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Captain Orso

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Everything posted by Captain Orso

  1. Add this to '..\DCS World{ Openbeta}\Mods\DCS FA-18C Mods\DCS FA-18C Cockpit Controls - HOTAS\Mods\aircraft\FA-18C\Input\FA-18C\joystick\default.lua' hopefully with the Game Mode Enabler of your choice (I recommend OvGME): { down = SMS_commands.MasterArmSw, up = SMS_commands.MasterArmSw, cockpit_device_id = devices.SMS, value_down = 1.0, value_up = 0.0, name = _('Master Arm Switch - ARM else SAFE'), category = {_('Instrument Panel'), _('Master Arm Panel')}}, Works perfectly with an On/Off switch with the On state being SAFE. If you want the Off state to be SAFE, switch the 'value_down' and 'value_up' parameters and rebind.
  2. Yes, DCS has some really sick default settings for known controllers. Go to the options -> F/A18C Controls Sim -> Axis, and clear out all the rudder pedal setting for things like yaw, etc; just leave the settings for the rudder and brakes. Sometimes it doesn't make any difference, but apparently sometimes it does. Once you've got those erroneous binds cleaned up, you'll be good to go :thumbup:
  3. So the switch doesn't flip? If it does flip: When you flip the switch the DC Voltmeter doesn't move and shows 0? When you flip the switch and you turn the EDP (Engine Display Panel) brightness control knob, the EDP doesn't light up?
  4. Because some mission creators may only give you coordinates for targets and some not even that. Hoggit doesn't have any red units on the strategic map at all, not even if they are directly next to blue units, so you cannot use the strategic map to mark targets. You can go in to free-cam (from strategic map LCtrl-F11) navigate to directly on top of a target, and record the exact coordinates on the location bar, and then create a waypoint for each one, but being able to put them on the CAS page will be much more flexible and useful.
  5. You could add the runway, but it would have to have sloped sides as well, and if you put it at any kind of incline, if not running along the same elevation, you would have a runway built out from an hillside and looking very awkward. So yes, I'm sure it would be easy to implement, but mission creators would have to be fairly judicial to put it in a reasonable location, but I'm also sure they could be found.
  6. In Real-Life™ you are also getting targets assigned through your command structure. Target coordinates are programmed into the CAS page before you climb into the cockpit. You just call them up and attack them - very vaguely simplified. In DCS in dynamic campaigns for example or long missions with a constantly changing situation and opposing players controlling enemy units, there would be no way for this to be done for the player. He has to make out his own targets on the map or have their coordinates presented to him. With this system he can punch them into CAS himself, or use the F10 map to mark location and then transfer them from F10 map markers to the CAS page.
  7. 1. There was no question. B. The battery switch powers all the systems required to start the engine. No panel lighting nor spot lamps (although honestly, I've never tested those as I rarely use them), but at least also the intercom to the ground crew. If you close the canopy and do not turn on the battery and turn up AUX the ground crew will ignore (not hear) your requests.
  8. :cry_2: b-b-but I already did that and described the results above... "- MARSDEN mat absolutely flat with the road and buttressed to it. Taxi from mat to road *crash*bang*boom*flames*explosion*" :Flush: There is some luck involved in aligning FARP/MARSDEN mats just right that you can roll between them and the road, because there is no visual indicator of which I know. In fact in the ME there are differences between the exact position of the FARP/mat and road, so that you have to edit-try-edit-try-edit-try... and hope that at some point you luck out and find the just-right position.
  9. Firstly, actually that would work (the ASCII FARP :D ), but maybe put the "runway" on the side of the FARP. It could be put in positions that would make for some really freaky looks, but if positioned on pretty level ground it would look not so bad, although I'd still like to have something to position next to a road and to be able to use the road for take-offs and landings. There are probably a dozen directions ED could go in to create a working solution. It's not a question of ideas. It's a question of what is possible. I don't recall where I read it here in the forum (I really need to start copying and indexing these things I read), but I read a statement that the reason ED doesn't simply implement such basically simple changes is that the structure of the coding itself does not allow it. Look at the FARP helipad in the ME. There is a reason that it is physically a hug pyramid with a flat upper surface created by lobbing off the pinnacle. It's bc when placed in the ME, DCS allows for coding to find the highest point along the circumference line where the pyramid intersects with the world surface to position the pyramid oriented on that point, where the rest intersects be damned; it falls into place geometrically, bc the pyramid is now oriented as deep as possible in the world (you mostly only see the flat upper surface with a small stripe of the sides if the pyramid directly below the upper surface) and upper surface is level, and more is not important. Anything below the surface has per definition no collision and basically doesn't exist. Graphic engines will render it, bc that's how graphics engines work, but other than that, it's an illusion. This is also the reason you cannot have trenches dug into the ground, shell holes blown into it, etc. The surface of the ground "IS IT". Below the surface is oblivion. Would it have been possible to program everything differently? For example to put the world on top of a sandbox so that the surface is just the intersection between air and ground with a depth of ground below it. Go look at a game like Cities Skylines in which you can manipulate the geography in Real-Time™ without issue. Okay, new game <> old game, different technology generations, I'll admit it, plus you'd have to think ahead and plan for programing something like that, even if you don't do it from the get-go, and who could have anticipated that at some point of time in the future one might want to, ohhh I don't know, drop really big bombs on a runway and blow physical holes in it, which you can actually see and maybe fall into. Naaaa that's not something you'd ever think about while planning a study level, aviation combat simulation :noexpression: But maybe ED will pull another rabbit out of their hat on this one. They've been known to develop things sometimes without telling anyone, and suddenly *BOOM* Christmas in July, but I'm not going ot hold my breath
  10. I only have openbeta installed. Was in the Harrier just yesterday and did a couple of startups as I always do and without issue. I would suggest using one of the know methods -- eg Chuck's Guide -- and seeing if that works for you, because it apparently works for everyone else.
