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Everything posted by Captain Orso
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Is that a question, or an offer? :)
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Virtual Pilot's Hand - Mouse Pointer as a Cockpit Device
Captain Orso replied to Captain Orso's topic in DCS Core Wish List
The problem is that DCS uses windows to control mouse movement, and windows is only concerned with the mouse pointer coordinates within the video frame (ie your monitor). Windows doesn't care if there are virtual buttons anywhere on the screen, or the DCS is slewing those buttons across the monitor, controlled by your head movement. So to have a pointer relative to its position within the virtual world cockpit, the pointer must be inside the virtual world cockpit ONLY, and be completely unconcerned with the windows mouse pointer. -
Virtual Pilot's Hand - Mouse Pointer as a Cockpit Device
Captain Orso replied to Captain Orso's topic in DCS Core Wish List
I have no idea how the current system allows for very fast anything. What? because turning your head and moving your hand in the same direction causes the pointer to move twice as fast? Twice as fast and twice as uncontrolled so that you then have to stop and start to adjust the pointer position before you get near the switch you need to operate. Moving the pointer with the mouse alone would be far quicker, because far more controlled. It is exponentially (literally) more difficult to use the current system, because you move the pointer with both your hand and your head simultaneously, and pointing with your nose is completely unnatural and leads to neck tension, which is unhealthy. And as you have already attested, you can only fine tune your input by freezing the movement of either your head or your hand, which will always be a possible cause for error and attests to using one or the other is by far superior than both. No one said anything about a virtual hand (a la Thing from the Adam's Family) creeping around your cockpit (although I'm sure there are some who read this and are already thinking - KEWL!! lol). My thoughts are more along the lines of a frame or highlighting around the switch being addressed with a dead zone so that it doesn't easily jump to another switch unintentionally. It would only be moved with the mouse (NOT through head movement). There could be many solutions to it not being in view the entire time. Have it fade out after a few seconds of inuse. Drag it onto the stick or throttle to simulate grasping one of those and then the carrot blinking out. So many simply solutions; all 100 times better than the acrobatic mouse games we have now. -
Apparently ED has been revamping a lot of equipment used in multiple modules (eg. Litening Targeting Pod) into API's, so that they can "simply" be "plugged" into nearly any module. Maybe with a little luck, they'll get around to doing this with JTAC's as well. It would probably be the API with the widest usage, as nearly every aircraft capable of CAS would probably need to have it. Time will tell.
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Virtual Pilot's Hand - Mouse Pointer as a Cockpit Device
Captain Orso replied to Captain Orso's topic in DCS Core Wish List
I've never heard ED even acknowledge that there is an issue, so unless I've completely missed it, I know of no progress with this in any way. -
This might be of interest
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Mouse pointer and head movement in VR
Captain Orso replied to VR FlightSim's topic in DCS Core Wish List
If there is anything in DCS which has bugged me from the start 5 years ago and still bugs me just as much, it's having the mouse pointer fly around the cockpit because I've turned my head. The lazy stupidity of this solution gives me violent thoughts every time. Just the other day while flying online I was desperately trying to quickly change some switch settings in my cockpit and fighting with the combination of head and hand movement. I'm not a f*cking world class acrobat nor one of the Avengers. I'm just some 60 year old smuck trying to enjoy himself and asking himself why doesn't ED simply fix this situation. WHY ED?! Any solution is better than none! -
I'm not sure, but I think the mission is written that if you kill the HQ units, you "win" - at least that's what the description and everything sounds like -- I've never actually gotten that far. At any rate, I didn't want to run the mission that way, because it's too binary, too black and white. The enemy knows we're there and will send their general staff into air raid shelters, and certainly not sit around like fish in a barrel waiting to get blown into a fine, pink mist. I wanted to do as much damage to all the units around the HQ as well, to disrupt their preparedness. After all, that was the mission goal, to delay their jump-off, and if the general staff survives, but the entire force is in a shambles, they're not going to do anything either. I also went with rearranging loadouts - heavily, plus I also decided to primarily fly the SEAD/SEAM mission, because [MAJOR SPOILERS STARTING HERE]
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I've started and restarted this mission so many times... *sigh* ... but not because of the design itself, but because DCS AI is just exactly not that at all... Without trying to give away anything and spoil the fun for anyone, but if I tell my flight to anchor somewhere and they fly a circuit right over the top of a know SAM sight... shm That's not BD's fault. It's the fault of the stupid DCS AI. 9/10 of the effort I've put into trying to complete this mission as I would like to has been in getting around that. You really have to lead the AI by the hand like a little child that it doesn't do obviously stupid things, and after a while I'm just disheartened completely - again, no fault of baltic_dragon.
