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Everything posted by Captain Orso
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Honestly, I would have assumed that Windows is case sensitive, but that it probably because I'm used to Real-Files-Systems™ like used in Unix™ and ALL of its derivatives. Also, just because Windows doesn't pay attention to case, doesn't necessarily mean that an application doesn't. It will depend specifically how the app in the algorithm controls for conformity. Anyway, now we all KNOW what is what.
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ADDENDOM The directory does not consider capital and small letters. 'CH-47FBL1' is equally as valid as 'ch-47fbl1', or probably any combination of small and capital letters - honest to god, I'm not going to try them all
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The '..Saved Games\DCS\kneeboard\module' directory name is often NOT the same as '..\DCS World\Mods\aircraft\module', with ZERO indication as to what the correct directory name in '..Saved Games\DCS\kneeboard' might be. Please, for EVERY module sold through the Eagle Dynamics and Steam sites, which have a kneeboard function implemented, publish the name of the directory in '..Saved Games\DCS\kneeboard' to which a users own kneeboard pages are to be inserted in the module's Manual/Guide/What-Ever-You-Might-Decide-To-Call-It-This-Week, indexed and easy to find. Thank you
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Thanks for posting this, but this is a band aid. The same situation will reappear with the Eurofighter, the F4U Corsair, the F6F Hellcat, the C-130 Hercules (official, not community mod), and whatever else comes along for all eternity, so long as ED doesn't principally publish this information in the Manuals, or some other readily available and obvious location to be found.
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I can't find your quick checklist. Could you please post a link here? Thank you!
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The whole point of a Mod Manager is to copy the modded files into the installation folders, but also to, on command, remove them before Update or Repair, because DCS will recognize the modded files as foreign objects and remove them. Additionally, it allows the user to add or remove a specific mod with a single click, saving extensive manual labor, and reducing the opportunities for mistakes. Mods which are installed into '..\Saved Games\DCS' do not require this, because DCS will never touch the folders in '..\Saved Games\DCS' where mods are installed. You can however still manage such mods using OMM - the purpose of which would be to be able to add and remove mods (some community aircraft) which do not play well with each other. To do this you need to add at least one additional Channel to your DCS Hub. You can make the Channel universal, by making its Target directory path '..\Saved Games\DCS', but you must insure that all mods you install here conform to this, because many have their highest lever directory be named something like '..\Community_X15' with instructions to copy into '..\Saved Games\DCS\Mods\aircraft', in which case you must manually add the '..\Mods\aircraft' directories to the mod package. Alternatively you can add one Channel for community aircraft with the Target directory path '..\Saved Games\DCS\Mods\aircraft', and one Channel for Tech with '..\Saved Games\DCS\Mods\tech', etc. Whatever you deem to be best for you. To be sure, before running Update or Repair, you MUST uninstall any mods implementing into the '..\DCS World' installation directory, but it should never be necessary to uninstall mods in '..\Saved Games\DCS' before running Update or Repair; you may, but it's not necessary.
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I've found out the the kneeboard folder of the CH-47 is CH-47Fbl1 after looking through installation files, trying and guessing. It should never be a guessing game. ED has had enough experience with the same questions over and over again. At this point I have to guess that ED either doesn't care, or is not capable of learning. If you know other answer, feel free to post it.
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Nothing is awesome. Nowhere in my logbook.lua is anything but P-47 and 47 in some string which has nothing to do with the CH-47. This is the same thing every time a new module is introduced. Nobody knows what the answer is, and ED is too incompetent to publish the information in the Early Access guide since years and years, although the exact same question has been coming up since years and years with every new module Great user support ED, many thanks
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Blue Airbases not Blue In-Game on F10
Captain Orso replied to Captain Orso's topic in Bugs and Problems
It has? Please move this to the wish list -
On the F10 map, blue airfields do not have their textual names in blue, but white. Clicking on the airfield, the window shows that they are actually blue.
