horus-DCS
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Posts posted by horus-DCS
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For the Apache FCR you should be able to use getDrawArgumentValue. https://wiki.hoggitworld.com/view/DCS_func_getDrawArgumentValue
Although it might have weird results because people can have an FCR be forced onto the aircraft as part of the livery, but if it wasn't setup in the miz to have an FCR it would be non functional. Likewise it might change when the FCR gets added to the loadouts.
Thanks!
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For example, I would run some trigger action if a longbow FCR is equipped on a particular apache unit.
Is there a simple script code to do that?
Thanks in advance.
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2.9.1.48111 update still broken...
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2.9 updated but not fixed yet
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They can see me behind the trees without any problem. Please check the replay.
This is a critical issue for the helicopters performing popup attacks over the trees.
And it doesn't look like AI related issue, but the tree objects have another issue as well.
Projectiles penetrate the woods. Also seen in the replay.
I've never seen these issues before.
Some sneak attack tactics using trees as covers are completely useless for now.
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Same here. Actually this issue has been there for a long time.
Looks like this module is almost abandoned...either from users and devs
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On 11/1/2022 at 6:11 PM, jonsky7 said:
I have noticed that if you make the display slightly larger, then the brightness will return to normal.
AND.... if you make the display really small, the screen starts flickering like mad. The video below doesn't really capture the speed of the flashing, but you get the idea.
Just adding this for info, obviously would also like this fixed please.
This report is correct and the issue is still there. The 430 overlay window size is affecting the brightness of the main display.
I can't use this module anymore because of the issue.
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23 hours ago, Flappie said:
@Mercury_1965 @horus-DCS @DD_wingflyr Was it fixed for you as well?
I don't know about BS2 as I went to BS3 immediately, BS3 is fine
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On 11/20/2022 at 7:48 PM, Supmua said:
Regarding helicopter control, the built in software trimming option works really well. Without trimming it’s still harder to hold the input vs my regular stick with long extension though since my arm gets tired out after awhile.
I believe that the hardware trim is already working for the recent R3L version, is there anything new in the R3L Mk2 trim function?
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I'm curious how it will work in DCS
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Hi Flappy,
after Helios reinstall i found a solution.
In single player if the units is denominated 'Player' everything is ok,
if is denominated 'Client' ==> DCS crash
I have this issue too, never had before the 2.8.
It should be fixed
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On 7/25/2022 at 6:36 AM, Dav IRL said:
BIG shout out to the devs for allowing mirror removal, thankyou for listening to the community, great job.
Yeah even though it took over a year I'm happy to have the option anyway
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As you might know, MSFFB2's FFB is becomes active whenever fingers get interact its sensors where on the front side of the stick
I tried to apply rubber band to cause a permanent activation of these sensors as if my fingers are on the stick. But it doesn't recognize rubber bands.
How can go around this problem?
There are 2 pin holes for the finger-detecting IR sensor on the frontside of the grip. Just block one of them completely with a piece of duct tape
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On 5/21/2022 at 5:16 PM, RealDCSpilot said:
A FFB user on the other side, with Brunner - Microsoft - Logitech experience like me, for up to 20 years, will basically feel like getting kicked into the future. The streamlined software functionality, the precision and the power - simply awesome. Welcome to the year 2022!
Could you elaborate on the advantage of the Rhino compared to the Brunner?
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3 hours ago, NeedzWD40 said:
For me, it doesn't work in the joystick section, but it does work in the keyboard section.
1 hour ago, RackMonkey said:I did try it first in the installation folder on my D drive and when that didn't work I did try to but it in my SAVED GAMES folder. That didn't work either.
I think I'll do like Needz and put it in the keyboard default.lua file and see if that works.
I also tried putting it in a folder I use to modify the way my encoders work. It adds lines of code to make the encoders move faster.
UPDATE
Cut the line out of the "joystick" file and pasted them into the "keyboard" file. They are now showing up in DCS. I have to set them up and test them but it looks good so far.
I think I'll try putting it into the 'saved games' folder so updates won't erase it all the time. If that doesn't work I'll make a package for OVGME that can be quickly enabled and disabled for updates.
You've probably pasted them into 'joystick axis' section in the file. They must be in 'key commands' section, I should've made it more clear.
Just use my file. I've added more key commands for toggle switches. It would be useful for cockpit builders.
PS.
Remember, the file will be restored by the original if it's updated.
Some key commands are still being added or modified as the module is a beta, so simple reuse of the file could conflict some new entries.
Then I would recommend to copy '--Custom' section and paste it into a new updated control file.
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1 hour ago, Zyll said:
How does this behave in a 2-man crew aircraft? Would the pilot's inputs start conflicting with the CPG?
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Yes, those will control the CPG's functionalities directly.
