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Everything posted by jonsky7
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Updated for DCS 2.9.10.3948, not sure if anything has changed, but just in case the CDU and MFD keybinds have been added to the latest CH-47F Input files. CH-47F Keybinds V4.1.zip Mod manager ready
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After using Razbam's F-15E Terrain Following Radar, I couldn't help but think that this would be a fantastic addition to the AI Mosquitos and the AI flight model in general. At the moment it seems the AI (certainly for the Mossie) is set to fly no lower than 150-200ft whereas there are reports of Mosquito's carrying out bombing raids as low as 30-50ft. Obviously WW2 aircraft don't have TFR, but whatever the process is to recreate it would be a welcome addition.
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Excellent! You are very welcome, I appreciate your appreciation
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I don't think SRS is fully integrated with the Chinook at the moment, one of the radios work, for the others you have to use the SRS Overlay for tuning etc.
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CH47 - Condition Levers to Ground - Insturments go Off
jonsky7 replied to Gabreil's topic in DCS: CH-47F
The AC Generators are connected to the Rotor Transmission and not the engines, the same as the Mi-8, so the rotors need to be at 86% or more for the generators to come online. -
Here is my Input folder, from DCS > Mods > aircraft > CH-47F Input.zip The main controls has this section Line 968 onwards and the gunners section has Line 85 The only other thing I can think of is if you are not using English as the language for DCS (I've never had to change it so I'm unfamiliar), I've seen at least one other post where a keybind was hard to find due to translation. From your screenshot it looks like you are using English, but I thought I'd mention it anyway. And just some info: If you modify any game files at any time, and then do an update or repair, all of those files are saved in the main directory in a new folder called Backup.000, and they are saved with the folder structure intact, so you can just drag the contents of BackUp.000 back into your main DCS folder to restore all your Mods. A mod manager is much better though, for when the files can changed (can break stuff) More info. The files and folder for the Crew Indicator are located DCS > Mods > aircraft > GCBase > Cockpit > Scripts > AI > ControlPanel and the location is in the file g_panel_page.lua It is extremely similar to the Huey's Crew Indicator file. To change it's position I mess with Line 62 base.init_pos = {aspect + shift_X,firstLineY + shift_Y} Mine being base.init_pos = {aspect + shift_X - 5.2,firstLineY + shift_Y + 1.6} Hope any of this helps.
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Wonder if anyone who is good with these things could help? In the F-15E exports script, I would like to add a "Flight Time Remaining" data string (if that's what it is called) that basically displays the time remaining to deplete the total fuel at the current fuel flow. I've tried for literally hours, trying to get chatGPT to do it, but the best it delivered was a single digit output to the closest hour. This would be used in Ikarus. The 15 script is obviously very clever and was made with streamdeck in mind, but that has made it very difficult for me to understand it. Cheers Jon
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You could create a batch file! A batch file contains a set of instructions, which among other things can include launching programs directly, or running desktop shortcuts. i.e. My batch file code below I store this batch file in a folder and made a shortcut on my desktop for it (so you can change the icon), you would obviously have to change the file paths and shortcut names to suit you. To make a batch file, just put this in a text editor like Notepad, then save as a .bat file instead of .txt file. Description @echo off -- just stops certain things being shown in the window Launch auxiliary programs - this runs the shortcuts I have have for all my add-on programs Clean up - just deletes temp files and multiplayer mission tracks (they were getting out of hand) Wait 5 seconds, NOBREAK just means you don't have to "PRESS ANY KEY" to continue, 5 Seconds just to give everything else a chance to start before DCS runs, especially the Target Script. Launch DCS world, runs the actual exe, and not a shortcut. another pause before launching "TheWay", so DCS is running before it starts up.
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The DCS BIOS files are pretty good for finding all the button codes https://github.com/DCS-Skunkworks/dcs-bios/blob/master/Scripts/DCS-BIOS/lib/modules/aircraft_modules/F-16C_50.lua e.g. F_16C_50:definePushButton("ICP_BTN_1", 17, 3003, 171, "UFC", "ICP Priority Function Button, 1(T-ILS)") UFC Button 1, device ID 17, button 3003
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You already may be aware but, The RWR's are not exportable by default, which means you need to modify some game files (pretty easy to do). The downside of which is that once these files are modified they will not pass the Integrity Check for multiplayer use (servers requiring Pure Scripts). It seems more and more servers are switching this option on, which I understand for player against player servers (to stop any cheating), but even many of the PVE servers are turning it on too for some reason. Look quite good, seems a bit expensive for 1, A 10" monitor for about half that price and you could get both displays on it.
