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Everything posted by tietze
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DCS 1.2.3 & TARS 1.0.2b2 (+Helios)
tietze replied to tietze's topic in PC Hardware and Related Software
Just to be clear: do one actually need to set this to true for those export scripts to work - does it only affect things when hosting a game/creating a server? -
DCS 1.2.3 & TARS 1.0.2b2 (+Helios)
tietze replied to tietze's topic in PC Hardware and Related Software
For the time being they work when still being there. Your Export.lua located in: Saved Games\DCS\Scripts\Export.lua should contain the following lines to enable them: dofile("./Config/Export/TARSExport.lua") dofile("./Config/Export/TacviewExportDCS.lua") -
DCS 1.2.3 & TARS 1.0.2b2 (+Helios)
tietze replied to tietze's topic in PC Hardware and Related Software
Yep and thanks! But apparently the file is completely ignored, so its presence is only to satisfy the TARS installation, so an empty file will probably do the trick! Will update the above post accordingly. Thanks for the reply! -
Thanks to Manuel for pointing out the general way to do this. Below is everything described in a bit more detail as I did for my squad, maybe it can help others too :-)
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Torrent links working :-) Looking forward to what this update might bring!
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I've done a track to document this bug, so I guess it is being looked into when time permits: http://forums.eagle.ru/showthread.php?t=100740
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@tjhowse: you're right it is probably nor the most important part, but still it is one of the moving parts and the two pins holding it there should be cleaned and re-greased.
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Question about gearbox oil pressure light
tietze replied to Nereid's topic in DCS: Ka-50 Black Shark
While I appreciate the effort, it would probably be more effective with a clean-up and some structure to that?! Not to mention to move it to the DCS World bugs... -
Specify mission date on Mission Editor?
tietze replied to eFirehawk's topic in DCS World 1.x (read only)
Patch, update, what? :-P -
I could not get the last part to work. At least in my testing it seems that Escort->Escort and Escort->Follow works differently than SEAD->Escort and SEAD->Follow. To exemplify I modified your "follow_example.miz" so the "follow on left" is using the "Escort->Follow" and the "follow on right" is using the "SEAD->follow". Now the "follow on left" is just flying in a straight line when done following - eventually landing before running out of fuel... follow_example.miz
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Headset Compatibility with TrackClip Pro / TrackIR
tietze replied to Rusty_M's topic in PC Hardware and Related Software
Fits nicely on Ultrasone DJ1 Pro. -
Hi, nice tweaks - the one workaround that gained me the most FPS (low level flying) was to remove/ rename the smokecloud.pfx, located here (after unpacking your tweaks): C:\Program Files\Eagle Dynamics\DCS World\Bazar\Effects\PFX\high\smokecloud.pfx If just left there, the FPS drops when flying at low level, as discussed here: http://forums.eagle.ru/showthread.php?t=95143
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Yep, it works if you remember to sync the HOTAS of course! I think I'll go with BTN31-32 for the moment :-) @Tiogar: yes it certainly is!
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KA-50 module: left and right engine cut-off valves
tietze replied to tietze's topic in Controller Profiles and Problems
It works for all other commands I've tried, but not the engine cut-off valves. That said I have not tried them all :-) These are my current notes: UV-26 (cockpit_device_id = 22) 3001, 0 Left Board 3001, 0.1 Both Boards 3002, 0.2 Right Board {combos = {{key = "JOY_BTN19"}, }, down = 3001, cockpit_device_id = 22, value_down = 0.1, name = "SW UV-26 Select Both boards", category = "Ins Countermeasures dispensers UV-26"}, {combos = {{key = "JOY_BTN18"}, }, down = 3001, cockpit_device_id = 22, value_down = 0, name = "SW UV-26 Select Left board", category = "Ins Countermeasures dispensers UV-26"}, {combos = {{key = "JOY_BTN16"}, }, down = 3002, cockpit_device_id = 22, value_down = 0.2, name = "SW UV-26 Select Right board", category = "Ins Countermeasures dispensers UV-26"}, PUI-800 (cockpit_device_id = 12) Master Arm ********** 3001, 0.0 Master Arm Release 3001, 1.0 Master Arm {combos = {{key = "JOY_BTN24"}, }, down = 3001, up = 3001, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW Master Arm", category = "Ins Weapons Status and Control Panel PUI-800"}, Burst Length Switch ******************* 3004, 0 Burst Length Short 3004, 0.1 Burst Length Medium 3004, 0.2 Burst Lenght Long {combos = {{key = "JOY_BTN22"}, }, down = 3004, up = 3004, cockpit_device_id = 12, value_down = 0.2, value_up = 0.1, name = "SW Burst length - long", category = "Ins Weapons Status and Control Panel PUI-800"}, {combos = {{key = "JOY_BTN23"}, }, down = 3004, up = 3004, cockpit_device_id = 12, value_down = 0, value_up = 0.1, name = "SW Burst length - short", category = "Ins Weapons Status and Control Panel PUI-800"}, Cannon Round Selector ********************* 3006, 0.0 AP rounds 3006, 1.0 HE rounds {combos = {{key = "JOY_BTN16"}, }, down = 3006, up = 3006, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW Cannon Round Selector", category = "Ins Weapons Status and Control Panel PUI-800"}, Cannon Rate of Fire ******************* 3020, 0.0 High Rate of Fire 3020, 1.0 Low Rate of Fire {combos = {{key = "JOY_BTN17"}, }, down = 3020, up = 3020, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW Cannon Rate of Fire", category = "Ins Weapons Status and Control Panel PUI-800"}, External stores jettison ************************ 3003, 