-
Posts
654 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Gizzy
-
Hi, Configure buttons 58 - 64 as shown. 58 > 29 and 59 > 31 add seperates functions to the 2 toggles T2 & T3 60 to 64 adds DX codes to the 5 way MODE rotary. I'm using their software v20190109 - and exported my profile to a file... in this profile the LEDs are all off though. You 'should' be able to import that profile and all is done... I've done that to seveeral others asking the same thing.. Good Luck.. VPC Throttle_MT50_no_mode [PCBv06].cnfv06-GIZZY.zip
-
de nada... I do not know whether how this has been working over the past year.... I never use it except in B Coy 229th SP training missions demonstrating weight gain / loss with troop embark / disembark. No, unfortunately it does not work in MP, never really has, whether it ever will I do not know...
-
I can only reiterate that embarking and dismbarking in SP is working fine PROVIDING you have the Advanced Waypoints set up correctly. Set the AWpt on the helo at spawn not at a WP and set the troops you want to pick up and yes it will handle multiple groups. Set the Troop AWpt on a WP. set the AC type and distance radius from AWpt to pick up troops. If your troops run towards the aircraft and do not get in check you put the AWpt to embark at the AC spawn point and NOT at a WP. Simple miz attached. Pick up the troops by the truck and drop off further west along the runway somewhere the end... they will disembark and continue along their merry path of WPs. test.miz
-
Current Beta it works fine... SP of course. Ensure on the Client helo that the advanced waypoint embarking and associated troops is enabled and added at spawn point NOT at any waypoint.... if you do that the troops will not load. Of course with troops you put the embarking WP at the WP required.
-
Ka-50 Collective/Throttle Axis Has Been Inversed
Gizzy replied to nicktune1219's topic in DCS: Ka-50 Black Shark
OPTIONS > CONTROLS > select Ka-50SIM then AXIS ASSIGN button at the bottom middle then look for the line 'Flight Control Collective' and select your device... then hit the button 'AXIS TUNE' at the bottom and click in the box called invert.... done -
Works fine in Single Player BUT as is so often the case, it is still broken in MULTIPLAYER - the troops just will not load... terrible shame.. no idea whether there is any intention or inclination to get this working but you can always hope....
-
Cockpit Instruments Blurry with NVG's On.
Gizzy replied to SnowTiger's topic in Polychop-Simulations
First pic is what you will see with Taccos MOD in 2D Second Pic is the MOD adjusted for VR using 2 projections but in 2D it comes out like this... flyable but not so realsitic... the original works fine just move you head up slightly and look down and all is good... I presume you are aware of this https://forums.eagle.ru/showpost.php?p=3624317&postcount=13 .. -
Cockpit Instruments Blurry with NVG's On.
Gizzy replied to SnowTiger's topic in Polychop-Simulations
I believe it is common with some helo pilots and NVGs to look under them to see the guages - believe what you wish..... Tacos NVG MOD make this concept more useable by reducing the size of the standard DCS modelled NVG area... In the 229th we use 2 variants of the MOD one for VR and the other more for 2D and TrackIR. They both work perfectly and I highly recommend them especially for all aspects of helo work... Sometime ago someone made a MOD that NVGs no matter wherever you looked was clear - unrealistic but clear. Over the years there have been many types of NVGs all with different capabilities... I used quite a few of the older ones and I'm sure the result was nothing like the modern version. What Aircraft models what NVG capability I've no idea but I suspect its around 1980 vintage for many... -
The issue for me was the AC embarking Adv WP need to be set at WP 0 not any other.... once sorted... pick up, route following and later pick-up (all with weight added appropriately) works just fine... excellent - now to experiment down the MP rabbit hole.... Thanks SUNTAG
-
Thanks SUNTAG... yes it works perfectly.... strange on though exactly the same settings based at Batumi runway they don't board... I have a more detailed look later on... thanks again...
-
Interesting.... Suntag may I ask.... was the helo a client? did the troops disembark correctly when told and follow a designated WP route? can they be picked up again with helo weight added? The best that happened to me was the lead walked through the AC and stopped with his feet on the ground and his head through the rear floor. The rest remained stationary. This was with no MODs If it is working for you can you send me the basic miz with no MODS?
