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Everything posted by Qnnrad
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Can I change the position of the control indicator window?
Qnnrad replied to DutchCoolHand's topic in Wish List
https://www.digitalcombatsimulator.com/en/files/filter/user-is-Qnnrad/apply/ I have just tried it, and no crash, though not perfectly in the center for me -
Can I change the position of the control indicator window?
Qnnrad replied to DutchCoolHand's topic in Wish List
Hi, two news - 1. I have updated my mods to current version, with additinonal SCAS windows and markers! 2. I have checked my mod with your position coordinates - and it worked for me. It was off the center by far, but it worked and no crash. Maybe you forgot a logic marker (e.g. "}", or missed "," somewhere)? If you like my mods, then go ahead to download new version with SCAS and try to perform your location mod again I hope it works this time! -
Hi, yeah, I have just checked and it surely breaks Integrity Check, so you can't join public IC check servers. You can set up local mission with group/friends and no IC check, make sure you all, including server/host have it installed. Hopefully we get official Robbie Tank removal (therefore ability to take 1200 ammo), because this is a huge game changer in my opinion.
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Can I change the position of the control indicator window?
Qnnrad replied to DutchCoolHand's topic in Wish List
Hi, If you want it for yourself, then you should try it! It should be easy if it's just for your screen (you can use numbers to fit it, but when I wanted to make a solution that works both for me and you, I had to use math and logics). Go ahead and edit ControlsIndicator_page.lua, around line 150, in local function draw_base(): base.init_pos = { X , Y } Where X is for position in the horizontal axis, and Y is vertical. For Y, to be on top, use default '1 - size_h_05 - margin'. For X, start with number 0.5 and add or substract (e.g. 0.45, 0.55, 0.62 etc.) to move it left or right. I think you have to turn the game off everytime you want to make changes. So, start with {0.5 , 1 - size_h_05 - margin} and find your spot. Though remember that depending on the resolution, the position might be different with this method. If you like my transparent controlsindicators, go ahead to work on that file. -
Can I change the position of the control indicator window?
Qnnrad replied to DutchCoolHand's topic in Wish List
Hi, I've tried for an hour but can't figure out how to put it right in the center. This code is very fiddled, and there's a lot of reverse engineering to see what each number does. Sorry :< Top-left (original) or bottom-left (my mod) are your options, untill someone with talent and time helps with that request. Don't count on ED to make it, its on the bottom of their 'to do' list. I think they've never given us any location option for this, I can only recall Gazelle (it was an inspiration for my mods for other modules), but it's not ED. -
I have created a mod for 1200 rounds, currently waiting for admin approval. If you want it today, PM me and I will send you! Otherwise keep checking https://www.digitalcombatsimulator.com/en/files/filter/user-is-Qnnrad/apply/
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Trees in Georgia can reach from 100 to 150 ft above ground. Though, the highest tree in Iran is about 80 ft. Also, the AI is quite dumb in DCS, and don't expect it to plan in advance. It's just reacting to what's under him, so it may be too late when the slope raises. Also, AH-64D weight and power have a huge role in climbing capabilities (limiting them). You better pay attention, plan your route and help George!
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@Baaz If you hate ED's controlindicators as much as I do, consider using my mods. The bottom-left version for Apache is waiting for ED blessing. https://www.digitalcombatsimulator.com/en/files/filter/user-is-Qnnrad/apply/
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I can see your point, Baaz, though my opinion is that currently feedback from George about targets is so limited that it throws me out of the immersion. I believe that there is a balance to be achieved and we're NOT there yet.
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Can I change the position of the control indicator window?
Qnnrad replied to DutchCoolHand's topic in Wish List
Hi mate, I have made a mod with its position on the bottom left. It's waiting for approval since yesterday. Though have in mind, I do transparent controlsindicators. PM me if you want something specific, or wait for approval of my transparent bottom-left mod https://www.digitalcombatsimulator.com/en/files/filter/user-is-Qnnrad/apply/ -
Yes! I felt like Wags was talking to us somehow ^^ Hope is up!
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Yes, we can set VoiceAttack for long presses, and the complexity some of us raised is due to behavior "hold and watch how the marker moves, depress to set on current position". But, if we wanted to use VoiceAttack, we could easily set trigger "Turn left 15" (VA holding key for 5 s) and separate "Turn left 30" (VA holding key for 10 s). You experiment once, share on forums and we are all set! My key point in requesting separate AI commands is exactly what you wrote, and what I see as roadblock - currently you (and your code/macro) MUST KNOW what mode is AI in, pay attention to it or write complex flags and rules which can be easily broken. If we get separate keybinds, we can easily macro, don't care what mode AI is in, and map all commands how we like, even by replicating modes with modifiers if we wanted (e.g. A W S D for FLY mode commands, Shift+A W S D for CMBT, Ctrl+A W S D for H-B etc.). It's opening numerous communication-with-AI and optimization options, and it breaks nothing.
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For everyone struggling with keeping this beast steady, I recommend following Volk's advices: https://www.youtube.com/watch?v=EgzYFd4QQFs
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Additionally to my points here (which you covered in Point 1), Points 2 and 3 are not only "nice to have", but I find them essential to operate realistics single player scenarios as CPG and I vote for them to be included in the roadmap. I'm sure ED is aware of this, but for everyone hesitating - all improvements in George AI will be beneficial in ALL multicrew modules we have and will have in DCS, including Petrovich Mi-24, Huey and all others. Please comment with your ideas and wishes.
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Hi, please allow us to map keybinds for every separate George AI command so that we can use them without the AI interface. Pros of that solution: - Gives you a choice (always great), - You can use AI without the interface (immersion), - All keys are always available to you (no keys block, as currently is with AI interface on), - You don't have to be aware of the "mode" AI is currently in (in general), - You can map keys with modifiers, so you don't have to be aware of what "mode" AI is currently in or rotate it to find your desired option, - You can map commands to additional devices, - You can create macros and use voice recognition software. Please support this thread with "+1" and your feedback. Good luck, fellow pilots!
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+1, modder has proved this being possible without breaking other stuff. Let's just implement it (and spread the idea behind this to other modules).
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I like these ideas, just decided to go forward and support the threads to raise its visibility. Also, I hope that easily achieveable (low hanging fruit) interim solution would be to allow for an ALT map (in proper scaling) instead of MAP map, to address at least some of initial points (blank spots), and hope for devs to see that and implement. Other interim solution is allowing us to upload any image. I hope for end product - automatic flightpath generation on ALT maps (at least as option, for clarity and visibility these are best) based on F10 user marks. Currently its unusable in neither multiplayer and singleplayer, so any step forward is very much needed, I hope this will be on the priority list.
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+1, this can be achieved by scripted workaround, don't see why it couldn't be implemented in the base game. @sadfunda, please check this out, works on some servers and gives you what you need: https://www.digitalcombatsimulator.com/en/files/3318314/
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+1 absolutely needed
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+1 for GNS430 as option.
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+1, as a low hanging fruit the "ALT" map from Mission Editor option could work in a map in Mi-24P (wish for that option).
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+1 need feedback from Petrovitch, as weapon status on demand (status of systems and remaining ordnance)