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NOALB

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  1. That cant is definitely what I'm most curious about as far as flight characteristics are concerned. Like, can I expect that the drift angle indicator will read 0° throughout most of the speed range past full translational lift, or only within a narrow band good for attack runs? Likewise, how much is it affected by crosswinds and density altitude? Do the stub wings and balancing characteristics increase flight efficiency and allow lower fuel consumption or less collective pitch in forward flight? Will control inputs at hover differ less from neutral compared to the Mi-8 due to the airframe itself aerodynamically compensating more for unbalanced forces? Do you have any good sources where I can read about that particular aspect myself? :D
  2. Although DCS doesn't make it particularly easy, it's definitely possible to use S-5 rockets (from the MiG-21 module I believe?). Easiest way to do it is as follows: -Use the mission editor to add a new loadout to the Mi-8, filling all 6 hardpoints/stations—doesn't matter with what; just add anything—then name it something easy to search for, like "UB-32_LOADOUT" or something -In your DCS Saved Games folder, open the following file for editing: MissionEditor\UnitPayloads\Mi-8MT.lua -Search for the loadout you just created and replace all ["CLSID"] = "WHATEVER",lines with ["CLSID"] = "{UB-16_S5M}", or ["CLSID"] = "{UB-32_S5M}", It should look something like this when finished: [50] = { ["name"] = "UB-32/UB-16+", ["pylons"] = { [1] = { ["CLSID"] = "{UB-16_S5M}", ["num"] = 6, }, [2] = { ["CLSID"] = "{UB-16_S5M}", ["num"] = 5, }, [3] = { ["CLSID"] = "{UB-32_S5M}", ["num"] = 4, }, [4] = { ["CLSID"] = "{UB-32_S5M}", ["num"] = 3, }, [5] = { ["CLSID"] = "{UB-16_S5M}", ["num"] = 2, }, [6] = { ["CLSID"] = "{UB-16_S5M}", ["num"] = 1, }, }, ["tasks"] = { [1] = 35, }, },-Save your changes, go back into DCS and select the loadout. The stations should now have S-5 rockets. They work surprisingly well with the module, and it immediately becomes apparent why the rockets can only be set to launch in bursts of 4, 8, and 16 Disclaimer: I haven't tested this in a while now and I don't have time to verify that it still works atm, so let me know if doesn't.
  3. Alright, I'll assume you already did everything I suggested. I don't think I can help given the information, but if you want you could post a short track demonstrating the issue, along with a detailed description of exactly what your control inputs are. It might help me or someone else figure out what's up.
  4. Hmm, odd. First thing I'd do is carefully check that only the axes you use for pitch and roll are actually assigned to those functions, since DCS can sometimes be overzealous in assigning default axes. Then try hitting reset in axis tune to be sure a sensitivity curve or slider setting isn't messing it up. Also, I know I already suggested it, but check to be absolutely sure that the button used for trim reset is only bound to that function; the best way to check is to open Control Options, push the trim button, clear the assignment, and then push it again to ensure it doesn't jump to another assignment. If none of that works, I'm not sure I can help beyond suggesting to just delete your control settings for the module :/
  5. Then it must be getting overridden by one of the default profiles provided for some peripherals. Add the code yourself to the file for your device if it isn't already commented out there - for example, Joystick - HOTAS Warthog.lua has the same code on line 244 which should only need to be uncommented to work.
