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dwpenney

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Everything posted by dwpenney

  1. I have it - but I am in the process of cleaning it up a little (switch events and such). Mine is from early 2012. If yours is newer I would appreciate some info on where ti find it.
  2. I'm having a similar issue with a clean install of DCS World and the A-10C, Ka-50, P-51 and Combined arms install. When I check my account on the DCS web site I see everything _but_ the A-10C purchase. I'm pretty sure that I only have the one account on the web site where the purchases are made but it's been so long I can't be sure. How do I go about fixing this? This is a completely clean win7 system with only DCS installed (3 weeks ago). I've never attempted multiplayer before so I have not dealt with this issue before. Do I have to open a support issue for this? EDIT: Nevermind. I found my other account by asking for a password reset via email address. I ended up with two password reset requests - one for my main account and one for my old, forgotten account. Following the steps here (http://simhq.com/forum/ubbthreads.php/topics/3606485.html), namely unbinding the 'missing' serial number that was attached to the old account and then running the multiplayer DCS exe (I think that you have to make sure that the DCS install has all the activiations for the various components installed), it magically attached the unbound serial to the rest based on the account info that I entered upon launching DCS multiplayer.
  3. Ooooo. Nice! That's better than what I was expecting. I'll look into putting most of the stuff for gauge exports in the mods directory ASAP. Thanks! And thank whoever asked that this feature be put in. That makes the process a lot easier and seeing as the directory structure is preserved, very easy to recover from!
  4. I just went through the auto updater for the 6055 release and my customizations to files in the mods folder and scripts folder (for interaction with helios and my touch screen) were removed. Am I going to have to do this for every little patch? :cry:
  5. Looking good!
  6. Ok. Here's what I was able to figure out with some tinkering.. Two files are important in DCS World - with regard to where the comms menu is positioned: <Install_Loc>/Scripts/UI/RadioCommandDialogPanel/CommandDislogsPanel.lua - contains the code that positions the menu. Around line 166 you should see this: -- DVD local window = Window.new(0, 0, screenWidth, height, "CommandDialogsPanel.Window") local window = Window.new(0, 640, screenWidth, height, "CommandDialogsPanel.Window") Ok ignore my commented line (to preserve the original values) marked with DVD. Pretty straight forward to move the comms menu down form the top by increasing the Y position (0 to 640 in this case). Now you'd think you could change the X position here as well, and you can, but only partially. As you can surmise from the code above, the window tries to take up your whole screen and unless you want to get more complicated with the code changes, you need to go to the second file to adjust the X position. <Install_Loc>/Scripts/UI/RadioCommandDialogPanel/CommandMenu.lua - contains the code that offsets the comms menu in the window created in the above code. Around about line 55 you should see this: -- DVD menuWidth = 280 menuWidth = 480 Changing from 280 to 480 actually moved the menu farther to the left - we'll see why below. Now this is the offset from the right side of the window that the comms menu is displayed in. In the above code, all coordinates are from the top left. This value is the x position from the right side of the screen and at line 103 (around there) we can see how the X position is calculated (or adjusted) from a measurement from the right to a measurement from the coordinate system: menuPanel:setBounds(width - menuWidth, 0, menuWidth, height) I did try tinkering with a couple of other 'obvious' points in the CommandDislogsPanel.lua file but none of that experimentation panned out for me. Line 168 and 171 (roughly) is an example of a copy and paste 'error' on the part of the developers :smilewink: window:setHasCursor(false) window:setSkin(containerSkin) window:setHasCursor(false) window:setVisible(true) self.window = window You can see how the line window.setHasCursor(true) exists twice - and it shouldn't but it will only cause a developer a minute to figure out why changing the first line had no effect. Also, changing these lines from false to true did not help make the menu clickable (for me anyway - maybe I missed something else) but it did make it difficult for me to exit the game. Pressing Esc to get the exit menu up worked but all the keyboard inputs from that point on were trapped somewhere in input hell. It could be more general than that but in my experimenting I never actually tried starting the engines. I do hope that the put a clickable comms menu back in. Those of us using Helios and a Touch Screen can make good use of this and remove the need for me to have a keyboard on my lap. As it is I modified my Helios profile to include a function key board that comes up with the comms menu.
