Vladinsky
Members-
Posts
368 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Vladinsky
-
Radar Elevation Axis Control Problem
Vladinsky replied to Terzi's topic in Controller Questions and Bugs
If it's not possible to have both types available at the same time adding the option to select either function in the special menu would be immensely helpful. -
[UNABLE TO REPRODUCE] BALT and RALT
Vladinsky replied to FOXFIRE TWOONE's topic in Bugs and Problems
The other way around, your stick needs to be centered to activate them. If your stick doesn't center perfectly you can add a deadzone and the hold modes should work fine. -
Help with editing Controls deafault.lau file!
Vladinsky replied to demoteam44's topic in Controller Questions and Bugs
I'm not really seeing anything that'd stop it from showing up, but I haven't been able get either of those to work consistently. Probably because as you say, they get moved automatically by the game at certain points. Up is when your real life switch is released, the contacts are open. Down is when the switch is closed(on). Usually 1.0 is the in game switch on and 0.0 is off, sometimes it is, sometimes it isnt. That part is usually experimentation. -
Help with editing Controls deafault.lau file!
Vladinsky replied to demoteam44's topic in Controller Questions and Bugs
Yeah pretty much but what you want is "gear_commands.HookHandle" and "devices.GEAR_INTERFACE" -
Help with editing Controls deafault.lau file!
Vladinsky replied to demoteam44's topic in Controller Questions and Bugs
Your format is all good but the gear handle is part of another device category "devices.GEAR_INTERFACE" and the command for it is "gear_commands.GearHandle" so it would go something like: {down = gear_commands.GearHandle, up = gear_commands.GearHandle, cockpit_device_id = devices.GEAR_INTERFACE, value_down = 1.0, value_up = 0.0, name = _('Alternate Landing Gear')}, To find out what the command is for any clickable switches you can navigate to DCS World\Mods\aircraft\FA-18C\Cockpit\Scripts\clickabledata.lua Usually it's fairly easy to find things just by Ctrl + F searching in there. -
Help with editing Controls deafault.lau file!
Vladinsky replied to demoteam44's topic in Controller Questions and Bugs
Is that exactly how the line is in the lua? It seems to be missing a , after name = _('Alternate Gear Up') -
Given recent events around here I'd guess he's talking about the F-18 but there is also the AV8B+ and F-15 that fits the description.
-
Throttle issue: 10% after idle position is a deadzone
Vladinsky replied to kresh's topic in Controller Questions and Bugs
Lowering the saturation will only work for the ground idle, with weight off wheels the flight idle stops extend and limit rear travel. Usually at this point the in game axis will change so that the joystick idle is equal to the lowest available setting in game, most likely it's just a WiP thing. -
Throttle issue: 10% after idle position is a deadzone
Vladinsky replied to kresh's topic in Controller Questions and Bugs
If you tick the slider box it won't. -
The takeoff and flared landing limit is 30 knots 90° but there is plenty of directional control left to let you exceed that if you're feeling brave. For crosswind landings fly a crabbed approach and take out half the crab with rudder before touchdown, this'll set you up to track straight(ish) down the runway. Maintain direction with NWS, in case of NWS failure maintain direction with rudder and brakes. Rudder will lose most effectiveness below ~80 knots. Extending the airbrake will also reduce rudder effectiveness and directional stability, I've not checked if this is modeled yet though. This might be because I'm used to Viggens touchy steering but it's feeling pretty well dampened already. I'm finding directional control much easier even up to crazy crosswinds I wouldn't even dream of trying in Viggen.
-
Sounds like you added a switch instead of a modifier, modifiers go in the left category.
-
My game is freezing at the following points. Tested on the persian gulf, standard map setup, no weather, player aircraft only unit on map. Air start with two fuel tanks: 12k feet after 2005 seconds mission time as viewed on the information displayed with RCtrl + Pause 13k 1651 14k 1409 15k 1240 20k 766 25k 651 40k 356 These times are repeatable down to the second if reflown at exactly the same altitude. 11k did not cause a freeze before fuel ran out at 8200 seconds. Clean aircraft control run at the same altitudes also fails to freeze before fuel runs out.
-
Are you using dispense switch aft to run the selected program?
-
Early access guide is incorrect. Its been reported and fixed already though. The correction is already included in the latest patch.
-
Ripple/Single is selected on the rocket pod itself, if they decide to implement it it'll probably be through the kneeboard like Belsim did on the F5.
-
M2000C radar on multiple monitor
Vladinsky replied to RoyalOneOne's topic in PC Hardware and Related Software
You'll need to go into the keybinds and find VTB Viewport ON/OFF and bind it to something. -
Virpil Mongoose or VKB MCG Pro?
Vladinsky replied to Slick Fork's topic in PC Hardware and Related Software
I can definitely vouch for the steel prints, been using one for two years now regularly up to and exceeding 13lbs force. -
QFE and Mixed payload questions.
Vladinsky replied to Jowen G. Bruère-Dawson's topic in Bugs and Problems
Vapenantal means number of weapons. Vapenväljare is weapon selector. The number simply indicates how many stations are loaded with the selected weapon. As an example, you want to use three rocket pods and a jammer. Vapenväljare goes to ARAK, Vapenantal to 3-4, Yttre Motm(external countermeasures) switch to Hängt(Equipped/loaded in this context). Here's a loading and settings guide of sorts, also in swedish unfortunately. https://imgur.com/a/xrc6o From left to right on the first page. Vapenantal, number of weapons. Vapenväljare, type of weapon. Lastväljare, live, inert or practice weapon. Säk Avst, minimum safe distance. Large, medium, small. Yttre Motm, external countermeasures. KB/U22 With/without switch. With is selected when any of the things labeled are present like rocket proximity fuzes, RBS15, RB75, BK90 or practice rockets. Not sure what BFASK is referring to. First choice weapon, which weapon will be fired first. Vänster(left), Höger(right) Simulated or live RB05. Canard flap angle setting. It's changed based on loadout center of gravity. -
QFE and Mixed payload questions.
Vladinsky replied to Jowen G. Bruère-Dawson's topic in Bugs and Problems
Yes, exactly. Finally found a picture, this is from the wrong version however. -
QFE and Mixed payload questions.
Vladinsky replied to Jowen G. Bruère-Dawson's topic in Bugs and Problems
The only AG weapons you can mix is AKAN with RB05 or AKAN with RB75. RB24/74 can be used with any loadout. The relevant weapon selector is not located in the cockpit. The available positions are: 04/15/BK for RB04, RBS15 or BK90 05/75 for RB05 or RB75 AKAN/05/75 for AKAN combined with either RB05 or RB75 IR-RB for only RB24/74 ARAK for rockets BOMB for M71 LYSB for illumination bombs External countermeasures are configured with a separate Equipped/Not equipped switch in the same bay. -
This new option lets you prevent the game from using your cyclic as the TV joystick when in autohover. It's for us who use a separate controller for the TV in solo flight to keep the two sticks from fighting each other.
-
I've been using the lightest spring with the no center cams for helicopters, it wont stay where it is if you let go but holding it in place is virtually effortless with a 15-20cm extension.
-
AA is not the reason for the current gunpod elevation.
-
The reason that the T-50 grip only has the same number of inputs as the Warthog one is that they could not exceed it without losing compatibility with the Warthog base, which was quite important seeing as the grip launched before the base was available. I would imagine they're working on some more advanced stuff now that the base is out and another is on the way.