  6. First of all, I am SO sorry for the long delay in replying; it kept slipping my mind If by some chance you haven't already resolved the issue yourself, I'll admit I'm not entirely sure what you're looking for - I rather hastily assumed you were looking for a way to bind a 3-way switch on a physical controller (which is what the mentioned default.lua file is for). If you're simply looking for the control name in the settings, what you want is "GUV Mode Switch - Decrease" and "GUV Mode Switch - Increase". Their default keybinds respectively (I think) are Right Alt + Right Ctrl + [ and Right Alt + Right Ctrl + ]. If instead you're looking for a set of keybinds to directly select a particular switch position (instead of the Increase/Decrease rotary we're given), I think I could whip something up real quick. EDIT: If I've already answered your question, you can ignore everything past here if you want. What follows is a description of how to add certain custom functionality to DCS; if that isn't what you're interested in it's probably a waste of time to read. Here's the requisite code; I don't intend to use it myself, though I did test that it works. {down = 3042, value_down = 0.0, cockpit_device_id = 12, name = _('# GUV Mode Switch - OFF'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.3, cockpit_device_id = 12, name = _('# GUV Mode Switch - 622'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.2, cockpit_device_id = 12, name = _('# GUV Mode Switch - 624'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.1, cockpit_device_id = 12, name = _('# GUV Mode Switch - 800'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}},From your question, I assume you're not familiar with the function of the default.lua file I mentioned. I haven't really seen any good, concise explanations so I'll try to summarize: The files in question can be found at [DCS]\Mods\aircraft\[Module]\Input\[Module] or something similar. What they do is define functions which can be bound to physical controls, so they're often edited to adapt DCS's keybinding functionality to a particular peripheral device (usually to support toggle switches). This means that typically, only the joystick/default.lua file is edited, although the keyboard/default.lua file can also be edited to change or add functions which can be bound to keypresses. Looking at an example, in this case [DCS]\Mods\aircraft\Mi-8MTV2\Input\Mi-8MTV2\keyboard\default.lua we can see some script stuff happening at the top (which I'm not gonna explain in order to keep this somewhat concise), then underneath is the start of a long block of code concatenating base.keyCommands with all the necessary controls to actually use the module (this means that you could add your own join(base.keyCommands,{}) block, though you may prefer to just insert your modifications into the existing block). So, in order to actually use the code I've provided, you'd open the file and then paste the code within the join(base.keyCommands,{}) block, which would then look something like this (excerpted): ignore_features(base.keyCommands,{ "Camera jiggle" }) join(base.keyCommands,{ {down = 3042, value_down = 0.0, cockpit_device_id = 12, name = _('# GUV Mode Switch - OFF'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.3, cockpit_device_id = 12, name = _('# GUV Mode Switch - 622'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.2, cockpit_device_id = 12, name = _('# GUV Mode Switch - 624'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.1, cockpit_device_id = 12, name = _('# GUV Mode Switch - 800'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, ------------------------------------------------ -- Cheat --------------------------------------- ------------------------------------------------ {combos = {{key = 'Home', reformers = {'LWin'}}}, down = iCommandEnginesStart, name = _('Auto Start'), category = _('Cheat')}, {combos = {{key = 'End' , reformers = {'LWin'}}}, down = iCommandEnginesStop, name = _('Auto Stop'), category = _('Cheat')},This will cause four new controls to appear after restarting DCS, allowing you to easily bind keypresses to individual GUV Mode Switch positions. It's also important to note that files under the main DCS directory (as opposed to Saved Games) will be overwritten when updating the game, so keep a backup or use something like JSGME (if anyone knows of a way to use Saved Games for this, please correct me!).
  7. The strange thing about this is that the necessary line of code is already present in the joystick default.lua, just commented out. Search for the line containing "Set Gunner Seat" and you'll find it - all you need to do is delete the leading "--" to match the other lines. Presumably they had their reason to disallow binding that function to a peripheral, but I have no clue why. So if you uncomment the line just be aware it might possibly cause some other control to break (though it seemed to work fine for me). I should note I also generally delete all the other files besides default.lua because I prefer to set things up myself, so also be aware that some other peripheral's default bindings might interfere.
  8. That sort of thing is generally caused by mechanical imperfections in the stick, which can be exacerbated by very precise sensors. Try adding a small deadzone, then increasing it until the stick remains centered with repeated trimmer presses. If I'm misunderstanding the issue and the problem is that the controls register a sharp deflection when pressing the trimmer, you may somehow have the trimmer bound to that stick direction (as in the binary "bang-bang" control, not the analog control in the axis group).
