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Captain Orso

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Posts posted by Captain Orso

  1. 5 hours ago, JG11Preusse said:

    They said Winter 23/24  ...... 20.03 is the last winter day calender wise 🙂 

    That's astrological. Since the astrologers make the calendars since thousands of years, they always put it at about that time, depending on a bunch of... astrology... thingies 

    But for sure, spring is coming:badmood:

    • Like 1
  2. 20 hours ago, Migparts said:

    I think I lost my FCR. Even the FCR removed tick mark is gone. 

     

    20 hours ago, Zyll said:

    It's been moved from the Mission Editor, and is now on the rearm screen for individual crew to manage, rather than the mission maker.

    Zyll @ TAW
     

    I have it in the ME on the PAYLOAD page. It has its own columns with the header MMA. Why MMA, I have no idea. The Apache is scrappy, but Mixed Martial Arts scrappy? :blush:

    Check the main screen after starting DCS if the version number in the lower right corner is 2.9.3.51704. That's how I caught it. 

    If not, rerun the update and check the log that it actually finished correctly.

    If you do have the correct version, run a repair is per this page: How to repair/cleanup or update DCS World?

  3. As my old boss used to say, "you've hardly finished doing something right, than it works"... *sigh*.

    I managed to update my dedicated server installation, but not DCS_openbeta, so of course OB wasn't WAD :doh:

    All cleared up now. Thanks for the replies! 🤙

    • Thanks 1
  4. I don't really think they would do that. It would require ED giving their source code out-of-house, and I cannot imagine any software house making such a move.

    • Like 1
  5. 3 hours ago, BuzyBee said:

    Hi,

    1) Tacview uses the numeric property Importance to decide what object to focus on when opening a file. The local aircraft will have Importance=1.0, the maximum. See all the properties here: https://www.tacview.net/documentation/acmi/

    Thanks for the explanation.

    3 hours ago, BuzyBee said:

    2 & 3) There is no search function currently but there will be in Tacview 2.0. See more about Tacview 2.0 here: https://tacview.net/documentation/tacview2faq/ .

    Looks like I'll be looking forward to 2.0 then 😏

    3 hours ago, BuzyBee said:

    By the way, you can Ctrl+Click on objects in the 3D view to select them. Press F1 to see all the hotkeys.

    Yup, I know those clicks; <ctrl><left-click> for Primary Object, <ctrl><right-click> for Secondary Object.

    Often times I select a Maverick or so, and ride it down to the target for the excitement--I know, I'm easily entertained--and by then the firing aircraft has scooted off into the distance already.

    I could 1) just scroll the Primary Object list back up to the firing "object", or 2) zoom out, look for the firing aircraft--I haven't gotten that far off, yet--and <ctrl><left-click> it.

    A hotkey to press, which would directly return to the parent firing object--next parent object up the list--would simply be much easier than the above, because 1) I'm lazy, and B) see 1). 😉

    • Like 1
  6. The new Tacview looks great. I'm loving it.

    I have a couple of general questions though:

    1) When I open a file by double-clicking it in my file manager, which loads it in Tacview, the Primary Object pulldown is always focused on one of my flights in that file. How does Tacview know who I am and to load that exact object?

    2) How can I search for Objects with specific strings in them, like my "DCS MP nick name"? Sometimes online I fly more than one type of aircraft and on very crowded servers it can be difficult to find all of ones own flights.

    3) After setting a missile I fired as the Primary Object, is there a quick way--a hotkey--to return focus to the parent aircraft? It seams I always have to return to the pulldown, scroll up, and select the parent aircraft again manually.

     

  7. 6 hours ago, Zapon said:

    Interesting, because every aircraft mod before this i did install- had the same structure. I...don't think aircraft mods are structured any other way in DCS??

    ..Seems the only way around would be to keep making aircraft directories as different target directories, and that's more work than just extracting then dragging....darn

    You did not follow the installation instructions.

    The download is a RAR archive containing the directory 'Su-30_EFM_V2.7.3\', above which are all the file and directories belonging to the mod.

    The directory 'Su-30_EFM_V2.7.3\' must be copied into 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\'.

    If you want to uses OMM to manage this mod, you must do one of two things:

    1) Create the directory structure OMM can use to build your mod installation package, or

    2) Create a channel specifically for aircraft-mod downloads without '..\Mods\aircraft\' directories directly preceding the actual aircraft-mod directory; eg 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\Mods\aircraft\'

    Personally I would prefer 1) bc is is universal and allow having all aircraft mods in the same place. Also, this channel seems to already exist for you, from my understanding.

    To do 1) simply

    • create a directory, with the name you will use in OMM to manage the package, for example '..\SU-30\', in a convenient location.
    • Underneath 'SU-30\'' create 'Mods\'.
    • Underneath 'Mods\' create 'aircraft\'.
    • Now unpack 'Su-30_EFM_V2.7.3.rar' directly into '..\SU-30\'Mods\aircraft\'.
    • Select you mods channel with 'C:\Users\[[USERNAME]]\Saved Games\DCS.openbeta\' as the target.
    • On the main page of OMM, select the 'Tools' pulldown, and select 'Mod Package Editor'.
    • In the Mod-Package editor window, click the folder with the gear laying on it to open the 'Build from directory' cialog.
    • in the 'Open mod directory' window Navigate to '..\SU-30\' and select it.
    • Make any changes in the window in accordance with OMM operations, and click File -> Save As.. Click Save.

