

Mortisrose
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Everything posted by Mortisrose
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Going backwards hitting previous page I get a runtime error DCS.exe when trying to pass Reference Points page in the KB. It freezes the screen.
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Same, next page then crash to desktop.
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Try turning on the interior lights, turn the two rheostats on the right side of cockpit.
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http://updates.digitalcombatsimulator.com/
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Yeah I checked the missile in single player and the r60 and r60m appear to perform the same, and r60 had a tone head on to target.
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Just on the server today, Tacview export seems to be off again.
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The "axis to button" is quite a useful feature, it allows 4 extra buttons with little impact to the original functioning of the microstick on my Cougar throttle while increasing its versatility. I have it set to 0-18 on the low end of axis and 85-100 on high end. This allows simultaneous pressing of two buttons when stick is moved in the corners giving it a function similar to a hat switch. The throw of the microstick is small so the reduced axis is not very noticeable and no adjustment was needed in DCS as it still read 0 to 100 of the axes.
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R-73 missiles?
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Keypad reintegrated to throttle base. Faceplate was spray-painted to match throttle base, backing of keypad was also removed to reduce height. Still deciding if I want to repaint the throttle grip to a steel like color or leave as is.
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Not showing up for me, checked several times this morning and afternoon, manually entered IP address and server not found.
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All of the switches in the base (except encoders) are connected to a shift register circuit board. The shift register circuit board and encoders are connected to an Arduino Leonardo, the 2 encoders (one in base and one in throttle handle) are connected in a button matrix. The throttle has a built-in detent which is currently turned around and disabled, an idea I have is to add a switch to the throttle cylinder and have a diode wire make contact to the internal base when the throttle passes the detent, completing the circuit and activating the mapped afterburner key.
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Please, dont forget about keybindings for „19”
Mortisrose replied to YoYo's topic in MiG-19 Farmer B
I just built a controller with on/off toggle switches, 3-position momentary switches, axes, encoders and a rotary switch; the rotary switch will not work correctly with CW and CCW function, each switch position has to be mapped individually. Separate UP and DOWN commands are also useful with momentary 3-positon switches (or button switches) mapped to simulated 3 position non-momentary switch as it allows a neutral position with a press down or up. Also in the training videos when I see the brakes applied it goes from off to on like a switch whereas the MiG 15, 21, and L39 it is mappable to an axis. -
Also, if you have more than one MMjoy device you need to change the VID and PID # to something other than 8888 to something like "8887".
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Throttle near completion. The Leonardo will be swapped out for another pro-micro to save space, one more shift register will be added in the future.
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WIP pictures of a MiG themed Cougar Throttle: 24 Switches (4 rotary positions, 10 SPST, 5 SPDT) 2 encoders with push-button, 3 axes, Pro-Micro bypass to make throttle grip standalone, handmade shift register circuit-board with 3x 74hc595 shift registers + original switches and microstick in grip. Leonardo for the base switches and encoders. MMjoy2 firmware used in both. So far only 4 positions of the rotary switch are connected as another shift register will be needed for the remaining 8 positions. In an effort to reduce wires all switches are grounded to the conductive case through diodes. Two ground wires run from the interior case to the shift register board to complete the circuit. The first mod (14 switches, 3 axes) worked well but the button matrix was too messy and I wanted to modify the throttle/base further to look like something from the cockpit of a MiG fighter. First Mod:
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I recorded a track of MiG 21 firing R3S missiles and replayed it at 1/64th time; the missile starts at about same speed as aircraft and rapidly increases without any noticeable spikes or dips in speed. Tacview or the file it reads from or the way it's recorded may be causing inaccurate data to show in the first second of firing missiles.
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Had to shelf the hall sensor for my cougar throttle mod for now as I could not get it to work properly. The old potentiometer is actually working decently in 10-bit with the pro-micro. Currently I'm upgrading the throttle again and pulled everything out as the button matrix was becoming too messy and created this shift register circuit board: It's my first attempt at this and the soldering joints look horrible, but it works. I ran out of 10k resistors and had to double up on 20k's near the top left. And here is the wire diagram I made and used to build CB: Some modifications in the final construction. The purple wires are where I was going to add resistors if it didn't work, the yellow-brown vertical "wires" are where the resistors are on the opposite side.
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80 rounds indicated on the ammo counters? I've seen 70-73, and 75 rounds per gun stated in different sources but not 80.
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Yeah, here at launch the missile speed is shown to be significantly faster than launching aircraft. At one second, speed drops to where would be without the spike. G load and kinetic energy graph also start at one second. Not sure why this is.
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It was not a direct copy, some changes were made to motor and warhead. Aim-9B had 17.5 kN of thrust, R-3S had 25 kN but that should not allow it to pull 17 G's in the latest patch as I have tested it to. Both should be pulling about 10-12 G's max as theses early missiles were more limited by their seekers. It's difficult to find any information about the R3R but if it did have better range (8 km from what I read) it's most likely due to guidance as the motors were the same as far as I'm aware, and it was actually 8 kg heaver than R-3S.
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It's too bad that texture resolution for the MiG couldn't be adjusted in game settings instead of having to download them.
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The R3S missile was reduced to ~3 second burn time from ~6. The real missile's burn time was dependent on temperature, the motor ran anywhere from little under 2 sec to little over 3 seconds, lower temps had longer burn time. I think the spike is caused by the missile surpassing sound barrier, all the missile I've observed in Tacview have that little spike in the graph. R3R was about 5 kg heaver according to source. Did the R3S have that sinuous movement at all altitudes?
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The external textures will be reduced to half resolution and I'll have to download textures from external site for overall resolution of the MiG currently in DCS?
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R-3S currently in game is still over-performing after update in latest patch, pulling 17 G's max: Last time I tested GAR-8 (Aim-9b) in game pulled 10.2 G's max.
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I did a quick test of the R-3S from today's patch: Burn time of the engine was reduced in half to about 3 seconds. Missile pulled a max of 17 G's and turn rate of 15 deg/sec. This about 3 G's more than pre-patch. Tone at about 3km. Seeker FoV may have been adjusted to be smaller, launched when pulling 2.7 G's max. I managed to shoot myself down when passing missile which I haven't recalled doing before so there's perhaps a larger blast radius or proximity fuse effect. Seems to be about a second delay before missile maneuvering. Range is about the same as pre-patch at sea level, 1K, 5K meters altitude. Other than the increase in max G's the missile update appears more accurate to documentation.