

bfr
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Everything posted by bfr
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I hear ya. Great fun as its been up until now, it'd be nice to have yet another arrow added to the SE's quiver and JDAM x lots would be fun to mess up a lot of different peoples' days in a single pass.
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I got the impression JDAM isn't quite there yet and TFR was the big feature for the F15E being added in the next patch?
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Either is good. Just something so when you go look at it for the first time in a while that you have an idea what is new/changed.
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Yes, it would be good to be able to see a revision history in the manual itself with a high level summary of what changed and when.
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He had posted a link to it on his Twitter account earlier.
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Nothing in-game yet but someone was working on a mod/utility that was meant to do something like what you want (not tried it out personally so can't say whether it works or not)
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Fair enough. Still seems strange that the screen itself ends up in the state portrayed in DCS though if there's no reason to (at least deliberately) touch the screen itself.
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The one plus of being left-handed. I had no choice but to adapt to a RH stick (which wasn't really a hardship) but at least my dominant hand is available for when I need to use the mouse. Another cheap-ish option for escaping the mouse issue if you don't have dedicated physical MFDs is use something like DCS UFC on a tablet (just a shame it can't also display the MFD imagery, even if you get the virtual buttons to press).
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Attention to detail in control bindings is unacceptable
bfr replied to Jarmak's topic in Controller Questions and Bugs
Agreed on the rotary throw issue and the mapping of 3 way switches (when most consumer devices don't have them) to something workable is quirky/requires thought to say the least. I'm not seeing that the idle detent thing was appreciably any harder than it has been on any other comparable DCS jet though (i'm using a Virpil TM3 throttle). -
It's OK with low fuel but with it being a bit draggy then if you don't get the job done in the first few turns you're going to find yourself in a bit of a tail-chasing stalemate at best.
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Inconsistencies in Weapons/Mode Switch options
bfr replied to RafaPolit's topic in Bugs and Problems
If you read the other thread it explains that they seem to have coded it assuming the boat switch is spring-centred as per the real aircraft (X56 I assume is a 3 position switch that isn't spring-loaded if its like the old Saitek X45 I had many moons ago?). This is a bit of a gripe for me as an awful lot of HOTAS on the market don't have spring-centred 3 ways available (or certainly not many of them) yet they've set the bindings up assuming you have them available e.g. the radar elevation axis on the F-16 I think this applies to. I tried binding three discreet buttons for the SE weapons selection on my Virpil CM3 with limited success. In the end I mapped a single button that cycles through the three available selections. -
Possibly. Admittedly it probably doesn't help that I presume most people (myself included) due to controller limitations just have wheel brakes mapped in a fully on/fully off manner rather than on an analog axis, so if anti-skid systems for any given aircraft in the game aren't perfect (however true to life or not that is) then they're going to get found out.
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Of the more modern jets in DCS I honestly reckon its the best and most stable under braking of the lot (slows down quite well, even when heavy, and isn't nearly as likely to do an end-swapper as the Hornet is under full brakes).
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Yes, 97s in quantity are certainly pretty 'thorough'.
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Fair. Conversely, I discovered it without reading the manual and just wondering if trying to punch a number in to change it actually did something!
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As Wizzrd said, it always has worked since public launch. I assume it just didn't when the manual was written.
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Just key in a new height and hit the UFC button. It's usually one of the first things I do when flying low level to drop it to 100.
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Yes it is a bug as it was acknowledged as a known issue in the original release notes. I guess they just haven't got around to sorting it out yet (possibly of a lower priority as its only certain loadouts that are affected and the PACS workaround exists in the meantime).
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Ah, is this the thing where you can't get out of A2A master mode? If so i'm glad I finally know why rather than randomly mushing buttons until it finally let me change mode.
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On the contrary, i'd say being with a module from the start is arguably better. There is no 'which bit of the elephant to eat first?' dilemma and relative lack of completeness means you have a relatively smaller set of features you can learn well without distraction. Then when the next bit is patched onto it then you learn that too. The jets I know best are generally the ones i've been using since early release. Conversely, the ones I was late taking up or didn't stick with throughout their feature evolution tend to be ones I know the least. As for the SE being a 2 seater, I haven't found the cognitive workload any greater than the F-18 (which itself exists in 1 & 2 seat versions) thus far. Its not as if either are like the F-14 where entire systems only exist and can only be operated in the back.
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Can you post a track file of this happening? As other replies have alluded to, there are a few things that can lead to this.
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Binding to the taxi/landing light switch
bfr replied to bfr's topic in Controller Questions and Bugs
Ah, figured it out. Can be done with JG by creating chain of T/O/L > L/O/T > L/O/T > T/O/L which will then toggle it from OFF > TAXI >OFF > LANDING > OFF and so on. You're right though that you're a bit stuffed mapping a controller directly to DCS without using a modifier or a 2 way switch or 2 buttons. -
Possibly a dumb question and i'm missing something obvious but is there any way to bind a single push button to step through the three positions of the LANDING/OFF/TAXI switch? All attempts thus far binding either a keystroke or button directly just put the switch into one state (e.g. LNDG/OFF/TAXI puts its to LNDG and won't budge, TAXI/OFF/LNDG just puts it to TAXI and won't budge). I would've tried a chain in Joystick Gremlin but the joystick abstractions for the individual states won't take a keystroke binding.
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There has now been a patch released that says it addresses this issue.
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Try AAQ long forward instead with pod as SOI. That should get it to snowplough which ought to be fairly close to boresight.