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That might be true, but first ED has to perfect the ground radar and make the ground radar API available. Then it would probably be fairly easy to shoe the Harrier II Plus in. But before that I think RB wants to get the South Atlantic (Falklands War) project out to the public, so IMHO they'll be putting their efforts into the Sea Harrier before the Plus.
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And on the stern is a bumper-sticker that says WE BRAKE FOR NO ONE!! :D
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In every other aircraft I've flown in DCS, and there have been a few... okay, very few, but still, on all other aircraft AFAIK, what you enter into TAIL# is what the BORT is, or at least the first 3 characters, IN THAT ORDER and not transposed backwards. I know that the TAIL# characters are put to the end of the airframe# to make each 'possibly' unique, and that's fine. Nobody cares which airframe numbers are displayed, but they DO CARE about the BORT numbers and will very often try to put them into a logical order, like 010, 020, 030, 040 etc., so that you can look at an aircraft and know which on that is, which is the whole point of the BORT numbers. Please, do NOT transpose the TAIL# for the BORT, but let them display as they are entered. You can transpose them for the airframe numbers, or mix them up with an algorithm, or set randomly generated digits in - no one will care, because no one pays attention to them. But they DO pay attention to the BORT numbers. Thank you.
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Okay, I've discovered that one more wingman than present is being presented in the comms menu. Thas has nothing to do with this mission, but is a general issue. So, in this mission, you have 2 wingmen: 'Wingman 2' and 'Wingman 3', but in the comms menu there is also a 'Wingman 4'. I've been trying different things and running into different issues. One was that both wingmen flew into the ground -- or more specifically, into the trees -- while following me at very low level in trailing formation, so they had all the room in the world to maneuver when they hit the trees where the ground made a shallow raise. You'd have to be a asleep to hit the trees like that, literally. The major issues I'm trying to deal with now are the Tunguskas. I'm still not sure if the Tornado could affect radar from where it is orbiting way back by the KC-130, but the Tungusks are not turning their radar on anyway, because, hey, it's clear skies and those fat slow Harriers are great targets for their optically guided missiles. Hurray. So I need to bring Mavericks along for at least 1 Tunguska. I'm still not sure how to tell the one bomb-truck to hit both groups on the ground. I've given him 12(!!) Snakeyes, so he should be able to make short order of both groups (I'll take out the two Shilkas with guns if I have to first) but I have no idea how to get my bomb-truck to only use half the bombs on one target and half on the other, or to hit both in one run (they'er close enough together for this). I'm thinking that this mission requires too much control that DCS doesn't offer for it to be do-able in SP in any real sense. It should not be that difficult with 3 real pilots, but I've not gotten that far yet anyway. Always so many problems *sigh*
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Given a flight with 2 aircraft with flight leader being piloted by 'player' starting from ramp Batumi. When I open the comms menu to instruct my one wingman what formation to take up, there are two wingmen listed, 'Wingman 2' and 'Wingman 3'. My 'real' wingman only answers to 'Flight' or 'Wingman 2', but not to 'Wingman 3', but it is confusing and irritating, and fully unnecessary.
