

skypickle
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Everything posted by skypickle
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thank you for your words but that does not explain why RWS gives an RWR warning and TWS does not.
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Thank you. mine said ' 1d'. Never thought to look there. Changed it and now works.
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Since The radar "power" (effective emitted energy) is both the same for TWS and RWS, why does the target get different warnings in their RWR? I read this thread but it confused more than explained. It stated 'For TWS you can lock on and fire on a target with a "soft lock" and the target will be none the wiser '. I am not talking about STT where the radar focusses on the target with a hard lock. But why would RWS alert the enemy (especially using LTWS mode) and TWS not?
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I have weird problem with stream deck and the plugin. It is installed properly and works well. I have profiles for A10 and F18. But I cannot create a button for the left DDT brightness control (the dial that turns on the left DDI and has off, night, and day settings). The left DDI brightness selector knob does not respond when an Incremental Input (text above) button is created with these settings: DCS command Button ID: 3001 Device ID: 35 DCS ID: 51 Increment by value: 0.1 Increment Range: 0.0 1.0 Allow cycling Image State Change and Title text change both use the button ID 51 The right DDI brightness selector knob works fine with corresponding settings: DCS command Button ID: 3001 Device ID: 36 DCS ID: 76 Increment by value: 0.1 Increment Range: 0.0 1.0 Allow cycling Image State Change and Title text change both use the button ID 76 All the other knobs (brightness control, contrast control) work fine for all three DDIs
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I cannot seem to get ILS working in Cyprus even though Paphos and Akrotiri are listed as having ILS beacons. The ILS markers are perfectly centered all the time. Yes, ILS is turned on, tuned to the correct frequency. And setting it to 'test' lights up a blue light on the panel.
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so I restarted VA and it downloaded a NEW AIRIO. Now it works . Weird on the timing.
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Updated to the latest VA and VAICOM PRO. I am licensed for the modules. But Airio is not laoding Help?
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has anyone seen the virpil AND the winwing? Ive heard the winning has different friction in one direction from the other.
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I've this great stick for a year now. But about 4 months ago changed to the #40 springs and the cams with the discrete center detent. I've noticed occasional loss of random buttons- sometimes the analog stick, sometimes a 4 way hat. Never the the pitch, roll, or twist of the stick. I solve the problem by taking the stick off and simply reseating it. I do not push the stick down onto the base , but simply let gravity hold it there while I tighten the Allen bolt. But after a few days I notice the flakiness again. Recently on one of the 'reseating' I noticed the three spots (where the pins of the grip make contact with the base). Although the contact points have always been visible as smooth abrasions, one of them now has a little trough-like depression, almost as if the pin is sliding across the contact. I am thinking that I push a little too hard on the joystick with the #40 springs and the increased force is making the pin gouge its way across the contact. So I changed back to the #20 springs. I know the pins are spring loaded and should act like little shock absorbers, but when lateral torque is applied to them I think they slide a bit. Over time, one of the pins has made a little trough. This deformity I think will increase the friction and binding of the pin to the contact plate and also accelerate the wear the pin will cause. Since a number of people have solved their 'problems' with reseating the joystick, I wonder if there is a more effective solution. I wish instead of contact pins, VKB had used a little U shaped flat piece of metal- like a leaf spring. The larger contact area would have prevented this problem and also provided better contact. Of course, a 'Virpil' solution of a cable would eliminate this issue as well. Has any thought been given to a mod kit where the pins can be replaced with something which has a greater surface area contact point? Maybe three little gold slippers to slide over the pins but which have a bulbous end? The larger surface area of the contact point and the shallow curvature would prevent excoriation of the contacts in the base.
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What is the cue for the tanker to let out the drogue? Mine never does.
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I made a mission with various tankers but I cannot get them to deploy the drogue. I am on the same freq. When I contact them , I say intent to refuel. They respond with a velocity and altitude. I am a couple hundred feet away flying straight and level. I 'ready precontact' they say proceed but at no time does the drogue come out. Is there something I need to do in the mission editor to make them deploy the drogue?