  7. Has there been any word on the direction ED is taking with this? With stand alone DCS: A-10C I was able to move the comms to my touch screen and use it for comms selection. Now, although the comms still show on that screen, I can not interact with them except via keyboard. Unhappy face: :-(
  8. Update: Realized that I missed the following files that needed to be updated: <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/CMSC/indicator/CMSC_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/CMSP/indicator/CMSP_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/AN_ALR69V/indicator/AN_ALR69V_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/DigitalClock/indicator/DIGIT_CLK_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/UHF_Radio/indicator/freq_status_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/UHF_Radio/indicator/preset_channel_init.lua <DCS_Install>/Scripts/Aircrafts/A-10C/Cockpit/UHF_Radio/indicator/repeater_init.lua I was able to pull most of my configuration across with no changes ... but ... :-) I was wondering if there were any changes to the Monitor Setup .lua file specs. I had a file that worked with DCS A-10C and it partially works with DCS world. Main display and MFDs work as expected but the export of the RWS, Clock, UHF Radio and Jammer panel (can't remember the official designation of that one) no longer function. I also move my comms menus to the other display but I did not test that before exiting the sim :-( Here is my .lua file for my monitor setup. Any hints? -- Profile for 2 1920x1080 monitors in a vertical orientation with -- the touch screen on the bottom and the MFCDs in the bottom -- left and right. DCS:A-10C shows resolution of 3840x1080 -- hence the screen.width/2 math to keep it 'sane'; meaning that -- screen.width/2 + 200 means 200 left from the top left of the second -- screen; -- _ = function(p) return p; end; name = _('dwpenney Helios-Loz-3840x1080'); Description = '3820 x 1080: Camera on left (1920x1080), MFDs and Helios on right (1920x1080)' Viewports = { Center = { x = 0; y = 0; width = screen.width/2; height = screen.height; viewDx = 0; viewDy = 0; --aspect = screen.aspect; aspect = 1.78; } } LEFT_MFCD = { x = screen.width/2+67; y = 120; width = 445; height = 445; } RIGHT_MFCD = { x = screen.width/2+1406; y = 120; width = 445; height = 445; } CMSC_SCREEN = { x = screen.width/2+866; y = 141; width = 210; height = 49; } CMSP_SCREEN = { x = screen.width/2+1075; y = 190; width = 270; height = 70; } RWR_SCREEN = { x = screen.width/2+600; y = 161; width = 175; height = 175; } DIGIT_CLOCK = { x = screen.width/2+480; y = 830; width = 122; height = 122; } UHF_FREQUENCY_STATUS = { x = screen.width/2+635; y = 565; width = 120; height = 30; } UHF_PRESET_CHANNEL = { x = screen.width/2+748; y = 477; width = 30; height = 30; } UHF_REPEATER = { x = screen.width/2+656; y = 695; width = 110; height = 30; } Gui = { --x = 1920; x = 0; y = 0; --width = 1920; width = 3840; height = 1080; } --UIMainView = Viewports.Center UIMainView = Gui
  9. Nevermind. I found the right forum here: http://forums.eagle.ru/forumdisplay.php?f=138
  10. Just wondering if there were any changes to the Monitor Setup .lua file specs. I had a file that worked with DCS A-10C and it partially works with DCS world. Main display and MFDs work as expected but the export of the RWS, Clock, UHF Radio and Jammer panel (can't remember the official designation of that one) no longer function. I can post details but I'd like to know if the specs changed and if I am posting in the right sub-forum; not sure which one relates to the monitor setup. Fridge update: here is my older monitor .lua file -- Profile for 2 1920x1080 monitors in a vertical orientation with -- the touch screen on the bottom and the MFCDs in the bottom -- left and right. DCS:A-10C shows resolution of 3840x1080 -- hence the screen.width/2 math to keep it 'sane'; meaning that -- screen.width/2 + 200 means 200 left from the top left of the second -- screen; -- _ = function(p) return p; end; name = _('dwpenney Helios-Loz-3840x1080'); Description = '3820 x 1080: Camera on left (1920x1080), MFDs and Helios on right (1920x1080)' Viewports = { Center = { x = 0; y = 0; width = screen.width/2; height = screen.height; viewDx = 0; viewDy = 0; --aspect = screen.aspect; aspect = 1.78; } } LEFT_MFCD = { x = screen.width/2+67; y = 120; width = 445; height = 445; } RIGHT_MFCD = { x = screen.width/2+1406; y = 120; width = 445; height = 445; } CMSC_SCREEN = { x = screen.width/2+866; y = 141; width = 210; height = 49; } CMSP_SCREEN = { x = screen.width/2+1075; y = 190; width = 270; height = 70; } RWR_SCREEN = { x = screen.width/2+600; y = 161; width = 175; height = 175; } DIGIT_CLOCK = { x = screen.width/2+480; y = 830; width = 122; height = 122; } UHF_FREQUENCY_STATUS = { x = screen.width/2+635; y = 565; width = 120; height = 30; } UHF_PRESET_CHANNEL = { x = screen.width/2+748; y = 477; width = 30; height = 30; } UHF_REPEATER = { x = screen.width/2+656; y = 695; width = 110; height = 30; } Gui = { --x = 1920; x = 0; y = 0; --width = 1920; width = 3840; height = 1080; } --UIMainView = Viewports.Center UIMainView = Gui
  11. Here is what my TrackIR says in the top left corner (plus the ? button and the About TrackIR dialog). It might help others here if you can confirm your Track IR device and Software versions. With this combo Track IR works for me in DCS: World + DCS: P-51D. It shows up under the Options section of the DCS: World GUI under the Axis Commands portion of the P-51D list. That might not be clear Run DCS: World and go to Options, then Controls (working from memory here). Select the P-51D, then in the drop down to the right, select Axis Commands (or something like that) and see if the Track IR device shows up there.