-
Exactly, same here Pikey... in the Huey or the Hip... I got carried away when I saw the first line in yesterdays update log "Helicopter-borne infantry (descent). Corrected calculating total number of troops." .. and thought , maybe, just maybe, after all these years of waiting they may have it fixed and it may even work in MP too.... Of course I was disappointed.... thankfully we have CTLD, thanks CB, but in truth the absence of weight makes it feel very amateurish for a game with 'SIMULATOR' in the title but this is better than the broken DCS system.... For a long time ED has said that it is being looked into but not a priority - If this is still the case it is a shame. EDIT: Works just fine with the correct parameters... see post #25 in this thread :)
-
Many 3rd party skins are different. Some are simplistic made from the supplied templates and others, especially the older ones, are more individually complex. In simple terms check the description.lua. Files in lines set as 'false' should be in the skin pack and okay.... so concentrate on lines set to 'true' These relate to core files within DCS itself normally C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Bazar\Liveries\???' Some of these core file names have been changed and this causes the issue. i.e. uh1_tail_spec.bmp.dds was changed to uh1_tail_spec.dds- and therefore the skin MOD cannot find the correct file. Edit the description.lua to reflect these changes and all should be good. Note the .dds extension is omitted in the description.lua text so uh1_tail_spec = uh1_tail_spec.dds. Hope this helps somewhat...
-
A few minutes editing the lua's will soon sort it and not too much of an issue to revert if they any change back... As far as I am aware it is only 3rd part skins that are effected...
-
Very easy to do Sir without any hassle or editing. Just bond both up and down to the same function. Double click the correct entry for the gear lever and move your switch up - click OK... Double click the same entry and move your switch down - and then OK.. Sorted.... fully up or fully down will toggle the gear... BUT the mappings for the KA50 do not have an UP and a DOWN function - its just a toggle... but itr will do as you requested... try it.. Here is a pic with DX 28 & 27 set...
-
Negative, working correctly with me - DCS 2.5.4.26552
-
CTLD troop pickup, dropoff mission - what am I doing wrong?
Gizzy replied to fargo007's topic in DCS Modding
Unfortunately there has been no resolution to this problem... it is still broken in that the CTLD offloaded group or unit ID will not be recognised by any trigger. The Group ID is still correct if you check with the F10 but DCS will not act on it. -
Just for info JR the issue is visible in VR and HD as well as 4K on many of our machines.... only when close and looking directly at them though... The below link in an adaptation I did merging some of the older MODs edm's and textures with the latest and REM'ing out the db entry... It work fine on all PC and resolutions this end... of course the relevant landing pad is not a spawnable FARP any more but totally usable otherwise... Might be of assistance... https://1drv.ms/u/s!Apw6NUUlblVEg51yR0dWg74N2zH0Wg
-
I hope not :) Some expected skin file names were changed in the last build... i.e. 'whatever'.bmp.dds or 'whatever'.tga.dds to 'whatever'.dds This change only effected for us anyway, some of our custom skins. Some simple skin lua editing soon sorted it.... Hence the 'I hope not' otherwise we'll have to edited them all back :(
-
Did a bit of digging, fairly certain this is caused by the additional lights around the landing pad. In the previous version Civ-HLS pads work perfect as are the brightness levels... The latest appear very bright... I fly in VR and 4K EDIT: Disabling the Civ Heliport small and large in the database lua and deleting Civ_HLS_01_F.EDM and Civ_HLS_02_F.EDM allowed me to use the small and large pads as before no issues albeit of course you do not have the Heliport option on these pads.... Works for me, thanks...
-
Thanks Sir for your work.... we use these MODs quite a lot on our many servers. Just a bug report, on the latest version 1.95 the single small and large landing pad both as an fortification object and also as a HeliPort, cause graphic issues in 4K my end in testing. Intermittent 1/4 and 1/2 screen black areas when the pads are in view.... Also black flashing in the object viewer in the ME for the same objects... The rest are fine with no issues.
-
In the meantime, it will work fine if you start from ground hot or cold and place the aircraft where you want it. If you use waypoints make the first one 20m in front of the AC in the direction you want it to point as this sets the spawn direction.
-
2.5.3.23225
-
[REPORTED]2.5 OpenBeta SERVER missing objects on CLIENTS
Gizzy replied to Gizzy's topic in Multiplayer Bugs
The OP I reported in FEB and it was fixed. Period. Perhaps you have, or there is a another similar general issue, no idea, but you would need to be more specific on objects involved or attach a miz file for anyone to help you. -
[REPORTED]2.5 OpenBeta SERVER missing objects on CLIENTS
Gizzy replied to Gizzy's topic in Multiplayer Bugs
Hi, this was fixed by ED months ago mate, haven't seen it in a long time...