    Now you can install and uninstall the SU-30 using OMM as intended.

    • Like 1
  8. What I think a UH-1H MLU absolutely have to include:

    1) All switches conform to the current DCS standard; <Left-Click> = switch upward / to the left / forward, <Right-Click> = switch downward / to the right / aft.

    2) Dials: <Left-Click> = turn one step to the left, <Right-Click> = turn one step to the right.

    3) Scroll-wheel down = turn dial to the left, scroll-wheel up = dial to the right.

    1), 2), 3) When a switch or dial has reached its furthest possible movement, additional input does NOTHING, NO TOGGLES, movement only conform to the DCS norms PERIOD.

    4) All dials, twist-knobs must be bindable to a physical dial / twist-knob, and (On)/Off switches to simulate using a dial.

    5) ALL two or more way switches must be bindable to two or more way switches; for example the Pilot Sight currently only works with a keypress. It has no OFF  or UP state, so it cannot properly use an assignment to a toggle switch.

    6) Graphics have to be cleaned up. I use VR (an Oculus CV1 still) and I can only read many instruments and texts by pressing my nose against the instrument panel. Admittedly, the CV1 is now at the low-end of VR equipment, but still, there is much room for improvement, because even on my 2K monitor it's not that much better.

    The Cold War Era has been approaching for a long time now, and the F-4E is just around the corner, along with the MiG-29, MiG-23, MiG-(one of the teens {too lazy to look now}], the Kola map... things are moving.

    Common ED, don't sleep through this opportunity! It's almost free money!

    • Like 4
  9. The experiences I made, which moved me to post this RFI were on the Enigma Cold War server.

    On the Multiplayer - Select Role page, when using the Search field, DCS starts searching with every key-press. If you wish to search for a string ten characters long, immediately upon entering each character, the search function kicks off and further input is blocked until the search is completed, which because of the very large number of slots on the server can take 5 to ten second per character entered. It can take 30 to 60 seconds or more to simply complete the search for 'FARP 6-11 '. This is unacceptable and could easily be solved by starting the search only upon pressing <Enter> or clicking on a button. It would also eliminate useless search-runs and reduce work-load on the server.

    What would also be user-friendly would be if the search and column filters remained in effect when returning to the Select Role page, even if the search and filter process would have to be repeated, it would save having to enter the same things every time.

    Also, having a column filter row selected when clicking anywhere on the row, instead of just the small box, would be very user-friendly. Make the checked box a simple indicator, along with highlighting the row.

    • Thanks 1
  10. I cannot find Orbx on Discord.

    1. Please post a permanent invite--not one that expires after a week--that anyone can use to join you on Discord.

    2. Nag Discord until their ears bleed that they fix Discord so that you can be found, so that anyone can easily find you on Discord.

    3. Profit.

    🖖

    • Like 2
  11. 6 hours ago, mehksauce said:

    whats a lua? is this task simple for someone who doesnt even know what lua is? lol

     

    LUA is the Object Oriented programming language in which much of DCS is written; also this mod.

    I will be the last person to tell anyone they cannot learn programming. It requires following systematic operations, and using basic logic and sometimes tactic to achieve a goal in a reasonable fashion. Some people can pick it up very quickly, while others have little talent for it.

    In layman's terms, think of instructing someone to go to the post office. Depending on the programming language, you might have to describe every last tiny detail, starting with, "breath in, breath out", "shift your body weight to over your feet, extend your leg muscles, maintain balance, stand...", or if the language is more forgiving and understanding, your instructions might simply be, "leave the house and walk to the post office, go inside, pick up the package, which is waiting there for you". LUA is somewhere in the middle, I think, but I don't really know LUA more than a tiny bit.

  12. 3 hours ago, mehksauce said:

    Does anyone know a way to add more keyboard functions in the keypad.lua file?

    i want to add a button (similar to the +L/L) that paste's a format for 9 line then i can easily just input the  coords and other information similar to as if i was using a kneeboard with a pencil and flip the page to where the 9line chart/form is. 

    If you can write LUA, I'd suggest just looking at the provided plugins and copying what they do to function--how they plug themselves into Scratchpad--keep that, throw out the rest and add the functionality you want.

  13. Thanks for take the time to even look at my issue. I do appreciate it.

    It makes sense--to me anyway--if you count how many navigation steps are required to reach a 'mod source', when the 'mod source' does not reside within the Hub Home. Each time using the Package Editor I have to navigate out of the Hub Home to then navigate into the 'source home' and then drill down to the source of the mod itself. Starting at the 'source home' saves navigation steps every time I have to update a mod, and that is all I'm trying to achieve, saving some time and work.

    Having a defined starting point per channel would save on the steps to navigation to the 'source home', because opening the Package Editor for a channel, one would be starting at the 'source home' already, every time.