  12. Awesome! I love canuk skins!
  13. Awesome! I'm in the same boat (not flying the sim daily) so I appreciate the little reminders on process and procedure! Looks good on my Motorola Xoom (Android) using ezPDFReader and Adobe's app.
  14. Hey guys. Working with Loz's profile on a slightly smaller screen. I can get the menu items to be reduced by changing their font size but I can't seem to get the 'button size' or 'row height' reduced to match the new font size. Can anyone help? UPDATE: Just thinking out loud here but I wonder if it has to do with the fact that I have both of my monitors stacked (vertical instead of horizontal) and that is causing the 768 height to be scaled across 2160 pixels (1920x1080 x 2). That would explain the large vertical size of each row... and I am guessing that there is no way round that ... unless I switch my monitors to a side-by-side config. UPDATE: Yeah. Looking at my setup I think it is related to my vertical stacking of monitors (2x 1920x1080 - one above the other). That ended up scaling badly when the 2160 was divided by 768 - leaving a large row height. Now, with the monitor 'side-by-side' I can get the comms to a decent size in the right area but I have to put the GUI entry in my monitors_setup.lua file to x=1920, y=0, width=1920, height=1080 - to get the comms menu shifted over to the right side monitor. The drawback of this is that Helios is showing the panel on top of the briefing and exit game dialogs.... grrrr.. so close!
  15. Awesome Sandman! Those checklists are a great idea! I might have to borrow then (with your permission) for my own profile
  16. And you are doing a fabulous job I just wanted to post the link for the Falcon version from a few years ago. It has a lot more information in it (that is not in the Encyclopedia). It's too bad we couldn't merge the two but that would be an insane task.
  17. Here is the older Falcon 4 one I was talking about: http://www.185th.co.uk/Reference%20Material%5CtacRef2_0.pdf Other good manuals: http://www.185th.co.uk/forum/docs.asp?action=showsubcat&id=15
  18. There used to be a huge one that some kind soul had made for Falcon 4. I lost the PDF a long time ago but still have the printed version. The names of a of of weapons were not the same but it is manageable.
  19. Speaking of which (and this is no commitment to fly online) does anyone know of a EST (Canada/US) flight squadron of 'serious' pilots who will be flying DCS:A-10, IL-2: Cliffs of Dover, etc? I used to fly with JG2 and JG52 in WWII Online (and short stints in IL2:FB) some time ago. I am thinking of getting back into some serious flying online. BTW: Serious here means 'realistic' procedures and action, cooperatively against an AI or player opposing force but not a dogfight server. Also, a group with a little patience for those who are a little slower in the switchology department. :-)
  20. Thanks Wags and the ED team. I know you guys must have pushed hard to get this beta out the door for the holidays! Happy Holidays! Fridge
  21. I'm taking a look at the F16 MFD1.lua file and the clickabledata.lua file, trying to find a common bridge between them with regard to the Left MFCD configuration but I can not see them talking the same language. It seems that there is no common naming between the two that could allow me to create a custom lua file that would allow me to interface with the UFC through a device (my CH Products MFP to be specific). What I was hoping to see was a common name for the button that would hint at the underlying mechanism in the A-10 code. Am I crazy?