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jaggies and weird font scaling with certain monitor sizes
skypickle replied to skypickle's topic in Multi-Display Bugs
You are correct, checking the fullscreen checkbox just squashes the whole screen buffer (whatever pixels are set in the settings) onto the main monitor-terrible distortion. Using 4340x2680 is just like the issue I described above-jagged in game graphics as well as jagged fonts in the GUI. I also tried 4288x2680 (an exact 16:10) aspect and still get the irregularities. I noticed that all these resolutions are for a screen size for which a monitor is lacking (there is no monitor for the bottom right part of the screen buffer) So, I also tried 5200x1600 (aspect exactly 3.25, using entire main monitor and part of the monitor to the right), I still get the irregularities. I was beginning to think that DCS gets confused when you ask it to use a screen resolution whose pixel count neglects part of a monitor. So I tried 3840 x 2200 (basically only using part of the bottom two monitors) The image was perfect though. No font irregularity in the GUI, no jaggies in the game. So I then tried 7680x1600, still have the irregularities. Then I tried 7680x1600 but set DCS to one screen. Still have the irregularities , but DCS used two screens anyway.This is the lua file for 1 screen - as simple as it gets = function(p) return p; end; name = _('1 Screen'); Description = 'One monitor configuration' Viewports = { Center = { x = 0; y = 0; width = screen.width; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect; } } GU_MAIN_VIEWPORT = Viewports.Center That's why dcs used both screens- because screen width uses ALL available pixels (which is two screens). but it does not explain why the rendering is poor. -
current display settings: monitor 1: 3840x1600 monitor 2: 3840x1600 monitor 3: 1920x1080 monitor4: 1920x1080 main monitor is #2. Following this guide I set up my MFCDs to show on monitor 3. I then set my kneeboard to open up on monitor 4 with this: In D:\DCS World OpenBeta\Scripts\Aircrafts\_Common\Cockpit the ViewportHandling.lua has dedicated_viewport = {2000,1600,800,1060} in the first function, function update_screenspace_diplacement(aspect,is_left,zoom_value) (yes, in the properly installed game, 'displacement' is mispelled) In DCS settings,when I set monitor size to 3840x2680, aspect is 1.4328358208955 everything renders fine. The graphics are smooth, the fonts are legible. This monitor setup uses the entirety of 3 monitors. But I want to steal some screenspace from monitor 1 as well (for the SRS window, etc) I change the settings in DCS to 5760 x 2680 aspect 2.1492537313433 , I get jaggies in the game graphics + in the fonts of the GUI. The MFCDs still show up where they're supposed to and the kneeboard shows up n the same place. All I did was to steal some screenspace from monitor 2 for the game (for SRS messages,etc) I also tried 5760 x 4020 aspect 1.4328358208955 but I still get jaggies in the graphics in game and the fonts displayed in the GUI Is it not possible to use PART of a secondary screen? Must the pixel count of entire screens be included in the DCS graphics settings?
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Thank you for making modman. I followed the instructions (a while ago) when I installed DCS fHolgerReshade. But then time passed and memory fuzzed. I asked somebody on DCS forums and did what he said - just dropped a zip file into the folder where modman is installed, E:\Dropbox\DCS\[Mods\ModManFX\Profiles\DCS World OpenBeta\mods. It worked. Now I actually reread your instructions.--- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - For MODS, if zip archive file contains a JSGME COMPLIANT tree structure like below: [ZIP FILE] (ie: http://mymod.zip) <mod name folder> <<< THIS IS IT file1 file2 file... <subfolder1> file1 file2 file... <subfolder2> file1 file2 file... <subfolder...> ----> you must extract <MOD NAME FOLDER> from zip archive to ...\ModManFX\profiles\<your game profile name>\Mods\<MOD NAME FOLDER> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, the mod I was installing, DCS VR Shaders mod for 2.7.7.14727 (Clear Water).zip which inside has at its root, the folder,DCS VR Shaders mod for 2.7.7.14727 (Clear Water) So did my laziness create a problem of which I am unaware? the mod seems to work.
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Fixed channel list for JF17 does not work As documented here: https://docs.google.com/spreadsheets/d/1tzd996zJ1t0heZ-t1PpL7vNUIZbXl7pI6De0GThN1Qw/edit#gid=1869108790 The name of the file for a fixed channel list for a JF17 should be R&S M3AR When pasted into the filename and the weird characters are filtered out you get R&S M3AR.txt Any freqs pasted in here should appear as presets in the cockpit, no? Also, that document shows only 1 radio for the JF17 when in fact it has two. Is there a way to 'prepopulate' the radio channels in the Jeff?