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Okay, you got to "complain", now it's my turn. If you had said that the Ground Adjustments category in controller settings will not accept assignments from controllers, EVERYONE WOULD HAVE KNOW WHAT YOU MEANT RIGHT FROM THE START!! I'd resort to calling you an pea brained, moron for wasting everyone's time and effort to help you, but that wouldn't be cologial... just like wasting everyone's time just so that you can complain smh.
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I don't know what you are talking about... or you don't... I'm not sure..... I have a Thrustmaster Warthog HOTAS Throttle and Stick I use the thumb switch on the left, the Countermeasures Management Switch (CMS), along with the Pinkie Lever (<Padel>) as a modifier. I also use the throttle thumb-hat-depressed (<Thumb-Hat>) as a modifier. My kneeboard operations are: Open/Close Kneeboard = <Padel><CMS-Forward> Kneeboard page forward = <Padel><CMS-Right> Kneeboard page backward = <Padel><CMS-Left> Kneeboard map marker - set = <Padel><CMS-Depress> Kneeboard bookmark - set = <Thumb-Hat><CMS-Depress> Kneeboard bookmark forward = <Thumb-Hat><CMS-Right> Kneeboard bookmark backward = <Thumb-Hat><CMS-Left> I don't use TM Target software at all. This is all setup with DCS.
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Those would be known as the symbology. They are actually an overlay over the map. The upper right corner SYM switched should adjust their brightness -- should, but they don't function. The same issue is currently plaguing the Hornet. In fact I read that only the A-10C has functioning adjustments for the symbology brightness, and maybe the JF-11. Maybe someday before I die of old age. I guess it's a race *haha* ... *sigh*
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There are ways to command other flights. I don't know how to do it myself, but I think you have to program all the commands into additional F10 menus. At any rate, Wingman 1 thru 4 are listed for receiving commands, so who would otherwise be the mystery wingman if not the Tornado?
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Thanks for the reply noisy, I discovered that as well, but in my case (VR) it's still not enough contrast.
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Thanks for the reply ace. I really want a solution I can use online :(
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Add this { down = cpt_commands.SmokeDevice, up = cpt_commands.SmokeDevice, cockpit_device_id = devices.CPT_MECHANICS, value_down = 1.0, value_up = 0.0, name = _('Smoke Device - ON else OFF'), category = _('General')}, to '..\DCS World{ OpenBets}\Mods\aircraft\FA-18C\Input\FA-18C\joystick\default.lua'. This will work with a physical switch; asserted position = ON, unasserted position = OFF. If you want your switch to work the other way around, just swap the parameters for value_down and value_up.
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Since 2.5.6 OB the moving map on the EMPCD is so bright that I cannot read the symbology overlay. I can turn the map brightness down, but it turns the symbology down equally so that I still cannot read the symbology. How can I turn the map brightness down and the symbology up?
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Somebody visited Pimp My Ride :D
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What if players don't cooperate? I mean, even if they are trying to do the right thing, it doesn't mean that it can work. For example, I ran across this situation years ago. I was taxiing from ramp to runway and there were a number of AI flights behind me taxiing along like geese in a row. For whatever reason I needed to stop to do something, so I pulled off the center of the taxiway leaving far more than enough room for the flights behind me to pull around. Did they? No, of course they didn't. They can roll up the center of the taxiway and that's it. No "fancy" maneuvering. On the carrier deck the room for getting past other aircraft is 100 times smaller, and the deck can be full of AI and player aircraft at the same time. I expect the AI aircraft to function perfectly, and not block any taxiways, but what about humans? They may be certain that they are out of the way and yet block the taxiway and thus bring operations to a complete halt. And I'm certain that at some point we'll run into the guy who doesn't give-a-damn and starts repairs in the middle of the taxiway, because others can just go around. What then? Have I simply lost all faith in humanity?
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How do I get the Tornado to do something for me? I tried addressing it as Wingman 4, but I get no answer. I have radio 2 set to channel 2 right from the start, so that ought not be an issue. Aslo, I can find the anchor here command in the comms menus. Is that on purpose? Also also, I hate Tunguskas! They suck! :mad: ..... :D