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Everything posted by jonsky7
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correct as is FARP Helipads can float in the water
jonsky7 replied to Spooky32's topic in General Bugs
Why would you want that removed If you don't want one in the water, simply don't put one there. -
Can you fly FORMATION with a FALLING BOMB?
jonsky7 replied to CommandT's topic in Screenshots and Videos
Nice!- 1 reply
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In free camera view, when pressing "Numpad Del" for the padlock view to an aircraft, there's some kind of boundary that moves the camera out of the way if the aircraft gets too close. Anybody know how to remove it, perhaps like the terrain boundary trick?
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I made a recreation of Breitling Fighters flying LOW down a canal, no music, just the sound of raw powerrrrrrrrrrrr. All sounds recorded in game. The original
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reported Path Finding Broken (2.7) (track attached)
jonsky7 replied to key_stroked's topic in Bugs and Problems
In this screen shot the M2A2 is moving along the pathway to it's left. I think one of the problems might be that the end of the pathway is very far ahead of the unit itself. So it ends up trying to hit the end of the path, which makes it go off road. The units also stop before reaching the destination point because the path line has already made it there. -
From your video at 1:25 mark The problem is that when you set Saturation X to 80%, the virtual axis Y doesn't go to 120%, it just hits the limit of 100% before you hit 100% on your physical axis. That is the reason for my suggestion. Saturation X set to 50, virtual joystick has a Y limit of 100. What I propose is being able to set Saturation Y to 150, and maybe something like this red box appears to show you where the 100% virtual axis limit is. So when you are using force trim, you can still achieve more or full virtual axis deflection. Well that is what we do now yes, I was just looking to see if there something that may be better.
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With the Huey in default trimmer mode, there's a half a second delay before they joystick input becomes active again, but it doesn't need to be returned to centre. In the Mi8, in default trimmer mode, on depressing the trimmer button the joystick input is immediately added to the new centre. It's not a major problem, I'd just like to have them all behave the same. I'm actually trying to come up with ideas on how to improve the system as a whole. What I find incorrect is that you do not have full control deflection authority when there is some force trim applied.
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Thanks for you input, however as you say, that doesn't actually increase the range of saturation, there's a limit at 100%. It's the Saturation_Y I would like to be able to extend.
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To the Devs Would it be possible to implement the 0.5 second delay when activating the trimmer like the Huey has please? Thanks
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So I've had an idea but I can't test it because I don't know how to implement it. When flying helicopters in DCS with consumer level self-centering non FFB joysticks we have to live with some drawbacks compared to helicopters in real life. Mainly that once trimmed, you lose the ability to fully deflect the cyclic, which I assume is not the case in a real helicopter. For example, flying the Huey in fast forward flight requires a lot of forward cyclic input, so you hit the force trim and the cyclic is held forward which is great. But now when you pull full aft on your joystick, the in game cyclic only moves slight aft of the centre position and not all the way back. Same for left and right. I know that on the large airliners I work on, aileron trim adjusts the centering cam position of the control wheel, and it will sit on a tilt, but you can still fully turn the wheel in either direction. What I thought might work is to be able to over saturate the axis in much the same way as we can under saturate them now, so you could move the slider to 150% or whatever. This would obviously mean that the in game cyclic stick would reach its limit before you hit the travel stop of your actual on desk joystick, it would however enable full deflection of the cyclic when force trim is applied. Is there a lua file I could edit to test it?
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Hi, When flying the helicopters in DCS, there's a limitation where once you've clicked the force trimmer you may not be able to achieve full deflection in all directions. This is obviously a limitation with self-centering non FFB joysticks and flying helicopters in games. For example, fast forward flight in the Huey needs quite a lot of forward stick input, so you press the trimmer and the new centre is created. But this now means that when you pull full back on the joystick, the in game cyclic stick is only slight aft of it's actual centre position and so you lose some control authority. As helicopters also usually need some roll trim, you lose some left right authority. What I'm trying to achieve is full control authority independent of trimmer position. One idea is to use "relative axis" to move the joystick position instead of using force trim, but I don't know if it will work, mainly because I don't know if it's possible or even how to do it. any ideas?
