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m4ti140

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Everything posted by m4ti140

  1. OK, thanks for the replies. Is it even currently possible to have one of the TX buttons override to one of the radios while the dial (SEL/AUTO) mapping is active, or will it require additional coding on your part? I'm going to get the PRO license today and start setting up the profile for my module-specific setups, I will PM you if I run into further problems. Looking forward to updates on the Huey functionality. EDIT: As for why this wasn't raised previously - my impression is that most Huey pilots either use a standard mapping ignoring the actual functionality, or only map the second stage due to limited use for the Interphone in DCS (ground crew only). I planned to map the co-pilot/gunner orders as additional commands attached to the interphone node (TX5) to give it additional functionality besides communication with ground crew but the single button mapping we have right now kind of defeats the purpose. Can the module configs be edited manually in the PRO version or are they all locked up?
  2. @Hollywood 315 With regards to 2: The thing is that the Huey uses both single and multi mapping at the same time, if that makes any sense. Is it possible to have one TX button force Interphone and another stay as "SEL/AUTO" (which would replicate the real Huey setting)? As for 1: Do you mean setting up multiple TX inputs with their actual commands wrapped in conditional statement checking for the currently active module? I suppose that could work for me, thanks, I will check out the pro version. Still, do you have any plans for using the in-game assignments as PTT (assuming it's even possible within the VA API in the first place)? EDIT: Why does VAICOM change the behaviour of in game PTT buttons? Before installing VAICOM pressing the trigger to the first stage opened the interphone menu and pressing the second stage opened the selected radio menu. Now, regardless of which button I press it opens a "SEL/AUTO" menu even if VA is not running at all. Easy comms are off. Did the scripts installed by the plugin change this behaviour? EDIT2: Resetting lua code brought back the old functionality. I uninstalled VAICOM for now. Why does VAICOM make unrealistic changes to how the radios work within the module itself? Huey uses two PTT buttons, not one.
  3. I have 3 questions: 1. Is it possible to use completely different control assignments for each module? I use completely different buttons/hats as PTT depending on which module I fly, for instance when flying the MiG-21 I use a throttle button, for the Hornet I use the throttle hat as PTT and for the Huey I use the stick trigger instead. This was never a problem with the in game radio or with SRS but it looks like VAICOM requires a single setup for all modules. Is it possible to have different buttons assigned to the same "TX#" inputs depending on which aircraft is used? Or, alternatively, are you planning to allow the in-game mappings to act as PTT in the future? Otherwise I don't think I'll be purchasing the pro version (EDIT: unless it's a VA limitation). 2. Is it possible to switch between "single" and "multi" setups for a given module? Is it a PRO feature only? Or is it permanently assigned to a module? I'm asking, because the Huey has two PTT inputs (first stage of trigger for the Interphone, second stage depending on the dial selection) but in VAICOM it is listed as "single" key, with only the "SEL/AUTO" key available for assignment. EDIT: 3. Is it possible to assign multiple key commands to the same TX function within the same profile? Or does VAICOM rely entirely on the spoken command name to work? I want the PTT on a two-stage trigger to release the first stage command both when the first stage is released and when the second stage is pressed (on X52 pro the first stage remains pressed when the second stage is pressed), to make room for the second stage command. Analogously, I want it to switch back to interphone when releasing second stage. EDIT 2: Disregard 3, made it work by manually editing the input order within the tx commands. It's nice that you have the actual commands sent to the plugin exposed.
  4. This may be old info by now, but it looks like they recreated the entire city of Shiraz.
  5. Same here. Managed to get it unstuck by disabling force trim and applying full pedal
  6. For some reason, no matter what weather I set, the active runway is stuck at 7R on McCarran. Heavy AI aircraft struggle to align to the runway due to terrain. They refuse to use the reciprocal runway even if it results in heavy backwind.
  7. Same here, installed according to instructions and it just refuses to work.
  8. Second this, there should be a "salute" keybind as well as ability to signalize abort (followed by unhooking from the catapult) when things go bad. Even the carrier mods for ArmA 2 had something like this.
  9. Isn't the whole point of flight simulators to NOT have to do simulated exercises like those? I mean, I doubt during sim training the pilots do field traps... that would be pretty pointless.
  10. Second this, X52 Pro user here, there's no other logical mapping for radar elevation on this stick than one of the rotaries. And due to residual drift on both of them, the antenna elevation slowly drifts into full down position with the rotary centered.
  11. I'm getting this bug after starting cold and dark on a carrier, 4 munitions loaded (same loadout as in the default PG carrier takeoff IA mission), no options to select them. Should I start a separate thread?
  12. I noticed that if the deck is populated too tightly with statics and the mission is set up to start cold and dark at ramp, the player never spawns and the mission starts in the F-10 screen. That is logical, let's not go into that. However, for some reason if the above occurs, the game freezes and crashes to desktop with an error on exiting mission. Here's the report that got generated: dcs.log-20180610-220627.zip
  13. I got extreme desyncs like those using a single throttle axis, however there was no accompanying lateral imbalance, so like kk0425 said, that's just FADEC doing its thing.
  14. Was about to report this too. The FCS treats the ailerons as connected even though they aren't. Also for me the FCS bit actually starts if I initiate it with wings folded but it gets stuck in a loop. It's still WIP I suppose, not sure if it's a legit bug or the underlying systems are simply not finished yet - right now you can do a lot of things with the aircraft that should normally tear it apart.
  15. You can actually make the ministick register as a set of axis with a registry hack, but it makes another axis unavailable. If you have rudder pedals it might be a good idea though, since you don't need the twist rudder axis. I don't know exactly how it's done (I'm using the twist rudder so I never tried doing this), but there are tutorials around on how to do it.
  16. Add mandatory SRS to the rules and It's gonna be perfect
  17. When I tried to upload a X52 profile for the Hornet today, I was unable to get past the File upload page. Once I had filled everything, selected the files and clicked "UPLOAD", the request was milled for 2-3 minutes until I got greeted with this: I don't know what "T" means, so there's little more I can troubleshoot without help.
  18. Yea, was about to report it cause my DDIs went blank when I exported MFCDs. Looking forward to support of this function in future versions
  19. VKB and Virpil are based in Belarus and Russia respectively AFAIK. I live in Poland and I'm certainly not their only potential European consumer. Retarded US patent laws have no power here.
  20. The settings are just for ground textures and everything else. Unfortunately ground textures aren't the biggest memory hog when you're on a big server like 104th, especially with custom liveries flying around That aside, I wonder: would it be possible to, as a workaround, cheat the game into thinking it loaded a lower mipmap by upscaling the cockpit textures 2 or 4 times (for medium and low settings respectively)? Would it skip the fake top level mipmaps (that would be just the original top mipmap upscaled) and load the actual top level one? Or is the mipmap level selected by resolution?
  21. This is realistic, to suppress an S-300 battery you have to saturate it. Try adding AI F-117s into the mix.
  22. That's the turbine...
  23. I'm pretty sure it has been an issue back in the 1.5 days, but apparently it's still there. I was doing ILS landing on Adler and after missed approach the ATC cleared me for TAKEOFF while I was in the air and got stuck in take off mode with no way to request landing... In fact it stopped responding at all at some point. This issue seems to be exclusive to MiG-21, never encountered it in any other module while it happens pretty often in DCS MiG-21
  24. Well implemented motion blur that doesn't eat frames itself helps smooth out motion at low framerates. This is what Crysis did and it's why it was playable at 25 FPS back in the day. I hope they implement it, if BMS does it so can DCS.
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