0.0 3003, 1.0 External stores jettison {combos = {{key = "JOY_BTN26"}, }, down = 3003, up = 3003, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW External stores jettison", category = "Ins Weapons Status and Control Panel PUI-800"}, Expedite emergency ATGM launch ****************************** 3021, 0.0 3021, 1.0 ATGM Launch {combos = {{key = "JOY_BTN27"}, }, down = 3021, up = 3021, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW ATGM launch", category = "Ins Weapons Status and Control Panel PUI-800"}, Jettison arm mode - arm fuse/disarm fuse **************************************** 3022, 0.0 Disarm 3022, 1.0 Fuse {combos = {{key = "JOY_BTN25"}, }, down = 3022, up = 3022, cockpit_device_id = 12, value_down = 1.0, value_up = 0.0, name = "SW Jettison ARM", category = "Ins Weapons Status and Control Panel PUI-800"}, Engine Interface (cockpit_device_id = 4) Engine cut-off valves (NOT WORKING!) ********************* 3009, 0.0 Left cut-off valve release 3009, 1.0 Left cut-off valve engage {combos = {{key = "JOY_BTN31"}, }, down = 3009, up = 3009, cockpit_device_id = 4, value_down = 0.0, value_up = 1.0, name = "SW Cut-off-valve left", category = "Engine Interface"}, 3010, 0.0 Left cut-off valve release 3010, 1.0 Left cut-off valve engage {combos = {{key = "JOY_BTN32"}, }, down = 3010, up = 3010, cockpit_device_id = 4, value_down = 0.0, value_up = 1.0, name = "SW Cut-off-valve right", category = "Engine Interface"}, Rotor Brake *********** 3011, 0.0 Rotor brake release 3011, 1.0 Rotor brake engage {combos = {{key = "JOY_BTN20"}, }, down = 3011, up = 3011, cockpit_device_id = 4, value_down = 1.0, value_up = 0.0, name = "SW Cut-off-valve right", category = "Engine Interface"}, -
Hi, I've tried to create a bug-report for this.
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Problem description: When sending value 0.0 or 1.0 to Engine Interface (cockpit_device_id = 4) to switch 3009 or 3010 (left or right engine cut-off valve) the switch will changes state regardless of current state. Expected behavior would be that sending value 0.0 always rendered the 3010 in either down or up position and vice versa for sending value 1.0. Example code for controller setup (located in: "...\Saved Games\DCS\Config\Input\ka-50\joystick\Joystick....lua"): {combos = {{key = "JOY_BTN18"}, }, down = 3009, up = 3009, cockpit_device_id = 4, value_down = 0.0, value_up = 1.0, name = "Cut-off-valve left", category = "Engine Interface"}, {combos = {{key = "JOY_BTN19"}, }, down = 3010, up = 3010, cockpit_device_id = 4, value_down = 0.0, value_up = 1.0, name = "Cut-off-valve right", category = "Engine Interface"}, Thanks to MadCat for pointing out this issue.
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How to set up toggle switches (a tutorial)
tietze replied to Spy Guy's topic in PC Hardware and Related Software
Ok, I've been searching a bit more on the topic and found the following two posts. The first by Puddlemonkey outlines how to figure out the parameters and the second by MadCat describes a problem with the engine cut-off levers: -
Sure, they should focus on fixing the bugs of the existing software. But it isn't exactly user friendly - and I must admit that I thought manuals should just convey that... ;-)
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I guess one would expect something like that with the english version of the KA-50 module ;-)
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Shkval and transparent buildings
tietze replied to tietze's topic in Video Corruption and Related Card Issues
Maybe glass, but definately solid! :-) -
Shkval and transparent buildings
tietze replied to tietze's topic in Video Corruption and Related Card Issues
No - check the track :-) This screenshot might be more illustrative: -
Hi, when HUD is damaged it does not work after aircraft repair. DCS World 1.2.2 (7570). When turning on HUD it initially takes some time to warm up and in this time the "HUD NO READY" in the overhead panel is lit up. Seemingly this is not lit up after repair, hinting that the damage still persists to the HUD. I have had this issue since the good ol' Black Shark days and I consider it a bug. Please prove me wrong :-) Link to example track below. Procedure to reproduce: 1) Get HUD damage. 2) Turn off K-041 prior to repair (apparently this step apparently does not do anything). 3) Land and repair aircraft. 4) Startup aircraft. 5) HUD is not working/ showing. Example track: http://dl.dropbox.com/u/2910357/fsim/Threads/HUD%20Repair/HUD-repair.zip [Edit: earlier confirmed by Nate for version 1.2.0]
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Problem: When close to certain buildings they appear transparent throught the shkval (KA-50). Anyone else that has this problem? Maybe it is related to GPU/ driver used? GPU: Radeon 5870 Driver: 12.10 DCS World 1.2.2 (7570) Track attached. Example: transparent building: Example: non transparent building: skhval-building.zip
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Having a known bugs list pertaining to the Black Shark module in DCS World is a really good idea. But: the thread needs to be put in the DCS World bugs forum a track documenting every bug should be present along with time bug surface in that track a description should illustrate the chain of events leading to the bug One problem is that discussion sometimes swamps whether something is a bug or feature. Take the "shkval going nuts problem" or laser ranger showing different distances to target. Is it a feature of the simulation or a bug?
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As far as I know this is an old bug from BS1/2 and it persists also on airports. Apparently this also applies for damage done to the Doppler NAV system. I've created a support ticket for this in November, but haven't got a reply, so I don't know if a fix is planned, but ED is probably aware of the bug.