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You're very welcome, glad you found it useful. That tool is pretty sweet too As for your F18 lua, you can use the same file as your F16, the F18 MPCD is called "CENTER_MFCD" If you want a separate file, Make sure you save it in saved games\DCS\Config\Monitorsetup Make sure it has an individual filename, and make sure the name in the code is unique. Alternatively, what I do, is rename the viewports in their respective lua's, and my monitor config file has separate entries for each aircraft. For example the F16 left MFD is %%%\DCS World\Mods\aircraft\F-16C\Cockpit\Scripts\Displays\MFD\indicator\MFD_left_init.lua Near the bottom of the code you will find try_find_assigned_viewport("LEFT_MFCD") and I change it to try_find_assigned_viewport("F16_LEFT_MFCD") I have included my modded files they are OvGME ready and pass integrity check, and my monitor config file if you care to have a look. You will need to modify the co-ordinates to suit you of course. I have another guide for RWR's etc Display Exports.zip
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The control panel pops up in the bottom right of the total resolution used, which is not visible to you at the minute because there's no screen there to display it. This also happens with the NS430 pop-up window, and the Mi8 gunner panel. The easiest way to fix it is by moving your monitor "1" to the right corner instead of the left and adjust your viewports as required. Alternatively you can edit the lua file (use notepad++), it passes integrity check too. DCS World\Mods\aircraft\Uh-1H\Cockpit\Scripts\AI\ControlPanel\g_panel_page.lua and DCS World\Mods\aircraft\Mi-8TV2\Cockpit\Scripts\AI\ControlPanel\g_panel_page.lua line 60 orginal base.init_pos = {aspect + shift_X,firstLineY + shift_Y} for the Huey mine looks like base.init_pos = {aspect + shift_X - 4.6,firstLineY + shift_Y + 1.2} ---{aspect + shift_X,firstLineY + shift_Y} You will have to play around with numbers (-4.6 and +1.2), and I can't fathom out the relationship, I just know that "shift_X - number" makes the indicator go left "shift_X + number" would make it go right but not useful as it already all the way to the right. "shift_Y + number" makes it go up the screen I have included my OvGME ready files, but you will have to adjust the numbers for you! Crew indicator move.zip
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I'm experiencing some sound issues in some external views, sounds like a cd skipping. Also, in free camera, the speed in the status bar isn't constant like it used to be, it's bouncing around, just thought I'd mention it as I thought it might be related. Wing or backward view free camera when in motion and "wingman" view seem to be affected. Anyone else or just me? Track file sound bug.trk
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Unlimited ammo for myself (player) but not enemies nor other friendlies?
jonsky7 replied to jpinard's topic in Mission Editor
Seems a bit off to me, as the option is in the "Gameplay" tab, I would assume it was meant for the player only. If I choose Immortal, I'm not expecting everything else to be immortal with me. Pretty certain it was only the player that was affected previously, not sure when it changed. -
Hi, I like to use unlimited ammo now and again. Since 2.7, choosing unlimited ammo now applies to all units not just myself, new feature or bug? Rather liked it just altering my own unit's ammo supply
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[v.2.5.6] DCS - KC-135 Engine Sound uses A10 Fan Sound
jonsky7 replied to STNGersk's topic in Sound Bugs
Very nice! -
reported Path Finding Broken (2.7) (track attached)
jonsky7 replied to key_stroked's topic in Bugs and Problems
Personally, I was on a MP server using the Caucasus map. Using CTLD I picked up a HumVee crate at the CTLD spawn point, and dropped it off near a road. I used the set path in the F10 map, first waypoint was near the road close to the initial unpacking point, and the second on the road very near to first waypoint. The third waypoint was far away, maybe 30nm, but on the road also. I was very impressed with the speed the route was mapped out. But then the Humvee started moving and it was nowhere the road, driving across fields and got stuck in a forest. edit: Seems flawless on SP though -
reported Path Finding Broken (2.7) (track attached)
jonsky7 replied to key_stroked's topic in Bugs and Problems
It certainly is awful at the minute -
Hi, I would like to use the paddle axis as two buttons and and axis. So I have the Paddle acting as an axis and then also a button press at full travel. I would also like a button press as soon as I start to depress the lever. At the moment, using the Edges2 setting in the axes to button section: Button 28 is pressed when the lever is released, button 28 is released as I start to squeeze the paddle, then button 27 presses when the paddle is fully squeezed. I would basically like to invert button 28, so button 28 is pressed as soon as the lever is squeezed, and then button 27 is also pressed when the lever is fully squeezed against the stick. Is this possible? Thanks
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Sorry, I don't know how to do that, or even if you can do that. EDIT: The entry UIMainView = Viewports.Center in the monitor config file, declares the position of the User interface. This controls the position of the Main Menu, the mission editor, and also the boundaries of the UI within the cockpit. So if we restrict those boundaries to your centre monitor, the comms messages should stay on your centre monitor too. So we can replace UIMainView = Viewports.Center with UIMainView = { x = 2560; y = 0; width = 2560; height = 1440; } I think these values will be correct for your setup.
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There's currently a bug, should be fixed at next update according to this