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Everything posted by jonsky7
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TM warthog boat switch not being recognized in the F18
jonsky7 replied to Gideon312's topic in Controller Questions and Bugs
odd, what are you trying to bind it to? Or doesn't it work at all? -
What a guy ! Thanks very much, I would have never guessed the output script to cause this, so much appreciated.
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correct as-is Vikhr not showing correct 3d model like before after firing
jonsky7 replied to dertien's topic in Bugs and Problems
LeftALT+Z to slow down speed LeftCTRL+Z to speed up time LeftSHIFT+Z to set normal time -
TM warthog boat switch not being recognized in the F18
jonsky7 replied to Gideon312's topic in Controller Questions and Bugs
Did you try deleting and re-binding those bindings? -
Can't Seem to Load or Save Input Profiles
jonsky7 replied to cwilson241's topic in Controller & Assignment Bugs - General
Are you selecting the controller column? I don't think you can load it all in one go, you have to select each controller in turn. Left click the controller name eg, the red circled area -
reported Ugly color banding on objects at low sun conditions (OB 2.8.2.35759)
jonsky7 replied to malarcky's topic in General Bugs
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reported Ugly color banding on objects at low sun conditions (OB 2.8.2.35759)
jonsky7 replied to malarcky's topic in General Bugs
Yeah, turning shadows off removes the lines, but not having shadows isn't much of a fix. They get wider and worse the lower the setting you use for shadows. -
reported Ugly color banding on objects at low sun conditions (OB 2.8.2.35759)
jonsky7 replied to malarcky's topic in General Bugs
Well I reverted back to 2.8.1.34667.2 to test it out. No banding there. I used the same track replay as above, so exactly same conditions etc. That's a bit of a downgrade and HORRIBLE. -
reported Ugly color banding on objects at low sun conditions (OB 2.8.2.35759)
jonsky7 replied to malarcky's topic in General Bugs
Thanks -
reported Ugly color banding on objects at low sun conditions (OB 2.8.2.35759)
jonsky7 replied to malarcky's topic in General Bugs
Hi, I'm seeing weird lines on textures since the last update.... Don't recall seeing them before this patch, anyone else? I've done a cache delete, FXO and metashaders etc weird lines.trk Most of these shots are slightly exaggerated to get the point across, but I see them out of the window and across the cockpit textures sometimes too. -
Looks amazing! Don't suppose there is enough done for an AI model is there?
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Very disappointing!
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One button press and two commands
jonsky7 replied to bofhlusr's topic in Controller Questions and Bugs
1. snap view lines A10C DCS World/Mods/aircraft/A-10C/Input/A-10C/keyboard/Default.lua lines {combos = {{key = 'Num0', reformers = {'LWin'}}}, down = iCommandViewSnapView0, up = iCommandViewSnapViewStop, name = _('Snap View 0'), category = _('View Cockpit')}, {combos = {{key = 'Num1', reformers = {'LWin'}}}, down = iCommandViewSnapView1, up = iCommandViewSnapViewStop, name = _('Snap View 1'), category = _('View Cockpit')}, {combos = {{key = 'Num2', reformers = {'LWin'}}}, down = iCommandViewSnapView2, up = iCommandViewSnapViewStop, name = _('Snap View 2'), category = _('View Cockpit')}, {combos = {{key = 'Num3', reformers = {'LWin'}}}, down = iCommandViewSnapView3, up = iCommandViewSnapViewStop, name = _('Snap View 3'), category = _('View Cockpit')}, {combos = {{key = 'Num4', reformers = {'LWin'}}}, down = iCommandViewSnapView4, up = iCommandViewSnapViewStop, name = _('Snap View 4'), category = _('View Cockpit')}, {combos = {{key = 'Num5', reformers = {'LWin'}}}, down = iCommandViewSnapView5, up = iCommandViewSnapViewStop, name = _('Snap View 5'), category = _('View Cockpit')}, {combos = {{key = 'Num6', reformers = {'LWin'}}}, down = iCommandViewSnapView6, up = iCommandViewSnapViewStop, name = _('Snap View 6'), category = _('View Cockpit')}, {combos = {{key = 'Num7', reformers = {'LWin'}}}, down = iCommandViewSnapView7, up = iCommandViewSnapViewStop, name = _('Snap View 7'), category = _('View Cockpit')}, {combos = {{key = 'Num8', reformers = {'LWin'}}}, down = iCommandViewSnapView8, up = iCommandViewSnapViewStop, name = _('Snap View 8'), category = _('View Cockpit')}, {combos = {{key = 'Num9', reformers = {'LWin'}}}, down = iCommandViewSnapView9, up = iCommandViewSnapViewStop, name = _('Snap View 9'), category = _('View Cockpit')}, change to, or add {combos = {{key = 'Num0', reformers = {'LWin'}}}, down = iCommandViewSnapView0, name = _('Snap View 0 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num1', reformers = {'LWin'}}}, down = iCommandViewSnapView1, name = _('Snap View 1 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num2', reformers = {'LWin'}}}, down = iCommandViewSnapView2, name = _('Snap View 2 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num3', reformers = {'LWin'}}}, down = iCommandViewSnapView3, name = _('Snap View 3 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num4', reformers = {'LWin'}}}, down = iCommandViewSnapView4, name = _('Snap View 4 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num5', reformers = {'LWin'}}}, down = iCommandViewSnapView5, name = _('Snap View 5 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num6', reformers = {'LWin'}}}, down = iCommandViewSnapView6, name = _('Snap View 6 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num7', reformers = {'LWin'}}}, down = iCommandViewSnapView7, name = _('Snap View 7 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num8', reformers = {'LWin'}}}, down = iCommandViewSnapView8, name = _('Snap View 8 fixed'), category = _('View Cockpit')}, {combos = {{key = 'Num9', reformers = {'LWin'}}}, down = iCommandViewSnapView9, name = _('Snap View 9 fixed'), category = _('View Cockpit')}, (eg the "combos = {{key = 'Num7', reformers" is the programmed default key. When you change a keybind, a keybind differences file is created in your saved games folder. The default.lua file is not changed when you make changes, only the differences file. Any changes you make to the default.lua's will revert on the next update. That's where the mod I linked to earlier comes in. Or use a mod manager like OvGME.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2. No, not in DCS as far as I'm aware, the "toggle-ing" is a programmed function. eg, in the A10C iCommandPlaneGear - is the gear toggle command iCommandPlaneGearUp - is the gear up command iCommandPlaneGearDown - is the gear down dcommand The best you can do is have one function on button press, and another on button release This would be look back when button held, back to cockpit on release {down = iCommandViewRear, up = iCommandViewCockpit, name = _('F4 Rear view else cockpit view'), category = _('View')}, And again, if you want it to be keyboard or joystick, copy to both keyboard and joystick default.lua's -
One button press and two commands
jonsky7 replied to bofhlusr's topic in Controller Questions and Bugs
If you want to use a keyboard key, you must also copy that line into DCS World/Mods/aircraft/A-10C/Input/A-10C/keyboard Default.lua But there's no way to increase its speed I'm afraid, that is a function of the aircraft, not the keybinds. -
One button press and two commands
jonsky7 replied to bofhlusr's topic in Controller Questions and Bugs
It is possible with a .lua edit DCS World/Mods/aircraft/A-10C/Input/A-10C/joystick default.lua add this line (tested and working) {down = iCommandPlane_HOTAS_SpeedBrakeSwitchAft, up = iCommandPlane_HOTAS_SpeedBrakeSwitchForward, name = _('HOTAS Speed Brake Switch Aft- else forward'), category = _('HOTAS')}, you will see a new entry in your controls called HOTAS Speed Brake Switch Aft- else forward The original 2 lines are, the above just combines the two 248 - {down = iCommandPlane_HOTAS_SpeedBrakeSwitchAft, up = iCommandPlane_HOTAS_SpeedBrakeSwitchCenter, name = _('HOTAS Speed Brake Switch Aft'), category = _('HOTAS')}, 249 - {down = iCommandPlane_HOTAS_SpeedBrakeSwitchForward, up = iCommandPlane_HOTAS_SpeedBrakeSwitchCenter, name = _('HOTAS Speed Brake Switch Forward'), category = _('HOTAS')}, You may be interested in a really good mod for keybinds. Basically it saves modifications like this in your saved games folder, and adds them to the DCS keybinds file when the game loads. There's also a community keybinds project that adds hundreds of keybinds to all the different aircraft for switches and buttons that do not have a keybind by default. community keybinds https://github.com/Munkwolf/dcs-community-keybinds -
Well you can still change the Arming Delay, but without the ground fuzing option you can't change post impact detonation delay. Arming Delay. Selects the delay between weapon release and arming. Options are 4, 4.5, 5, 5.5, 6, 6.5, 7, 7.5, 8, 8.5, 9, 9.5, 10, 14, 21, and 25 seconds.
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But you could change it before today's patch, can't say with 100% certainty if actually did anything or not. and you could change the delay settings too.
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exporting rwr display to second monitor
jonsky7 replied to grim_reaper68's topic in Multi-Display Support
Check out this post, be aware it doesn't work for FC3 planes -
Unfortunately the RWR and IDS are not defined, and I don't believe they have been for any aircraft in DCS World, at least not the RWR. The added issue with any of the Flaming Cliffs aircraft is that their files are not modifiable like the full fidelity aircraft I'm afraid.
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You can speed the process up somewhat. Place one tank, set the waypoint and hold condition. Copy that tank and paste as many times as you like, then just adjust waypoints. For trigger, make one trigger, clone it, only have to change the unit name.
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Well that's a perfectly reasonable, well made explanation. I appreciate that you are open to the option.
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If you're asking if there is anyway to have them scatter then I suppose there is, but it will take a bit of trigger setting. You could place several tanks as individuals, not a group. Give them all a waypoint in different directions, and set a hold condition to be stopped on a user flag. Then you could set a trigger for each unit, either if unit damaged or unit killed, then set user flag on. Then if one of the tanks gers hits, the user flagged is triggered, so the hold condition is removed, the tanks then carry on the set waypoint route. Not quite as simple as what you are asking but do-able. Example>>>>>>>>> scatter.miz
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Have you opened up the controls indicator to see what your inputs are? Right CTRL + Enter IIRC Should only need around 1/4 right rudder for hover in ground effect.