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Everything posted by Captain Orso
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In-Game Scratchpad Mod Available - Works Great In VR!
Captain Orso replied to Fubarbrickdust's topic in Virtual Reality
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. -
Thanks sedenion!
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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.
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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.
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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.
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Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
How dare you sir, that would have made the perfect paper weight -
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.
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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
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Mk-82 Snake Eyes - DCS vs actual footage
Captain Orso replied to Captain Orso's topic in Weapon Bugs
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. -
Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
Okay, gebonged Mk-82 Snake Eyes - DCS vs actual footage -
Actual footage DCS - 0.25 slow motion DCS - from a different angle - 0.25 AND 0.1 slow motion --- The shovels deploy far too early and too slowly. The actual footage shows the bombs gaining a larger separation from the aircraft before the shovels deploy, and when the shovels deploy, they are far quicker. In DCS they actually may be clipping into the aircraft; it's hard to be 100% certain, but it does look like it with drops from certain ejectors.
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Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
The complaint is that currently the shovels pop out far too soon. Look at how far each bomb has fallen before the shovels pop out. The shovels are well clear of the aircraft. Now look at how DCS does it Edit: also the shovels in the Real-World™ pop out much quicker. -
Not possible. It's like saying, you were reading Lord of the Rings, and you moved your bookmark to a new page, and when you picked up the book again, it was Midnight's Children. Whatever mod manager you are using, check again which scenevr.lua is being placed. In fact, look inside ..\DCS World... at which file is present.
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How do you zero-out/reset the Trim in-flight??
Captain Orso replied to Snacko's topic in DCS: F/A-18C
Thanks for the reply Rob10. I don't know what you mean by CCS (Command Control Steering). It's not documented in DCS for the F/A-18C. As far as I know, A/P does not utilize the UFC ON/OFF button. The only thing I can think of close to what perhaps you mean by "Command Control Steering" is Coupled Steering Mode (CPL). which can align with a waypoint, TACAN, or the ASL (if one is active). I'm using none of these. I do have BALT set, but roll I am controlling with the stick. As soon as the bomb is released, the opposite wing starts dropping. Either I have to hold the stick against the wing dropping, while keeping the TGP on target so laser targeting will work. -
How do you zero-out/reset the Trim in-flight??
Captain Orso replied to Snacko's topic in DCS: F/A-18C
No matter what I do, either through the keyboard or through HOTAS, the results are as above, press and hold only results in 1 up 1 down and never any more. Multiple presses results in the same thing, because as soon you I release either key or switch, it reverse immediately to 0 0. NOTHING HOLDS, and NOTHING GOES BEYOND 1 1. One thing I just did notice. I've only been doing this with 8*GBU-12s. I just tried it with 8*Mk-82s. I dropped a singe bomb, and... the aircraft remained 100% stable; no tipping or anything I'm not usually upset about success stories, but... WTF!! -
How do you zero-out/reset the Trim in-flight??
Captain Orso replied to Snacko's topic in DCS: F/A-18C
This is making me crazy, and it has from the beginning. I have an unbalanced load because I dropped a single GBU, which is 99.9999999% of the time when you use GBUs. I'm trying to hold course while staying on target with the TGP laser, and the Hornet keeps tipping over. I pull up the FCS page and observer while operating Trim Left Wingtip up and see in the FCS Aileron row '[up arrow] 1' in the left columns and in the right '1 [down arrow]', but only as long as I hold the trim switch. As soon as I release it, it revers to 0 0 and the Hornet starts tipping again. Also, no matter how long I hold the trim switch, it NEVER goes above 1(!!). Is this what everyone understands as WAD (Works As Designed)? -
16 Nov Update - South Atlantic Mountains
Captain Orso replied to Captain Orso's topic in South Atlantic
Sometimes sight-seeing is all it's about, and all the reward you need -
16 Nov Update - South Atlantic Mountains
Captain Orso replied to Captain Orso's topic in South Atlantic
Yes -
LOL yeah, as I said, I found the solution two and a half years ago, but forgot to report it. I though somebody down the line might make use of my experience, for than just general amusement
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Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
Thanks for the reply. I'll have to make a video with some snake eyes dropping off an ED aircraft, like the F/A-18C and post it as a bug. I'm sure they'll get right on it. They always listen closely to my feedback.... Hhhhhaaa yes, Happy New Year anyway -
DML - Mission Creation Toolbox [no Lua required]
Captain Orso replied to cfrag's topic in Scripting Tips, Tricks & Issues
THANK YOU!! LOL I did my apprenticeship on a SYS/370 running VSE My colleges did Univac with punchcards until they decided to go "online", but there were still boxes of punchcards in our storage room. We used them for writing notes on. In fact I still have a stack of them for the same purpose Make files came MUCH later when we started migrating to AIX, and then to HP-UX, but my then I was out of programming and doing SysAdmin. I've done some extensive work with shell scripting, but I never got into C and god forbid and OOP . I do want to learn LUA sometime, but I haven't found the right state-of-mind yet - probably a bullet through my brain would do the trick So I think I figured out what I needed to find out. All I really wanted to do was add the community mod UH-60L into the CSAR demo. I was trying to do it through the dcsCommons both through simply changing the variable in a trigger and then through a config zone, but dcsCommons doesn't use a config file for 'troopCarriers' and changing dcsCommons.troopCarriers didn't help, bc csarManager changed it in its config zone, so I changed the csarManager config zone and BINGO it works Many, many thanks for all the assistance!! -
DML - Mission Creation Toolbox [no Lua required]
Captain Orso replied to cfrag's topic in Scripting Tips, Tricks & Issues
Ah, yes, that is because the ME is too dumb to do it's job. Way back when I used to do application programming, compilers ALWAYS picked up the actual version of every included library call in the code. People would have been up in arms and kicking IBM in the bal... *ehm* nether regions, if they expected you to go through your code every time and delete and read add every library call you added to you code, just to get the newest code. So, in the light of that, yeah, it kind of does make sense. THANKS OBAM... EAGLE DYNAMICS!! -
Announcing the F-4 Phantom for DCS World!
Captain Orso replied to Cobra847's topic in DCS: F-4E Phantom
The retarded bombs are not at all correct. They deploy their drag-arms too early and too slowly That being said, it is a WIP, so... -
DML - Mission Creation Toolbox [no Lua required]
Captain Orso replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks for the reply. In the documentation it constantly refers to making settings--it seems to me--in the 'config zone' and then goes not to never, ever, anywhere explain what a 'config zone' is, or how to use it. For all I can discover it's a trigger zone you can enter to gain access to some secret F10 radio menu list of choices, but that my just be my imagination running away with me. Could you please explain this, so that the un-enlightened masses might understand it.