If you have a human CPG, you don't need to control them yourself anyway
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9 hours ago, Sarge55 said:
Thanks Horus.
{down = tedac_commands.LHG_TADS_SENSOR_SELECT_SW, up = tedac_commands.LHG_TADS_SENSOR_SELECT_SW, cockpit_device_id = devices.TEDAC, value_down = 0.0, value_up = 1.0, name = _('Custom_LHG TADS Sensor Select Switch - TV/FLIR'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_SENSOR_SELECT_SW, cockpit_device_id = devices.TEDAC, value_down = 1.0, name = _('Custom_LHG TADS Sensor Select Switch - FLIR'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_SENSOR_SELECT_SW, cockpit_device_id = devices.TEDAC, value_down = 0.0, name = _('Custom_LHG TADS Sensor Select Switch - TV'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_FOV_SW_Z, up = tedac_commands.LHG_TADS_FOV_SW_Z, cockpit_device_id = devices.TEDAC, value_down = 1.0, value_up = 0.0, name = _('Custom_TADS FOV Switch - Z (Zoom)'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_FOV_SW_M, up = tedac_commands.LHG_TADS_FOV_SW_M, cockpit_device_id = devices.TEDAC, value_down = -1.0, value_up = 0.0, name = _('Custom_TADS FOV Switch - M (Medium)'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_FOV_SW_N, up = tedac_commands.LHG_TADS_FOV_SW_N, cockpit_device_id = devices.TEDAC, value_down = -1.0, value_up = 0.0, name = _('Custom_TADS FOV Switch - N (Narrow)'), category = {_('Custom')}}, {down = tedac_commands.LHG_TADS_FOV_SW_W, up = tedac_commands.LHG_TADS_FOV_SW_W, cockpit_device_id = devices.TEDAC, value_down = 1.0, value_up = 0.0, name = _('Custom_TADS FOV Switch - W (Wide)'), category = {_('Custom')}},
Copy these lines and paste to your \Mods\aircraft\AH-64D\Input\AH-64D_PLT\joystick\default.lua
You'll find these functions in the 'Custom' category.
# 1~3rd lines : TV/FLIR
1st line is for a toggle (on-off type) switch, 2~3rd lines are for push switches.
# 4~7th lines : TADS zoom
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Could you elaborate on this?
No idea how that works, perhaps you could provide the Lua file and where it goes?
I'm not on my PC for now, I'll post it laterI tried it and it didn't work.
Basically you would have to copy the corresponding lines from the cpg to the pilot input lua file.
I copied the FLIR/TV switches, the FOV 4-way hat and the LRFD trigger.
Unfortunately it didn't work that way.
So we will have to work for George becoming slightly more competent
It won't work if you just copy and paste the line from the CPG control file. You have to write the code to be compatible with the corresponding entries in "clickabledata.lua".
I'll post the correct line later
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Basically no, but it’s possible by adding the CPG control functionality in the PLT’s control lua file
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It would be great to be able to rearm from some supply cargos too. That'll expand cargo helos task tremendously
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Horus. Could you please explain what you did to the CPG MFDs
I can't explain specifically for now(not on the PC), but in short, find and open the device init lua files in ah-64 cockpit script folder and change the viewport names. Default names are LEFT_MFCD and RIGHT_MFCD as I mentioned. Of course you have to make a new entry for the device in your monitor config file if you change them.
If you can't find the files I'll report it later
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The MFD export actually works but I've only got CPG MPDs either in the pilot's cockpit or CPG's.
The viewport names are default(LEFT_MFCD, RIGHT_MFCD). Do I miss something?
It looks like the CPG’s MPDs always ‘overwrite’ the pilot’s. I had to rename the CPG’s and place them some other coordinates to get the pilot’s normally.
ED devs, I think the CPG’s MPDs should be removed as the player occupies the pilot seat.
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The MFD export actually works but I've only got CPG MPDs either in the pilot's cockpit or CPG's.
The viewport names are default(LEFT_MFCD, RIGHT_MFCD). Do I miss something?
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On 3/3/2022 at 10:16 AM, Grimes said:
Fixed it and a few other small fixes.
https://github.com/mrSkortch/MissionScriptingTools/releases/tag/4.5.107Thank you sir!
I think the 107 still has some bugs?
Please check the attached mission.
1. I can't hear the sound for the 'complete' message, because it's activated over the previous msg('checking...') ongoing
2 'checking...' msg should be displayed only for 2s, but it doesn't disappear until the next msg('complete', 10s) is gone.
3. (I'm not sure if it's a bug, just a normal question) The mist msg doesn't work for individual ground units with an input value of msgFor = {units = ~~} ?
AIs see through trees
in Ground AI Bugs (Non-Combined Arms)
Posted
Yes DCS 2.9.3.51704 Still broken.
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