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The multi-threading button doesn't do anything with regards to updating. You either update ALL the game files, or you don't. In fact the multi-threading button doesn't really do anything now because the files in both the "bin" folder and "bin-mt" folders are duplicates as far as I can tell (size, date created etc). bin-mt will be removed in a future update. There is no single thread launching executable any more. The only thing the "multi-threading on" button does now is select which folder to launch from, if you use the utility to launch the game that is. Which might cause issues if you point other software at the DCS.exe in one folder, and then launch from the other. So I've started solely using the DCS.exe in the bin folder. * I had to install ReShade again pointing it at the bin folder for example. *assuming they don't change their minds and delete the bin folder instead
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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
Done! https://github.com/jonsky752/DCSTheWay/releases/tag/v2.5.6 Changed from 2 options: 1. Add to Flightplan 2. Make a New Flightplan to 4 options: 1. Add to Flightplan 2. Make a New Flightplan 3. Add to Alternate Flightplan 4. Make a New Alternate Flightplan Cheers Jon -
Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
It can now! https://github.com/jonsky752/DCSTheWay/releases/tag/v2.5.5 Due to the coordinate system used by the PVI-800 it is not pinpoint accurate, but will get you close. (accuracy of about 185m / 610ft) Up to 10 target points can be transferred, the tenth point will be point 0. (Still only 6 waypoints can be entered into the system as is the limit) -
Getting the ground crew to establish ground electrical power does not currently do anything. I think it should power up the AC Buses and therefore power up the aircraft.
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Engine Startup Sounds Don't Align With Reality
jonsky7 replied to dresoccer4's topic in Bugs and Problems
Well, I guess I maybe should have actually gone into the game and tested it before chiming in, I can't really reproduce OPs fault. What I would say is a possible bug is the start point of the spool up noise. The engine makes NO sound until it reaches about 18% NG, either in internal or external views, then the spool up sound starts. I understand that the engine starters are hydraulic motors so maybe quite quiet, but the T55-GA-714A engine output speed is 15,000rpm, so 18% is about 3000rpm, and that's the output shaft, N2 would already be spinning far faster than that to produce enough gas to turn N1 at 18%. I would have thought it would make some noise well before getting to that speed? -
Engine Startup Sounds Don't Align With Reality
jonsky7 replied to dresoccer4's topic in Bugs and Problems
Hmm yeah, I've jumped the gun a bit there haven't I? On the airliner's, the start switch is magnetically latched to on (Boeing), until the engine reaches self-sustaining when it releases, but you can force it to the off position to stop the start right up until the self-sustaining speed, when as dahui points out, the switch is useless and the fuel cut-off switch is used to stop the engine instead. -
Engine Startup Sounds Don't Align With Reality
jonsky7 replied to dresoccer4's topic in Bugs and Problems
I've never worked on a CH-47F, but I am a aircraft maintenance engineer (767, 747, 777, 787, A350, A380), on every aircraft I've ever worked on, putting the start switch to off will absolutely switch the starter off, both for the safety of personnel and aircraft. edit: And although the switch may be connected to the aircraft systems, they are also directly wired to the engine! Now the FADEC might do some things automatically, like continue to turn the engine after a failed start (dry cycle to evaporate unburnt fuel), and even do another start attempt after the failed one, but it will NEVER EVER EVER continue or initiate turning an engine with the start switch set to off. Even doing any sort of test via the maintenance terminal will require the start switch to be set to start/run manually before the engine will turn. Regards Jon -
known issue NVG MFD Pilot and CO-Pilot different
jonsky7 replied to -Bob-'s topic in Bugs and Problems
Yes but the bigger issue is that the in-game cockpit displays get "blown out" when you add them to be exported, as you can see in the OP screenshot. The brightness display of the cockpit instrument often doesn't work, or has limited effect, we can't "re-shade" that out unfortunately. I know I'm beating a dead horse here, but at least there is ANOTHER desert map coming... yey (/s) -
known issue NVG MFD Pilot and CO-Pilot different
jonsky7 replied to -Bob-'s topic in Bugs and Problems
Long standing bug/issue that is due to exporting displays I'm afraid, started about 4 years ago. When you export a display, the cockpit display also gets a duplicate layer which increases its brightness. I export the co-pilot displays instead, so the pilot displays look normal. -
I havent noticed that issue. If you go in the controller issues a d bugs section, you'll find a post by me that has all the keybinds for the cdus and mfds.
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Updated to current version, for adding to core game OvGME or mod manager ready. No update required when using Quaggles Injector CH-47F Keybinds V4.zip Cheers Jon