the connection breaks by itself, e.g. when you start oscillating or pass into the red part of the boom.
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Same here! But 12 years already.
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Not in the ME, but quite likely using the new Simulator Scripting Engine...
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Welcome to the flight sim community! You picked quite a simulation to start off with. Expect to put some effort in, before you can go around happily bombing tanks to oblivion. The training missions (with update) are a good starting point. If you could perhaps reveal to us which model it is, there might very well already be a profile available for it.
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OK, now I understand. Roger that, the TIR pause/center should be mapped to the LTB (left throttle button) in my profile. You can expand the profile to your liking. I recently added the following snapviews: MapKeyIO(&Joystick, H3U, UFC_snapview, DataManagementUp); MapKeyIO(&Joystick, H3D, TACILS_snapview, DataManagementDown); MapKeyIO(&Joystick, H3L, RADIOS_snapview, DataManagementLeft); MapKeyIO(&Joystick, H3R, CDU_snapview, DataManagementRight);
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Auto Lase and Laser Latch on\off
PhoenixBvo replied to Firstname_Lastname's topic in DCS: A-10C Warthog
Either the laser is firing or it is not. It is that simple. And it always fires at the TGP crosshairs, because it is part of the TGP pod which has one gimbaled optical port. There is no such thing as "Auto Lase AND manual lasing". That is just an invalid operating procedure. But check for the flashing L in the TGP screen and on the HUD to make sure whether the laser is firing or not. (also don't fly above 25,000 ft AGL when lasing. The laser doesn't have enough power to still be visible to the bomb in that case). -
You mean you like the idea to put the TIR on that button, or you like to use it for the AP?
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Read the manual :) On the TAD (the map screen on your MFD) move the cursor over your wingman's symbol and press TMS (Target Management Switch on the stick) forward short to "hook" your wingman. Now you'll see a dashed box in your HUD and dashed lines showing its direction emanating from the TVV (refer to manual page 394 for symbology details).
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Out-of-the-box, yes it will, since it uses the pinky lever as the modifier for the additional functions. Also, it uses some modified key bindings (mainly DirectX buttons) in DCS, which is why you have to follow the instructions in the readme to use it properly (for DCS World the directories have changed slightly, but they are similar. You should still be able to find the files. I'm not at my flight sim rig at the moment, sorry :cry:). My advice is that you adapt the profile to your own preferences (Check the TARGET_SCRIPT_EDITOR_basics.pdf if you need some info on the syntax of a TARGET profile). The .ttm file contains the macros (key bindings) for all the functions. You'll have to check the bottom two lines: define TrackIRPause PULSE+R_ALT+SCRLCK define TrackIRReset PULSE+R_ALT+BRK and change them to match your TrackIR settings. The .tmc file contains all the button assignments as MapKey() statements. The MapKeyIO() statements use the modifier (pinky lever) to map an additional function. For example: MapKeyIO(&Joystick, S2, NightVision, WeaponRelease); // With Pinky: toggle night vision So NightVision is toggled when you first press and hold the pinky lever and then the weapon release button (= S2). I put the TrackIR functionality on the LTB (= Left Throttle Button) which is the red button on the left throttle lever. This sacrifices the autopilot shortcut, but I'm happy with it since the AP engage is still on the throttle base. One final note: RotateDXAxis(DX_X_AXIS, DX_Y_AXIS, -15); //simulate a -15 deg twisted centred stick for the A-10. This line in the .tmc can be adjusted to match your stick rotation. I have bolted my stick to my seat to replicate the centerstick in the A-10. Because your right arm comes at an angle to grab the stick, it is more ergonomical to rotate it to allow a straight wrist with the optimal grip. But this would mean that you also have to pull slightly to the right to make a wings level pull up maneuver. The code line means the axes are mixed to match the twist angle such that you can pull straight with respect to your chair to achieve a wings level pull up maneuver.
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What does your stick do if you don't hold it? Does it flop over, or still keep centered? WHY have you removed that spring? IMO it's very smooth already. But I did add better quality bearing grease on the ball joint in the stick base.
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You could use inflight curve switching for AAR and such. I made a T.A.R.G.E.T. profile which does just that, including indication using the LEDs on the throttle unit. Look in my sig for the download. PS: I also use the default (input matches output linearly) for the stick under most flight conditions. It's so precise that it suffices for normal flight and quick reactions/dynamic maneuvers. When more precision is required, I can adjust the curve in five increments giving precise in-flight control of the response curve I need.
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A moderator can move your thread, just PM any of them (Groove, GGTharos, Laivynas, EtherealN, Panzertard, sobek ) if they haven't noticed yet.