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Everything posted by jonsky7
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remove mods Could use a bit of help with comms menu
jonsky7 replied to Hammer1-1's topic in General Bugs
I have to rebind the "\" key, and when I do it is bound to "OEM102" (UK Keyboard) -
the post above may help with setting a black background but I havent tested it personally. Odd that exporting to your second screen causes such a big issue. I might expect fps to be slightly lower but not much. Would you like to post your monitor config, a screenshot of your display settings, give us an idea of your system. We might be able to help. Your second monitor isn't plugged into a motherboard port on the i/o panel is it? Where it might be triggering the cpu onboard graphics to kick in?
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Multi-monitor set-up guide & help (unofficial)
jonsky7 replied to MadTommy's topic in Multi-Display Bugs
I believe that's because DCS doesn't recognise them as modified until they are loaded. Many files aren't loaded at startup, but as and when they are required. If you had a map texture mod, and the server requires pure textures, you would get kicked back to the list as soon as the map starts loading in. If you had modified files for the f16 but not the f18, and you only flew the f18 on a script restricted server, you probably wouldn't get kicked. Then if you loaded the f16 you would get kicked back to list. -
Multi-monitor set-up guide & help (unofficial)
jonsky7 replied to MadTommy's topic in Multi-Display Bugs
Unfortunately I don't think there is at the moment. You should still be able to join mp servers that do not have the "require pure scripts" option enabled. And it doesnt effect sp play. However, whenever a non pure script is loaded, like whenever you load into an aircraft you have modified scripts for, whether that be in sp or mp, the IC check fail is flagged. This will prevent you from joining a mp server whether it requires pure scripts or not. The workaround is to restart DCS entirely, this resets the IC fail flag and you should be able to join servers that do not require pure scripts. This is a currently known issue and has been reported. -
There is a method of setting the position of the kneeboard described in this post. It's not too complicated to set up but probably breaks IC on servers with "Pure Scripts - Required"
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I did, but it doesn't change the hud for me, but I had a mod for BS2 ? Took the Mod out but still doesn't change to English, not the end of the world I suppose.
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I have my avionics set to english in the gameplay settings, but still only see Russian text on the HUD, anyway to change that to English please?
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It's just set to automatic, weird
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You can bind both controllers to the rudder axis and use whichever you want. Only problem is DCS "sees" the last input, so if say you are holding a bit of left pedal, and accidentally introduce a bit of twist in your grip while moving the cyclic, the axis may centre. But @Baldrick33 's idea is really rather good. To do Assign the rudder axis to your pedals (assuming have centering spring) to set up your switchable twist grip You have two options A modifier - activates the control when the modifier button is held A switch - activates on/off at the press of the switch (DCS comes with some pre-configured modifiers ALT, CTRL, WIN key etc, but you can set your own by clicking the add button under modifiers) Or you add a key/button to act as a modifier switch and call it what you like eg Then when you set your twist grip as rudder, choose your modifier Now the twist will only act as a axis when either Modifier - modifier button is held Switch - the switch is activated
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Yes, my video above was using the mouse, I should have recorded the pointer d'oh. Just hover the mouse over the knob and scroll the wheel, if you scroll quick you'll see that the characters do not change for each notch of the wheel, but each time you start scrolling, but you could do 5-8 notches for each character change. My video above was done with a Logitech G502, it has a button which allows the mouse to freewheel (no notches). If I allow the wheel to spin freely then the although the knob on the NS430 is spinning, no character change happens. (@19sec in video)
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Multi-monitor set-up guide & help (unofficial)
jonsky7 replied to MadTommy's topic in Multi-Display Bugs
Sure is, in addition to LEFT_MFCD and RIGHT_MFCD in your monitor config file the F14 display names are F14_VDI = Top display for pilot F14_HSD = lower display for pilot F-14_TID = Rio display (can be exported while in pilot seat iirc) eg: LEFT_MFCD { x = 5130; y = 360; width = 825; height = 825; RIGHT_MFCD = { x = 6210; y = 360; width = 825; height = 825; } F14_VDI = { x = 5130; y = 360; width = 825; height = 825; } F14_HSD = { x = 6210; y = 360; width = 825; height = 825; } F14_TID = { x = 2560; y = 390; width = 1100; height = 1080; } -
reported Changes to scripts fail integrity check again.
