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Everything posted by ams999
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I do hope that they get added officially - however, if anyone wants to add some bindings already (in \Mods\aircraft\F-16C\Input\F-16C\joystick\default.lua): Toggle for CAT I/III: {down = control_commands.StoresConfig, up = control_commands.StoresConfig, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 0.0, value_up = 1.0, name = _('STORES CONFIG Switch - AMS'), category = {_('Special For Joystick'), _('Left Auxiliary Console'), _('FLCS')}}, Toggle for AP pitch Alt: {down = control_commands.ApPitchAlt_EXT, up = control_commands.ApPitchAlt_EXT, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_up = -1.0, name = _('Autopilot PITCH Switch - ALT HOLD/AP OFF AMS'), category = {_('Special For Joystick'), _('Instrument Panel'), _('FLCS')}}, Toggle for AP pitch Att: {down = control_commands.ApPitchAtt_EXT, up = control_commands.ApPitchAtt_EXT, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = -1.0, value_up = 1.0, name = _('Autopilot PITCH Switch - ATT HOLD/AP OFF AMS'), category = {_('Special For Joystick'), _('Instrument Panel'), _('FLCS')}}, I usually use my initials in the name of toggles I mod into the default.lua so I can search in-game for the ones I have modded by simply searching for 'AMS'. Of course feel free to name them however you like.
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[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
That does sound interesting, I'm going to try that, thanks! So far, I put the staple on the end (or rather beginning) of the runway and the FPM in the middle of the staple. -
[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
Well, I guess it's up to the OP to clarify what he means -
[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
Title of this thread: HUD falls away when landing -
[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
Are you kidding me? In the first pic (gear up) the g-indicator is at the '10'-mark of the ladder, in the second pic it is at the 5-mark (as in the OP's screenshot). The gun cross stayed at its position. Ergo, the g-indicator went down on the HUD with gear down. That exactly is the point of the OP. His viewpoint is no factor and neither is flap position. -
[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
Exactly. This is to show that it's *not* 'he's sitting too low'. -
[CORRECT AS IS] HUD falls away when landing
ams999 replied to Athalon020's topic in DCS: F-16C Viper
Confirmed? Not so much. Two pics taken in succession 7 seconds apart, one with gear up, one with gear down. Look at position of gun cross and air speed. AOA indexer changed with gear down. -
fixed [REPORTED]Ground Crew Do Not Respond unless Canopy Opened
ams999 replied to 3mta3's topic in Bugs and Problems
Well, this is a hard bug to pin down but I think I got it now and if I'm right then it *is* a bug. Please check if you can reproduce this: tl;dr: Before you contact ground crew, contact ATC. [Edit: Indeed, open any comms menu point *other* than ground crew.] Then try to rearm/refuel and it shouldn't work anymore. Noticed this when I couldn't rearm in a hot-start F-16 but the cold-start F-16 could even rearm once started-up and in the same state as the hot-start F-16. But sometimes I couldn't even in the cold-start - hmmm...? And sometimes it worked - and sometimes not - and so on and so forth. The hot-start can't rearm because if you open the comms menu the ATC gets opened immediately and you press F11 to get out of it. Because you were in ATC - no more rearm. If you take the hot-start F-16 and use LAlt + ' to rearm, suddenly it works. Until you contact ATC, that is... Same in the cold-start for me - contact ATC and you are doomed. Can anyone confirm? -
There is no need to delete them outright if you wish to keep them. You can fix it yourself but it takes some time and effort: https://forums.eagle.ru/showpost.php?p=3739189&postcount=6
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Yes please! Autopilot roll is in already but autopilot pitch is missing. Also, I would wish for an "EXT Lights - all" option to switch wing/tail and fuselage lights with one switch. I usually switch them together, so why waste a second perfectly good switch I could use for something else...
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Old wine in new bottles. Like we don't have enough of that already.
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Good, someone watched WarGames (1983!) and thought 'Hey, why not get some grant money out of that one, worked for Hollywood'. (the games themselves start at 2:27)
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[FIXED] M-61 Vulcan and Gau-8 Avenger dispersion values
ams999 replied to nighthawk2174's topic in Weapon Bugs
Respectfully, I don't agree with that statement. Though it was discussed before there was a lot of conjecture as to 'well, it just gets more inaccurate when mounted in the airplane'. Quoting myself here but this video demonstrates quite clearly that this is not really the case (and is even considered in the design specifications). -
Additionally, I would love to see a Huey-style doorgunner AI for the Minigun version. Pretty sure it's not going to happen, though.