  11. There is a key-bind for entering a cockpit, but of course, just like the hundreds of other threads which have been dangling for years it does nothing and ED has had no plans to either do something with it or just remove it, until maybe just maybe now with the Super Carrier. Maybe we will finally get the ability to walk from the ready room to a waiting aircraft and actually climb in... maybe.
  12. ED stated in a recent news letter that they are re-working FLIR in general, but that it is a hug job, which if you understand IR imaging, you'll have to agree. Before ED is finished updating FLIR there is near 0% chance of anything being changed anywhere else.
  13. I know that there is the setting, but it hasn't worked in years. Does it suddenly work now?
  14. So, I give up. - MARSDEN mat absolutely flat with the road and buttressed to it. Taxi from mat to road *crash*bang*boom*flames*explosion* :mad: - FARP buttressed to the road so that the slop from the FARP to the road is less than from the FAPR onto the helipad -- I can easily role from the FARP area onto and off of the helipads without issue. Just need enough thrust. -- role down from the FARP onto the road *crash*bang*boom*flames*explosion* :mad: - Spawn on the road with Spawn Anywhere mode. Begin statrup procedures. Truck comes along *crash*bang*boom*flames*explosion* :mad: You can use the FARP's as long as you only VTOL on and off of them. Roads are dead as long as traffic cannot be shut off or at least stretches of road blocked to civilian traffic.
  15. They did this a couple of months ago when they upgraded the cockpit to look more "used". It appears to me like a good portion of the upper edge of each warning cell and the lower edge are masked my something. So zooming in really close only shows you the masked cell really close up.
  16. Yes, but not the helipads. I was also wondering if you could use the static things like fuel and ammo dumps. the FARP.lua actually lists the FARP tent, but other than that and the vehicles it lists "KP_UG" for ATC and ground service, so from that GR video I guess KP_UG is a class of static objects, but I haven't played around with that yet. I noted that you can easily get up the helipads with the Harrier, although now that is a mut point, but it has gotten me wondering how easy the Harrier can get onto the FARP if it were just butted against the side of the road just right, or even along a long section of MARSDEN mats.
  17. Hey, many thanks. Found the description in the KA-50 BS2 Flight Manual on pages 14-3 and 14-4 (489 & 490 in Adobe Acrobat Reader). I still haven't found out if you really need to be on top of a helipad to receive services though. I guess I'll have to try it myself. Thanks again :thumbup:
  18. Hi Ramsay, I followed the above link where it references the "DCS GUI manual". Do you know what this is and where I can download it?
  19. Let's see, minus 30% for pre-order, minus about $25 for already owning the F/A-18, minus $9.73 for miles sitting around doing nothing, so let's see, I paid... $15.26.... :megalol:
  20. Where were you when your received supplies? On the helipad or not?
  21. AFAIK you must be directly on top of one of the helipads to be serviced. They are after all for helicopters, not Harriers, but if you get your Harrier landed on a pad, from what I've heard, you will be serviced, but I've never tried it myself.
  22. ... or feel the in-cockpit throttles to reach behind them and feel for the dials and switches... yeah, that will be the day when we get realistic haptic/tactile feedback. DCS will close their doors in bankruptcy and Pornhub will become the de facto world government :D
  23. The Mustang and Spitfire let you climb out and walk around. It's very clunky, but it's possible; I'm not sure about the Germy warbirds ;) Control stick regulates walking and rudder pedals direction your body is facing, head moves with view direction. When you open the canopy on the Harrier and the Hornet the ladders/climb-in assistance deploy; no idea about the other aircraft, but I don't see why it shouldn't be allowed. BTW there is no climb-out graphic, your avatar simply pops out onto the wing in the case of the warbirds. It would of course be very cool if you could also climb into your aircraft, which might be coming with the super carrier module.
  24. Oh ffs CVN-71 USS Theodore Roosevelt CVN-72 USS Abraham Lincoln CVN-73 USS George Washington CVN-74 USS John C. Stennis CVN-75 USS Harry S. Truman
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