  22. It's here: <DCS_Install_Dir>\Scripts\Aircrafts\A-10C\Cockpit I am looking to get the UFC(ICP) and CDU buttons mapped to my CH Products MFP. It looks like it might be a little ... complicated :)
  23. Products -> PC -> Joysticks -> Page 2 http://www.thrustmaster.com/product.aspx?ProductID=205&PlatformID=5
  24. The Mission #6 AAR turned out to be a pretty good tutorial on how I tend to plan and execute the frag order - a 'frag'ment of the Air Tasking Order (ATO) that is broken down into the mission(s) that your flight and others are assigned to complete (this is Falcon 4 bleeding through into FC2 again :-)). It shows how you need to have a plan of action prior to entering the threat area, how to probe that area for AAA/SAM activity (naturally in a game environment rather than real life) and how that execution comes down to control and patience. Mission #6 was also an example where I did not deviate too much from the mission creator vision - the initial flight plan. When I attempted Mission #5 for the first time, and I ended up with the corrupt track, I deviated significantly from the initial approach. Following my standard practice up to this point, I headed in S over the hills and turned N to enter the target area. Now this brings to the foreground the biggest problem with a static mission vs a dynamic campaign: unless the designer of the mission has tons of time to populate the back area with unexpected units and threats, going out of the way to approach a mission you are probably going to step outside the narrative that the designer intended. In a dynamic battlefield (campaign) the entire region is alive with thousands of units and other aircraft executing their own piece of the ATO - and you have no idea when or if those assets are going to come into conflict. That being said there is a huge benefit to the campaigns that the talented people working on DCS, and working within the community, have brought us! I will not go farther into the benefits or drawbacks to each, that's a huge post in an of itself! Back to Mission #5: My second attempt I focused on following the original flight plan given to me by the designer with only a minor change base on my need to get eyes on the target before I get too close to respond; before I get outside my OODA loop, for you fighter pilots and Boyd fans. ---- Mission #5 has our flight tasked with eliminating an armour platoon on the S edge of the enemies FLoT (Forward Line of Troops - or Forward Line of Own Troops). If we can eliminate this threat we can keep them on their heels with the threat to roll up their southern flank. And here is the detailed plan: The recon photo of the area is helpful but other than the river to the S of the target area and the bridge that you can almost see we do not have a whole lot of landmarks to go by. The only change I do to the flight plan is to add a waypoint after waypoint #3 to put myself on a direct W-E heading directly to that bridge. My plan is to use the navigation capabilities of the Hog instead of the landmarks that we had in previous missions. In essence I am going to use the W-E run in to waypoint #4 to get my eyes on that bridge and work my magic from there. The red arrow details the approach vector and the yellow arrow the reset vector. I am pretty confident that there are no enemy SAMs/MANPADs operating to the S of these approach and reset vectors so I have to divide my run in attention between the target area and AAA/SAMs from the N and E. As usual, I expect those SA-11 sites to still be to the north so I'll keep an eye on my altitude and the RWR receiver. I am going to keep the altitude band definitions that I chose for Mission #6, defining low altitude as <1500ft, medium altitude as 1500ft - 2500ft and high altitude as 3000+. I am going to impose a high altitude ceiling at 3000ft and only go above that if I have no choice. Above 3000ft and I expect missiles inbound from the N SA-11 sites. As before I have given both Buster and myself a standoff load out with AGM-65s and Hydra rockets. One other change that I am going to introduce to this AAR will be some overhead maps of the action. I hope that this helps build you Situation Awareness (SA) around the mission as it executes. Wheels up we are on our way. Right from the initial turn onto course I am starting to build my SA. I quickly order my wingman into trail formation. This mission has us _very_ close to the front lines and the flight time to the target area can be measured in about a minute. The time is so short that the turn from waypoint #2 and encountering waypoint #3 is very quick. You gotta keep on your toes for this one!. Lining up on waypoint #4 I am happy to see smoke popped almost right along my flight path. Given the quick turn at waypoint #3 I am a little S of the line I intended to be on, making the smoke pop right in front of me as I head in to waypoint #4. Inset map shows the intended flight path. As I approach the target I am forgetting my search off to the N of the flight. We are so close that I am getting behind in building up my SA, forcing me to focus on the rapidly approaching target area. My immediate need is to look over the target area as fast as possible and prioritize any threats that I might (hopefully, with luck) pull out of the clutter. Ok, take a look at this map and, yeah, I have some extra explaining to do :-) This is an overview of the first half of the mission. I will reference the points on the map as we encounter them. You may want to jump back up here from time to time to reference this map and build your own SA. Note that the shots that are paired with the Points of Interest (PoI) marked on the map will be pointed out but may differ a little in the timing of the shot and the position on the map. I went back to the replay track a second time to grab the map and mark off the points as best I could. PoI:A: Where I started using the AGM-65 camera to survey the target area; PoI:B: Where the break turn was made after launching the MAV; Inset images are a couple captured from the AGM-65 camera as I pan and scan over the area looking for the targets and any obvious AAA/SAM threat. In the bottom inset MFD shot I luck onto the by now familiar Strella silhouette. In the map, if you squint close, around where the A is in A-10 you can see my blue MAV on it's way down field. We get close enough for a SAM launch (about 2nm) but we are already breaking right according to plan and, as per habit, when I turn my belly to the enemy I like to dump chaff and flares. The SAM launcher can not really be seen in the main shot but if you can make out the smoke on the target area and the two groups of trees to the top and right of that smoke, extend a little and she is sitting right there. Continuing the break turn away... PoI:C: Tail end of the break turn; We break back into the target to get the SAM site in view, looking for more smoke trails or to see if we have anything that hooked S to follow us. PoI:D: The turn to get eyes back on the SAM site; We then continue the horizontal S and turn back to the reset point. I jump back to Nav Mode on the HUD and quickly cycle back to waypoint #3. At waypoint #3 we turn back to waypoint #4, back into A2G mode and back to the target hunt. PoI:E: After the reset; First priority is to locate that SAM site and make sure it is burning. As soon as I know it is I vary my wingman control and order Buster to 'Complete Mission and Rejoin'. You have to be careful with this one because Buster tends to go rogue in his overzealous effort to pwn the primaries. We will see that later. PoI:F: Buster launches; Buster launches and I quickly order him to rejoin before he gets too out of hand and becomes an individual instead of a team member. PoI:G: I'm clearing the target area and Buster is lagging; I broke left in this case as Buster occupying the airspace and firing off to my right. I wanted to deconflict (fancy word eh? that's what you get for watching too much Military Channel :-)) with him and pulled N even though we did not adequately clear this area of AAA/SAM threats. It is a risky trade off between becoming a unintentional casualty to/with Buster or some lucky AAA/SAM guy to the N. My luck holds and I pull tight enough (back to Nav mode and waypoint #3) to head to the reset area before getting myself into trouble. Overview Map #2 continuing the action from the previous flight path map: Buster and I rejoin relatively quickly (due to my quick rejoin call after he launched). We reset and head back in to the target area along the waypoint #3/#4 line. Part way in, given the rapid firing of his MAVs from the previous approach, I test my luck again and order Buster to 'Complete Mission and Rejoin'. This time, we are get different results. [n]PoI:H:[/b] Buster executes a left break turn while I keep rolling in on target; In this case Buster seems to have decided that he needs a better angle on the target. I do not know it at the time but he has pulled off N to line up (as shown in the map insert). I keep rolling along looking over the area and holding my weapons for other higher risk threats. As I approach the 2nm mark I again break left. This time I am feeling better about a left turn as we didn't get shot at doing it last time. As I visually scan the area to the N I spot Buster lining up his attack vector and a -23 AAA gun firing from near that village. PoI:I: Buster continues in to target as I am cycling back to the reset point; Buster launches as I order him to rejoin and we get notified that his latest shot has finished off our objective. I, however, have some weapons left and decide that the ZSU-23 that previous fired on Buster is clear enough to be taken out. Any AAA/SAM threat eliminated gives us superiority over the battlefield later. PoI:K: I roll in on the Zeus while Buster rejoins; I spot two hot spots with the MAV and launch on each. PoI:L: Rolling left away from the threat area; I pull left again and reset. I think we've seen this before :-) PoI:M: Rolling back toward the target area; I decide to make one more approach to the target area. Buster has formed back up and I have one missile left. I want to make sure that we have sanitized the area as much as the standoff weapons allow. Seeing as we have completed the objective I am going to hold on to the Hydra rockets and not press my luck. Last Rifle call, Buster is on my wing. Mission accomplished we RTB, staying low to avoid that pesky SA-11 site to the N. Inbound! ---- Situational Awareness (SA) in a mission is the hardest thing to learn and just about the most impossible skill to teach. My time flying with JG-52 in WWII Online taught me a lot as I worked in support of my flight/wing lead. Heck I enjoyed that position more that leading a flight myself! It forced on you the dicipline required of a good wingman and built your SA skills while you supported the team. It's an often overlooked role but a good wingman is priceless in a fight. I have the track for this mission as well so send me a PM with your email and I will send it off. Make sure to tell me which AAR too. Also, I have finally received my new PC so I'll be spending the weekend setting it up and getting my HOTAS and flight software moved over. That means I may not get to Mission #7 until some time late next week but in the mean time I encourage anyone interested to fly these two missions (#5 and #6) on your own. Try to put into practice any of the concepts or points that you feel are useful and, of course, dump any that you feel are not. Hopefully you can get a chance to get a few runs on on Mission #7 before I do - I hate to feel that I am spoiling all the surprises! I might sound like I am giving a lecture, and in a way I am, but I assure you that the reediting of these missions makes them seem so easily executed - the reality is quite different!
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