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It's just a flesh wound...!
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[FIXED] M-61 Vulcan and Gau-8 Avenger dispersion values
ams999 replied to nighthawk2174's topic in Weapon Bugs
Luckily, as far as dispersion is concerned it makes no difference. -
Can't really answer your questions but while looking around I found some interesting pictures of the ammo and its effects so I'll just leave them here. https://imgur.com/gallery/HkGqW https://robdebie.home.xs4all.nl/me163/weapons15.htm Edit: From here: http://www.bredow-web.de/Luftwaffenmuseum/Historisch/Bf_109_G-2/Rheinmetall-Borsig_MK_108/rheinmetall-borsig_mk_108.html Beschreibung aus dem Original-Handbuch der Messerschmitt Bf 109: Eine MK 108-Motorwaffe mit 65 Schuß ist mit Lafette im Motor gelagert und ragt in den Führerraum hinein. Sämtliche Waffen werden über den Knüppelgriff KG 13 A bedient. Durchladung und Abfeuerung der MG 131 elektrisch: Schußzählung und Durchladekontrolle für MG 131 am SZKK 3 (über Führergerätebrett). Durchladung der MK 108 elektrisch-pneumatisch handbetätigt, Druckknöpfe am KG 13 A, Abfeuerung elektrisch. Anordnung der Preßluftflaschen sowie des zugehörigen Auffüllanschlusses für die MK 108 in linker Tragfläche. Schußzählung und Durchladekontrolle für MK 108 nicht vorhanden. Abschwenkbares Reflexvisier 16 B eingebaut. Description from the original manual of the Messerschmitt Bf 109: A MK 108 motor gun with 65 rounds is mounted in the engine with a carriage and protrudes into the cockpit. All weapons are operated via the Knüppelgriff KG 13 A. Charging and firing of the MG 131 electric: Ammo counter and charging control for MG 131 at the SZKK 3 (on instrument panel). Charging of the MK 108 electrically-pneumatically manually operated, push buttons on KG 13 A, electric firing. Assembly of the compressed air cylinders and the associated filling connection for the MK 108 in the left wing. Ammo counter and charging control for MK 108 not available. Swing-away reflex sight 16 B installed.
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[FIXED] M-61 Vulcan and Gau-8 Avenger dispersion values
ams999 replied to nighthawk2174's topic in Weapon Bugs
That would just open another can of worms of speculation. More interesting is that the design specification hasn't changed so it won't make a difference. https://www.gd-ots.com/armaments/aircraft-guns-gun-systems/m61a1/ The formatting on that site is a bit weird, the M61A1 weighs 248 pounds, light and heavy barrel both mean the M61A2. -
You can find it in the user files though. Might even be the better alternative... https://www.digitalcombatsimulator.com/en/files/3306082/
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Everything is answered in my posts above. This gets quite spammy here so I am done explaining things to you. If you still haven't understood it until now you never will, I'm afraid.
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Are you trolling me? Seriously.
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As you still miss the point let me try to get it across to you step-by-step: - If you wish to create a skin with an aluminium effect you do so by creating appropriate 'spec' or 'roughmet' files and integrating those in the appropriate description.lua of that specific skin. - Look at other modules how this is done right. You can even observe that in the model viewer. - You do not, however, create a file that affects *all* skins and can't even be reasonably influenced in the model viewer. Also, I very much doubt that the json was created for an aluminium effect on any skin, this is just a side effect. So yes, there is a simple answer as to what is right.
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So you are *still* missing the point entirely? Interesting.
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Then I guess you are missing the point. The model viewer exactly *is* what shows you the design of a specific skin. That's what it's there for. That's its purpose. This json affects *all* skins and not only a specific skin. Whether they're supposed to be shiny or flat. The Air America skin is one skin for which this works *by accident*. The way it was designed you get shown in the model viewer.
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In my opinion if you want an aluminium look use the appropriate RoughMets for that skin. Don't use some arbitrary json file affecting *all* skins.