    • Like 1
  14. Having an individual Channel default would save having to navigate with the Package Editor to my mod source directory instead of being right there on opening the Package Editor for the Channel. That's the crux of it; it simply saves time and effort. What I'm talking about is a per Channel setting, not per mod. All of the mods I manager for a specific Channel reside in the same directory and always have. That's just my organization.

    I currently don't use the Package Editor specifically because of this. I've looked into using it, and I actually would like to, but it would mean extra steps of work per mod I need to manage (currently 102 LUA files for DCS modules alone), so simply the work to migrate from my current system to using the Package Editor puts me off switching.

  15. 2 hours ago, sedenion said:

    Ok, I understand, you want Editor to point to a specific folder by default.

    The fact is that normal you should put Mods "source data" as folders in the Library, this way you can modify them then uinstall/reinstall easily to try and debug it in game... This also allow you to directly put thumbnail image an description text. This way you simply right-click the Mod-directory, then "open in editor" an everything is already here ready to save...

    Except the habbit, is there a specific reason you don't want to put Mods "source data" in the main Mod Library ? I am open to any remark, I can consider creating a "Development" tab along the "Library" and "Network" ones, but I need to be sure this would really benefit to many people... otherwise, yes, adding an option for default folder, or a way to memorize last used directory for Mod Pack Editor is easy and can be done quickly.

    Mainly because 40 years of experience in IT have taught me that it is wise to separate areas, which I manually manage such as source code I import or write myself, far away from files and directory structures managed by installed applications. This is why you CANNOT add nor edit files below 'C:\Program Files' nor 'C:\Program Files (86)', and MS Windows™ provides each user with his/her own directory structure (C:\Users\xxxx\Documents\) for storing the user's own stuff. The idea of putting my source directories inside the OMM Hub Home directory fills me literally with unease.

    Being able to designate the default source directory per Channel, would allow me to "modify them then uinstall/reinstall easily to try and debug it in game", while maintaining the way I learned to work professionally. Currently I package mods myself into the Channel Library, firstly because that is they way I have always done it, but also because it allows me to organize directory structures the way I wish to have them organized.

    I would greatly appreciate having the ability to more easily work the way I learned and have being working for 40 years. I most certainly will not stop using OMM even if my RFI is not implemented, because I find OMM to be a wonderful solution as it is, even if it doesn't solve 100% of my needs in its current state.

    Many thanks for taking the time to hear-out my request.

    • Like 1
  16. Yes, gladly.
    I have an Hub called 'DCS Mods', with Home directory 'E:\Orso\Documents\Gaming Notes\DCS\Mods\OMM\DCS Mods\'
    Hub 'DCS Mods' contains a Channel also called 'DCS Mods'.
    Channel Target directory path: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta'
    Mod Library [x] Use custom directory for Mod Library: 'E:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\Z DCS Mods OMM Library'
    Backup storage: 'E:\Orso\Documents\Gaming Notes\DCS\Mods\OMM\DCS Mods\DCS Mods\Backup'

    The sources of all my mods for DCS are under directory e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\ and then subdivided into one directory per aircraft module, and further subdivided per type of mod and then down to the mod sources themselves. EG:

    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\ #==R All mods root directory
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\ #==R Root directory for F/A-18C mods
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\ #==R Root directory for F/A-18C Cockpit mods
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - Expendables Programs\ #==S
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - HOTAS\ #==S
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Mods\DCS FA-18C Cockpit - MFD Color Mod v2.7.0\ #==S
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\ #==R Root directory for F/A-18C Wallpaper mods
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\DCS FA-18C Wallpapier VFA-87 War Party\ #==S
    e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\DCS FA-18C Mods\DCS FA-18C Wallpapier Mods\DCS FA-18C Wallpapier VMFA-323\ #==S

    These  #==S are the directories which are actually packed and placed in the Mod Library directory.

    When I have Channel 'DCS Mods' selected and go to pulldown Tools Mod-Package editor everything is blank. I click the folder icon and it always defaults to 'E:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\Z DCS Mods OMM Library'.

    I would like to define a different default directory to be opened. In this case 'e:\Orso\Documents\Gaming Notes\DCS\Mods\DCS Mods\'.

    Other Hubs follow a completely different directory structure. This one for DCS grew this way over many years and I'd rather not change it now. 

    Thanks for listening.

  17. I was just thinking, it would be nice if I could set a default location for mod source code, so that I don't have to navigate to it every time I make a change, which sometimes can be a lot of changes if DCS made some code changes on their side. Maybe an additional tab on the Channel Properties page, next to Network Repository.

    Just of you ever have the muse and the time 👍

    Thanks

  18. I have NO idea how accurate the DCS Snake Eyes fall compared to Real-World™ Snakes Eyes, and I'm not contesting that in the least, only the visuals.  

    Edit: With more and more Cold War jets being introduced, I think the Snakes Eyes are going to become more popular than ever. I grew up seeing them in the nightly news on TV.

    Better to get them fixed now than when, for example the brand-spanking-new F-4 Phantom II appears and suddenly there are dozens, or even hundreds of videos on YT showing shovels popping open and hitting the airframe or other bombs and just looking bad.

    • Like 1
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