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Everything posted by jonsky7
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Yeah the inner and outer circles with George commands in them. In the latest open beta patch there was a change so the circle moved from the middle of the screen to the bottom right, or so I'm lead to believe. Can't actually remember if I've been in the Apache since then. (Not at home right now to check) Just to confirm that you used my file to overwrite the original yeah?
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I havent checked this since the last hotfix and maybe previous patch, I was under the impression that the location of George Ai had been fixed. I will have a look and get back to you. Edit: Did you try downloading the file from the link in the post? You might have just missed some commenting out or something.
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Thanks, sorry I didn't get back to you on your earlier question.
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Yeah, took all my mods out, doesn't seem to be an issue in single player, maybe a server issue?
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Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
Do you see Tx? X=10 in this case -
Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
In single player it seems to erase the first target for some reason, RAZBAM suggest that you first place a marker T00 on the map somewhere near your targets, then start on your actual targets at T01. Don't seem to need the T00 in multiplayer. I think you can do 18 at a time, but there's only 10 assignable targets so I only do 10 at a time. -
Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
Yeah, the kneeboard doesn't update when you're in the air I think. But when you press RCTRL+8 (iirc) the targets are actually transferred to the CAS system. After importing, go to CAS page, then to RCAL (recall) page, and you'll see your targets If you're on the ground when you do the import, the targets will get a number assigned automatically, if you're in the air you have to do that manually. -
Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
Because of the coordinate system used in the Harrier, degrees minutes seconds D.M.S., it's not possible to have an accuracy below 80m I believe it is. Until the Harrier is able to accept, degrees minutes decimal minutes DD.MM.mmm, or degrees minutes seconds decimal seconds DD.MM.SS.ss, that's as about as accurate as its able to achieve I'm afraid. The Harrier does have the target points from a map marker system, which is accurate as it uses the DD.MM.mmm system. -
AH-64D Display export : Pilot's MPDs unavailable
jonsky7 replied to horus-DCS's topic in Controller Questions and Bugs
Cool, thanks -
Think more 80's TV than hardcore milsim
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Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
Thanks, but it's all you really. One thing I tried to do was have an extra button that would be an alternative "Transfer to DCS" button, this would then force the use of a separate planes commands file for the Apache that would have the code to send the correct commands for the CPG seat. As it is, it works fine in single player from either seat, and I have only tried it once in multiplayer, it put the first waypoint in then got out of sync. This might be because I joined the CPG seat well after take-off and might have just been a desync issue. Or maybe the inputs were just a bit too quick for over the network. Anyway, cheers for the update -
Think more 80's TV than hardcore milsim
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Not that I know of, it had a texture refresh, and like you said, proper integration into DCS world.
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In the monitor config file Saved Games/DCS/Config/Monitorsetup/*yourconfigfile* So I have found that by changing the line UIMainView = Viewports.Center In the monitor config file, usually at the bottom, to the same format as the viewports i.e UIMainView = { x = 0; y = 0; width = 1920; height = 1080; } You can control the boundaries of the user interface. This effects the start menu, the mission editor, and I presume the boundaries of the chat box, though I haven't tested that. I can't say if it will do what you are after, the UIMAINVIEW should be the same as your center viewport with UIMainView = Viewports.Center but it's worth a try. For example, my main screen is 2560x1440 but if I use the code above I get these results
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I would imagine that is a very good piece of video editing post capture-in-game
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Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
Finally remembered how to package it up. So if you like you can try my modified version out until Comrade Doge comes out with a proper update. It just puts waypoints into the system, you still have to make your own routes etc. It works from the CPG seat in single player, though it is entering the information in the pilot seat. Bit hit and miss from the CPG seat in multiplayer, due to sync issues I think. HERE TheWay2.zip -
Hello, I seem to have lost the sound on some ground vehicles, Bradley IFV, and Challenger II tank are two off the top of my head, spoke with some others on the server and they said the same. Same for everyone? Cheers
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over weight and environment conditions Low RPM warning and George CPG not working
jonsky7 replied to sobe's topic in DCS: AH-64D
Yes, same in Apache, put throttles to flight position, don't touch them again till landing. ( more or less) -
Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
@Comrade Doge Hi mate, I've reversed engineered your code to make it compatible with the Apache, I'm having trouble compiling it into a working exe though, I don't do it often enough and have completely forgotten. If I run it from IntelliJ it works though. Take a look! Here's the files AH64.java WaypointManager.java -
I just didn't have it on screen at the time of the screenshot, it goes in the same place as the compass but yes, I imagine you will have to make some adjustments
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While that was a good idea, I found that as you changed the monitor config file, both the gunner interface AND pilot compass interface moved. What I did in the end, was just enter values for the position of each AH64D George Ai Pos.zip So instead of Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\AH-64D\Cockpit\Scripts\AI\PrestonAI_page_common.lua I now have the below for a GU_MAIN_VIEWPORT that is a 2560x1440 monitor (if you decide to try this and can't see either or both of the indicators, then setting all 4 coordinates to 0 will put the indicators dead centre of your game resolution. For multi-monitor users this may not be on your centre screen, but you can adjust from there)
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Using flat screen but with multiple monitors I tried adjusting weap_control_pos = {0.8 * total_aspect, -0.75} but it didn't have any effect. However, below that is another line that starts Weap_control-position= (ULX + SZX / 2 BLAH BLAH BLAH. (This may not be accurate, recalling from memory, coincidentally this is the exact same formula the hind uses for the petrovich CPG sight, so of course its going to be bang on the middle of your screen, looks like a very long formula for finding dead centre of your main screen) Anyway, I deleted the formula and replaced it with Weap_control_pos = (2400 ,1200) Which did move the interface, but it wasn't in the correct position. Too far right, but the vertical pos was OK. I then I had to go to bed, so needs more testing, my main screen is 2560x1440. Edit: I have an idea for this, will be testing it later when I get home. If it works I will share it.
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This might well be their first module, and they have like two posts, so probably pretty new to the forum also. The Apache is probably going to bring a host of new players to DCS, let's be nice to them.
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The Apache is not available on the stable branch of the game yet.