  9. Sure - using %USERPROFILE%\Saved Games the .sdef files are [DCS]\Sounds\sdef\Aircrafts\Cockpits\TrimmerClickHold.sdef [DCS]\Sounds\sdef\Aircrafts\Cockpits\TrimmerClickRelease.sdef [DCS]\Sounds\sdef\Aircrafts\Mi-8MTV2\Cockpit\Mi8WheelBrakeOff_In.sdef [DCS]\Sounds\sdef\Aircrafts\Mi-8MTV2\Cockpit\Mi8WheelBrakeOn_In.sdefI'm also using a small sound mod from here: https://www.digitalcombatsimulator.com/en/files/2083710/ Something of a "trick" you can do to adjust the gain of a sound without calculating for each value manually is to structure the file such that a line like local gf = 2.0 appears at the top, and gain = (gain * gf) appears at the bottom. For example, the file [DCS]\Sounds\sdef\Aircrafts\Mi-8MTV2\JumpAlarm.sdef has the following contents by default: wave = "Effects/Aircrafts/Mi-8MTV2/JumpAlarm" inner_radius = 10 outer_radius = 100 attack = 0.05 release = 0.1 gain = 0.65To double the gain programmatically, change it to: local gf = 2.0 wave = "Effects/Aircrafts/Mi-8MTV2/JumpAlarm" inner_radius = 10 outer_radius = 100 attack = 0.05 release = 0.1 gain = 0.65 gain = (gain * gf)
  10. Amazing video! As said, it really shows how BST have put in the effort for authentic sounds. I especially enjoyed hearing the rotors as the "needles split". It also seems to confirm among other videos that the sounds of the wheel brakes releasing and the trimmer magnetic brake are somewhat muted in the sim (so a while back I bumped them up a bit).
  11. {down = 3042, value_down = 0.3, up = 3042, value_up = 0.2, cockpit_device_id = 12, name = _('# GUV Mode Switch - 622/624'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, {down = 3042, value_down = 0.1, up = 3042, value_up = 0.2, cockpit_device_id = 12, name = _('# GUV Mode Switch - 624/800'), category = {_('Left Overhead Panel'), _('Armament System'), _('# Custom')}}, Copy/pasted from my default.lua. The '#'s are there so the custom additions appear at the top of the sort order, as well as the '# Custom' category. If you want them to be sorted normally delete the leading # and space.
  12. :D (sadly the S-24 doesn't seem to work)
  13. Looks good now! That switch doesn't need to be on for anything (unless mines are added), though you do need to ensure that the weapon/payload selection rotary isn't set to ГУВ, or nothing will jettison. A nice little "undocumented feature" of the bomb system is that it can be used to "trick" the weapons system to perform selective jettison of stores, which can be useful if you've expended all your ammo from a rocket or gun pod (though it's not realistic to do so of course): first set the payload selector to a position in which the store you want to jettison would be considered a bomb (e.g. II, all bombs). Arm the master arm and the bomb release with the ГЛАВНЫЙ ВЫКЛЮЧ БВ switch on the right panel, then use the ЭСБР box below the copilot's instrument panel to carry out the normal bomb release procedure.
  14. Wow! That's quite a good tutorial - I like the use of images to point out controls. Just a few small remarks: In step 4, the left switch you've highlighted (главный выключатель минного вооружения) is for controlling the mine dispensing systems, so it's unnecessary to use in the sim as of now. In step 5.1, that switch doesn't need to be in any particular position to use the ГУВ pods, though it does indeed need to be set to РС (which I assume stands for Ракетная Система or something) to fire rockets. The ПУС (Прибор Управления Стрельбой) arming button highlighted in step 5.2 is only used to prepare the ПУС to fire rockets in the correct sequence, so it only needs to be pressed when using the С-8 or С-5 rockets. Lastly, you can verify the ГУВ or УПК pods are ready to fire by checking that the red lights just above their ammo counter drums are illuminated. Anyway, yeah; there's a lot of little "gotchas" and unintuitive steps involved with the Mi-8's weapons systems and if I tried to list them for all the different configurations I'd just end up mostly repeating the manual. Come to think of it, a flowchart would probably be a more useful format rather than a linear checklist. Ah, bombs. If only...
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