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I have a monitor config that looks like this: My lua file named 'camera + 2MFCDs' looks like this: --3840 x 2680 3840 screen with 1920 screen below it _ = function(p) return p; end; name = _('Camera + 2 MFCDs'); Description = '2 MFCDs on the right and camera on the left' Viewports = { Center = { x = 0; y = 0; width = 3840; height = 1600; viewDx = 0; viewDy = 0; aspect = 3840 / 1600; } } LEFT_MFCD = { x = 20; y = 1600 + 200; width = 830; height = 830; } RIGHT_MFCD = { x = 1080; y = 1600 + 200; width = 830; height = 830; } JF17_LEFT_MFCD = { x = 20; y = 1600 + 200; width = 830; height = 1106; } JF17_RIGHT_MFCD = { x = 1080; y = 1600 + 200; width = 830; height = 1106; } GUI = { x = 0; y = 0; width = 3840; height = 1600; } UIMainView = GUI GU_MAIN_VIEWPORT = Viewports.Center The stock planes show the kneeboard properly at the bottom right of the the main GUI (monitor 2) The A4e, The hercules and the T45 all show the kneeboard spanning monitor 2 and monitor 4 like so: The red line demarcates the boundary between monitor 2 monitor 4. In the A4e I see this: same w T45. Can anyone help me understand why the the kneeboard spills over into monitor 4 only with the add on free mods?
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kneeboard not exporting to secondary monitor
skypickle replied to skypickle's topic in Multi-Display Bugs
I want the kneeboard to open on monitor 4. The MFCDs open properly on monitor 3 but something's funny about the kneeboard. -
can i use only part of a second monitor for dcs?
skypickle replied to skypickle's topic in Multi-Display Bugs
I ended up using a spare 1920x1080 monitor I had. I want to keep the kneeboard open on this one. I documented my settings and issue here: -
kneeboard not exporting to secondary monitor
skypickle replied to skypickle's topic in Multi-Display Bugs
otoh, the mig29s(part of the flaming cliffs pack) shows the kneeboard on the left side of the main monitor and the bottom right monitor. -
kneeboard not exporting to secondary monitor
skypickle replied to skypickle's topic in Multi-Display Bugs
Interestingly, when I use a plane without MFCDs, (like the A4E) the kneeboard appears but occupies a huge portion of the main screen and the bottom right screen as well. -
I have 3 monitors dedicated to DCS. 3840 x 1600 and below that two 1920x1080. The display settings looks like this: I followed this guide I also did this: https://forums.eagle.ru/topic/196207-kneeboard-only-half-on-screen-multimonitor/?tab=comments#comment-377705 https://forums.eagle.ru/topic/196207-kneeboard-only-half-on-screen-multimonitor/?tab=comments#comment-3777055 In my C:\Users\Stefan\Saved Games\DCS.openbeta\Config\MonitorSetup folder I have Camera+2MFCDs+knee.lua which reads --3840 x 2680 3840 screen with 1920 screen below it _ = function(p) return p; end; name = _('Camera + 2 MFCDs+knee'); Description = '2 MFCDs on the right and camera on the left' Viewports = { Center = { x = 0; y = 0; width = 3840; height = 1600; viewDx = 0; viewDy = 0; aspect = 3840 / 1600; } } LEFT_MFCD = { x = 20; y = 1600 + 200; width = 830; height = 830; } RIGHT_MFCD = { x = 1080; y = 1600 + 200; width = 830; height = 830; } JF17_LEFT_MFCD = { x = 20; y = 1600 + 200; width = 830; height = 1106; } JF17_RIGHT_MFCD = { x = 1080; y = 1600 + 200; width = 830; height = 1106; } KNEEBOARD = { x = 2700; y = 1601; width = 707; height = 1060; } GUI = { x = 0; y = 0; width = 3840; height = 1600; } UIMainView = GUI GU_MAIN_VIEWPORT = Viewports.Center The MFCDs show up fine but the kneeboard is showing up on the main monitor. I also tried these settings: KNEEBOARD = { x = 1920; y = 1700; width = 526; height = 789; } Same thing. How do I get my kneeboard onto the other monitor, not the main one.?
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I get the solid DIL but no little square falls. I get the tone but even though I'm holding weapon release, they dont drop. I tried in auto, CCIP, and DTOS.
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here's the mission file. Just make sure to get in a JF17 labeled w AK JF17-802AKG..miz
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With the AK, I find the ship on radar, press T5 to mark it as SPI and launch in Direct mode...missile misses. No route points used. At no time do I hear the little hentai saying 'tracking,tracking...' Can AKs be used without an RP? With the AKG, I have a waypoint directly on the target. I copy that waypoint to #36 (which is PP1) I also create a PP1 on the F10 map before takeoff, update the DTC and load the new info. I fly towards target and have WPT3 set in UFCP. HSD shows target and there is a dashed white line from aircraft to target. There is also a small perpendicular hash mark on the dashed white line that moves close to the target (what's that for?) I launch the AKG in COO, TV comes on and no target in sight... hits a mosque and commits a war crime. Cant I hit something with an AKG without seeing it on the TV in COO mode?