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Havner

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Everything posted by Havner

  1. Thank you for this very insightful and much needed knowledge. I don't know what we would have done without people like you.
  2. Hi Devrim, Found some misaligned textures using 2.9.3. Thanks for your great work on various cockpits EDIT: Also the FM/AM indicators on the front panel radio panel.
  3. I second this request. Another thing where it would be nice to raise the Hip up to the level of Hind (including all the options for rudder trimming and microswitch behaviour as well). Yeah, unless you use non centering pedals.
  4. You're probably right. But still posting this in case they ever do such an overhaul which I also think this module deserves the most. If they do, maybe this forum will be a base for ideas for new things. And hopefully this post will get noticed. I would really like a Hip v2. That would upgrade the Hip to the level of Hind. Would gladly pay for such an update.
  5. With the option to remove external hardpoints and/or with an option of "civilian plane" to have a fully civilian variant. Not only to remove the hardpoints and the sight as it is now but to remove all the other cockpit controls related to weapons. Basically have a variant as would be shipped to a civilian buyer.
  6. I've just stumbled across this bug. As it's been reported more than a year ago can something be done here?
  7. Exactly like that. Doing micro movements in a turn to "press" the microswitch. It's not ideal but everything we do without having exactly right hardware is a compromise. The same way as pressing regular force trim and returning the stick to center for sticks with a spring. Again, not ideal but we do it anyway. The fact is the setting is there. Someone thought about this use case and implemented it. The setting doesn't work though, ergo it's a bug. I reported it. And I for one see this option as useful for me. It's rather sad when others say: "don't implement it, remove it, etc, cause I don't need it". There are probably lots of things I don't use. But I don't say they are not needed just because I don't need them. There is a binding for the microswitch. You can implement it physically if you want to.
  8. It wouldn't be useless for me if it worked properly. You need to account for a fact that some people use non centering pedals. And with such pedals the other option (Disable by setting pedal axis to neutral) is useless. So saying it could be removed you actually assume that everyone uses the hardware in same way you do. Also maybe you found it useless because it actually doesn't work and doesn't do anything at all?
  9. Some background: I use non-centering pedals with damper without a spring. Hind is set as follows: Pedals trimmer mode: Default (I suppose it's irrelevant here) Pedal microswitch: Enable/Disable by presence/absence of pedal movement Pedals trimmer button: Do not trim From some old changelog: And it doesn't seem to work. Looking at the AP channels I can see the YAW channel working (with AP channel enabled). When I press the Microswitch manually (default Y) it behaves as expected. The YAW channel is reset, new Heading is set. But nothing like this happens when I only move the pedals. No indication that moving the pedals actually enables the microswitch. The YAW channel is not reset, it fights against me when I move the pedals. It behaves exactly the same as when I set "Automatic Microswitch Off". EDIT: I've tested the "Disable by setting pedal axis to neutral" option. This one works. It's useless for me as I use non centering pedals but I clearly see symptoms of microswitch being pressed when pedals are off-center.
  10. I wanted to report this, but I see that it has been already. More than a year ago. Can something be done here?
  11. Could we please finally get this binding? Something akin to F-18 "throttle finger-lift", like F-16 "throttle lift" to get a momentary afterburner detent override. It's a simple fix. Pretty please.
  12. Here is a little bit more modified file that doesn't break external canopy rendering. removes canopy shadows (as in taz1004 mod) removes canopy shades (as in taz1004 mod, like transparency == 0.0) removes the FRESHEN calculations (FresnelFactor, inScatterFactor) for in cockpit rendering glass.hlsl
  13. Thank you for this remark, but I'd like to point at my original post, you know, in case you didn't notice.
  14. Ok, got it fully. The taz1004 mod is still required plus a small additional change in the shader file described here. It seems to be related to some fresnel factor calculations that have been introduced in DCS at some point. There is still the older code with simple calculations. And it removes this effect completely. --- DCS/Bazar/shaders/model/functions/glass.hlsl 2023-03-10 23:24:10.010616200 +0100 +++ DCS.mods/Taz1004_ClearGlass_v2/Bazar/shaders/model/functions/glass.hlsl 2023-11-17 15:27:04.075284600 +0100 @@ -40,7 +40,7 @@ float4 colorMul : SV_TARGET1; }; -#define CALC_GLASS_FRESHEN 1 +#define CALC_GLASS_FRESHEN 0 #define CALC_GLASS_TRANSMITTANCE 0 //for the future #include "functions/shading.hlsl" Set CALC_GLASS_FRESHEN to 0, line 43. IMO there should be an in-game option for that.
  15. Thanks for this, it's still not 100% but it's already MUCH better. I've set the "transparency" in line 101 to 0. Now I'll try with the canopy textures again and will play with the shader some more as there are some things that might help me still.
  16. EDIT: I've marked Hotdognz post as a solution but to fix it completely see my following posts. Is there any way to get rid of those milky reflections? To make those 3 windows look the same as all the other, e.g. the side ones or the small CPG one? I know it might be realistic and whatever, I don't really care. I want to have fun with the bird and those constant reflections are really bothering me. They make the world look washed out too much to my liking. I've tried cleaning the cockpit glass textures and I've managed to do so, but it didn't help. It seems to be related to a reflective properties of a material and I don't know how to change that. Anyone? Some mod? Some setting? Some guideline/tips even for how to even approach changing the material properties of the glass. Would really appreciate it.
  17. Tested in F-16. I get the effect of the command (persistent HUD close up on first press, back to normal on second), so the command gets triggered. But NumEnter does not revert back to proper FOV afterwards. I'll check on more modules later on. EDIT: Heh, indeed. I've tried ~5 more modules and it worked on every single one. But doesn't on F-16. Go figure
  18. This doesn't work for me in 2.9. Num Enter doesn't restore proper FOV afterwards. It seems that a value around 20 degrees is added to the set one. What does work is switching seats in multi seat aircrafts. I don't have a workaround for single seaters though.
  19. CasmoTV mentioned in one of his tutorials that fixed rockets option was added in later versions (probably Echo). He also suggested GND STOW as the only workaround now if you want fixed rockets.
  20. By default they are only for the duration of the shortcut, but there are several ways to make them toggles (one possible with only the default shortcuts, but not really convenient, others require some keybinding edits). About default view points and editing snap view search on the forum, this topic is well described. For a quick view you can hit RALT+NUM0 (nothing will happen, but just do it) and then have a look in Saved Games/DCS/Config/View/SnapViews.lua. Index 13 is the default view point.
  21. This is about the diamond symbol you see on the HDU, has nothing to do with setting B/S.
  22. I made myself a special snap view for boresight. Yes, the default height is little bit higher than the boresight LOS but I guess pilots have different height as well. You can always customize snapviews and default camera views to your liking.
  23. Thanks. AFAIR I was actually flying over the concrete there, so the misalignment got pretty big. I remember I had issues with replays long time ago. Seems they are still there
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