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only mt now New launcher - how to choose MT or ST to launch game
Captain Orso replied to markturner1960's topic in General Bugs
YES, SO THE UPDATE NOT CHANGING THE DESKTOP LINKS, NOR ADDING NEW ONES IS WAI (WORKS AS INTENDED). *ahem* We might go back to normal volume again Per default the normal startup without explicitly requesting multithreading is per the desktop link pointing to ..\bin\DCS_Updater.exe, which will check for updates first, and then open the new Launcher page by running ..\bin\DCS.exe. Clicking "LAUNCH DCS" starts the main menu page and is still running ..\bin\DCS.exe. I also have a desktop link directly to ..\bin-mt\DCS.exe which will start a Launcher page which looks identical to the ..\bin\ Launcher page. When I click "LAUNCH DCS" it starts the main menu as before, but is still running ..\bin-mt\DCS.exe. Yes, it still says MULTITHREADED PREVIEW in the lower right corner of the main menu, the same as before the last update. What is very interesting--to me anyway--, using MS SysInternals Process Explorer, and checking both ..\bin\DCS.exe and ..\bin-mt\DCS.exe shows both to be using MANY threads. I can't really tell the difference between the two, other than the hint text. It would be interesting of ED would chime in on what this means. -
only mt now New launcher - how to choose MT or ST to launch game
Captain Orso replied to markturner1960's topic in General Bugs
HOW DO YOU CONTROL WHETHER MULTITHREADING IS USED OR NOT? HOW DOES TURNING OFF THE LAUNCHER HAVE ANYTHING TO DO WITH THAT? -
only mt now New launcher - how to choose MT or ST to launch game
Captain Orso replied to markturner1960's topic in General Bugs
Does anyone actually KNOW hot to control whether MT is used or not? And please, no guesses, only facts. -
Thanks for the reply. Yes, I'm aware of that ability and use it. I named the modifier KU_Switch. If I'd have named it KU_Switch_Thrl_BN24, aside from the fact that it makes the displayed bindings on the page super wide, I'd have still asked myself, "button 24? Button 24 on my 32 button/switch HOTAS throttle is.... ummm..." and still have to go into windows settings device calibration to try switches until I find it, or pull up a diagram from deep in my file system with the designations. Even when you know the button, there is no positive feed back when activating it. It's just flying blind. It would be sooo simply to simply have a column displaying the device and button/switch and have it highlighted when activated. So simple, so easy, and so useful.
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I'm necro-ing this thread, because it's still a PITA. For the Apache I had to assign a non-standard modifier for special usage. I haven't flown the Apache for a long time now, and I was just going to go through the binds to remind myself of what his what, and there it is... a modifier that I don't recall which switch/button/key it is assigned to and THERE IS NO WAY TO FIND IT OUT!! other than going to the modifier.lua file and reading it, with means switching out of the game in VR and navigating to the file for the Apache Pilot and reading it, when it could work just like all the binds and show me. *sigh*
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Up until now--and you may gladly correct me if I'm wrong--until now, every module upon which we have waited--short or long--has ALWAYS been released (I will exclude that one partner company [ED's very first?] that mismanaged itself, over-estimated what it might accomplish, and went belly-up, leaving ED holding the bag, although 2/3 of what they had planned was brought to fruition and released by ED years ago, with only one airframe still being developed). I'm looking forward to the Corsair as much as anybody (my Dad was a crew chief in the Marines working on Corsairs in the Pacific during WW2, so I've kind of got a small personal angle on the Corsair). It will get here, when it gets here; I promise.
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Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Ah... yes. That is probably the case. If only everyone did. -
Community A-4E-C v2.3 (May 2025)
Captain Orso replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Follow this link and you will always know the update status. DCS Patch status -
FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
I have the Civilian Asset Pack - Naval. This is basically how I came up with the idea of putting a FART on the Troll A Oil Platform The rest snowballed from there. -
FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
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FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
Thanks for the reply cfrag. So they way to do it is to add 87,000 lines* of LUA script to spawn it in on the Gas Platform. Why didn't I think of that Can your scripts also spawn an invisible FARP, set call sign and radio frequency, and then all the other vehicles required to make it a working FARP? Now that would be a breakthrough, even if it's an enormous amount of work, which should work out-of-the-box, but... * May be a slight exaggeration. -
The repair feature is without flaw. It simply goes through your installation, and every script file is compared with a list of valid files. Every script file which is not in its original state is replaced by an original. Every script file which is not on the list, is removed. The problem is, if you left your mods implemented by OMM when you updated, all your mods will be removed or repaired. Then when you go to OMM again, OMM say that all your mods are still implemented, because it doesn't to a physical check. It looks at it's own status records and sees that it implemented these and those mods. All you can do now is de-implement your mods, which mean OMM goes into the copies it made of modded files and copies them all back into the DCS installation, which could easily overwrite files updated by the last update. So now you have a corrupted system, and you MUST run repair to fix. Now finally you will be on a virgin DCS installation, and you can start implementing your mods. In conclusion, ALWAY remove you mods before updating! Mods in ..\Saved Games\DCS.. excluded.
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FARP on an Oil Platform
Captain Orso replied to Captain Orso's topic in Scripting Tips, Tricks & Issues
Yeah, I tried that. Unfortunately DCS does not recognize platforms as able to hold units on them; not like building do. So if you try to place a vehicle on them, the ME just tells you that you have to place this unit on solid ground