jonsky7 replied to Im_TheSaint's topic in Multiplayer
Fair enough, I've personally not seen them so didn't realise it was an issue. It's a shame as quite a lot of the legit mods wouldn't take much to implement into the actual game files. In fact some are already there for some aircraft and not in others. For example, display exports The JF-17 has in MFCD_init_Left.lua local default_viewport = try_find_assigned_viewport('JF17_LEFT_MFCD', 'LEFT_MFCD') Which means in my monitor config file, I can set a viewport called JF17_LEFT_MFCD which is in a different position to LEFT_MFCD and DCS will look for JF17_LEFT_MFCD first and send the export there if it finds it, if not it defaults to the LEFT_MFCD Position. And it's not just 3rd party developers that do it, the Ka-50 has similar for the Abris try_find_assigned_viewport("ABRIS","RIGHT_MFCD") So adding a unique name to the display exports wouldn't take very long to add to the actual game files, I know because I and many more have done it, then modding wouldn't be required for that at least. Quite strange considering I've seen promotions for the Winwing Main Instrument Panel which will undoubtedly need a few mods to get the most out of them when not flying an F18.. Other's things maybe not so easy, I still have to modify the AiHelper file for the Hind, otherwise I can't see the countermeasures popup on my multi-monitor setup. I do like a transparent controls indicator (suppose I could live without those), and a few other bits and bobs -
The problem is the way tracks are recorded. It's my understanding that the actual position of your aircraft is not recorded. What is recorded is your control inputs. So a track replay effectively re-flies the flight using your original control inputs, any external effect that differs even slightly from your original flight can upset your flight replay. The longer your flight, the more errors are introduced into the replay. Apparently if you use a multiplayer track replay, then the position is recorded. Even if that multiplayer server is local on your machine, and set to one player (ie you). I haven't tested that though.
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reported Changes to scripts fail integrity check again.
jonsky7 replied to Im_TheSaint's topic in Multiplayer
Why anyone would turn on "Require pure scripts" on a PVE server is beyond me. Yes, a shame, I like popping in the Hoggit servers every now and then. -
Yes, Admiki mentioned that above. Initially I didn't understand why the right engine anti-ice wasn't turning off when I flicked the switch. Now I know you must press the big round button. I do see your point about the asymmetric engine power, I had thought that the main, and tail rotor etc were pneumatic anti-ice (bleed air). I see you are correct that they are powered electrically. So there should not be a difference in effect on the engines if both engines have anti-ice on. @Flappie Could you have another look at the huge difference in engine performance when both engines have anti-ice on please?
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I think you are correct. If I spawn a vehicle using CTLD I very often have no sound from that vehicle, but if I leave the server and come back in, that same vehicle will have sound.
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Help with SCUD-B & Silkworm AI
jonsky7 replied to polak_3's topic in DCS World Tutorial & Help Requests
For the Silkworm you must create a group with at least one Silkworm Radar (SR) and at least one Silkworm launcher (SS-N-2) 1. Place a ground unit 2. increase number of units in the group by increasing the "OF" number (2) 3. Change individual units in the group as required 4. Done -
Help with SCUD-B & Silkworm AI
jonsky7 replied to polak_3's topic in DCS World Tutorial & Help Requests
I just tested the Scud-B, worked fine for me. So for a fire at point at start of mission, it took 2 minutes for the truck to even start prepping for launch, at 7:50min they fired. As Exorcet mentioned, most artillery units have a min and max range, the green ring when you select a artillery or missile unit is the minimum range, they cannot fire at anything inside of the green ring. The maximum range is a red ring, they will not fire outside of the red ring. I would imagine that there is a maximum amount of lean permitted for the scuds to fire, make sure they are on level ground. -
You can switch it to night mode, top right knob, will get rid of ghosting and has little effect on display brightness.
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Looks nice, is it an analogue thumbstick type deal now?
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You may be interested in a brilliant Mod by Quaggles. Basically the mod can add additional keybinds from the saved folder. Combine the above mod, with Munkwolf's community keybinds folder, and you'll have all the keybinds you'll ever need https://github.com/Munkwolf/dcs-community-keybinds/tree/22.7.23
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Multi-monitor set-up guide & help (unofficial)
jonsky7 replied to MadTommy's topic in Multi-Display Bugs
I'm pretty sure that's the y-axis you want, x being left and right, and y being up and down. upper = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 0; viewDy = 1; aspect = screen.aspect / 3; } }