

Stal2k
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Hey man, I was basically you a few months ago so I can actually put myself back in your shoes and hopefully add some anecdote or new information (I wish I would have known) to what already has been said. I think I now own 70-75% of the modules and have really enjoyed the game. YouTube is terrific, almost essential when it comes to DCS. Aside from the reviews there are a few channels that are really digestible for some of the complex things. https://www.youtube.com/channel/UCqH078Ef0HENo01LF3xwIvA has great "1 minute DCS" series where he goes through many aircraft/systems in a very concise manner. Find some channels you like and you will likely be referencing them a good bit. I personally enjoy Growling Sidewinder as well for tactic breakdowns and some others. I'd agree w/ everyone on the F-5 being a good plane but maybe give some perspective from where I think you're coming from. Like the one guy said, buy the plane you are passionate about which is excellent advice, but I had no idea how 'passionate' I'd be about the F-5 until I flew it. The most important reason is that it represents a great foundation of commonality with systems you will find in other blue aircraft like the F-18 and A-10. To me, a lot of the systems and weapon deployment knowledge is cross-functional. If you master the A-10 for example, moving to the F-18 will have a much lower learning curve. So starting from WWII is good, but like folks are saying I'd almost put that in a box. Going from your Mustang to an F-5 isn't going to be like going from an F-5 to the A-10, harrier, F-18 etc. The only thing that is 'harder' than it needs to be with the F-5 is navigation, which is really minor considering the benefits. Try not to look at complexity as a linear thing starting from the era. I too was a bit overwhelmed by the A-10 and learned the F-18 in depth. After learning the Harrier and F-5 I went back to the A-10. Not only was it super easy to get the hang of now that I knew how to work many of the systems and what a lot of the acronyms meant - I found it is actually one of the most intuitive aircraft to operate from a design (IRL) standpoint. It took a certain "base skill level" to even appreciate that though. I say that hoping that the A-10 didn't like scare you back to WWII like it's the minor leagues. If you want to spend time learning things that will transfer well from YouTube or whatnot. Radar is a good general thing to know as the knowledge is fairly universal, learn how TACAN works and maybe some landing patterns/procedure.
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Is it? I mean by what metrics are we qualifying this as a "disaster?" . This part reads almost like exactly what you should have mentally said to yourself before posting the message :) Hypothetically, lets say you were not fine with it, what then? There was a demo from the virtual airshow on 12/9, a two hour long live mission with 4xF14s a few weeks ago that showed inside the pilots view, takeoff, landing, refueling, jester AI, A/G and A/A. I'm not positive but I'm pretty sure one of the folks on the livestream was a "member of the community"but it's kinda like check, check and check. You just gotta pay attention to the relevant channels (like HB facebook). There have also been what I'd describe more than we probably deserve and close-to-dangerous anecdotes from the HB team within this forum and on a few podcasts I've seen. Those tidbits are (likely) in this thread and have been dissected and theorycrafted to death. Aside from you slightly misreading what was said, You're assuming that 1) those critical items are fully within HBs control and 2) these "items" existed on October 7th and 3) these will cause a launch **WINDOW** slip. Look at it this way, by them NOT giving a date on October 7th they essentially did tell you that there were still items remaining to be done. In saying "Winter belongs to the cat" or whatever. Not December 21st, not before XMAS not day one of winter etc. When these items are resolved and/or release is imminent that is when you will likely get a date, and after spending a few minutes looking around here - I can't say I blame em. It's hard to feel bad for you as a consumer when by your own acknowledgment above you realize they haven't even hit the start of a season-long release window and are basically writing the post you would be more justifiable in writing the first day of spring. Maybe I'm misunderstanding you here, but how much more disclosure do you feel you are entitled? Personally, I think they were more than clear, even following up (which I'm sure Cobra regrets) to say that their internal target is XMAS but they are promising winter. I don't mean to be overly critical or aggressive towards you Brian as you are probably one of the more milder and even in some parts actually reasonable comments on this thread, you just happened to be the last when I read through it :) As a relative newcomer to the DCS community all I see is shit show after shit show between the chastising of real-life pilots who would dare not be 100% serious while playing DCS or give validation that anyone who owns the DCS F-18 module is qualified to operate the aircraft IRL. Causing another guy to shut down his YouTube channel for fear of undue career impact all the way to developers that are understandably terrified of their own customers. Usually, on the internet, you can write that type of behavior off to social misfits, kids, the "mom's basement" folks etc. The thing is that this isn't the Call of Duty community, you can't be a complete moron stick around to learn some of these airplanes. That tells me that the vast majority of people are reasonably intelligent adults which is the most disheartening thing. I'm getting off track now so I'll shutup - anyway hope to be flying this thing with everyone here soon.
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East coast one is much newer (5 days) but in case some folks missed it I included west coast as well. As an aside, maybe let's try to not " " the posters/pilots off of YouTube this time, eh :thumbup: West Coast: East Coast: Fair warning, I'm sure some people will find the music distasteful and feel the need to comment on it, just assume the posters know that (if you've seen any of the previous years, you'd get it). Just open the meteor F-14 soundtrack in another tab and mute the video if this applies to you. Otherwise, you will miss out on some really fascinating stuff.
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Hah, touche! Glad to hear it's not something I should have looked back 6 pages for :) :)
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Hi, I wanted to report an issue and what my traceback steps to help diagnose. While I'll admit I only read back 5 pages or so in this thread, I saw some CTD issues but they seem related to voice attack so I think this is new. While I'm willing to admit it's odd nobody else has reported this, I will say that ironically if you use VAICOM you might not run into it. Issue: When manually inputting radio commands, specifically to ATC DCS will crash. For instance, if I request startup manually I'll get a crash. Same thing with some of the wingman commands. Now, the obvious thing to say here is "well just use voice commands, that is what it's for" but I still think this is an issue that should be fixed. Sometimes I can't remember the right command, frankly it can be aster to hit the key combo, the speech engine doesn't understand me etc. Why I think it's VAICOM related: You can see from the log below that the error begins at line 1991 in RadioCommandDiaglogsPanel.lua which is after the VAICOM append. In short, just removing the VAICOM append from just that file and having the issue resolve was enough to prompt this post. dcs.log excerpt (before crash) Things I've tried already: More than one aircraft (F18 and F5) Tried general missions and a campaign Updated drivers, rebooted pc, latest versions all relevant programs and even told VAICOM it was pretty Reverted the RadioDiag 'append code' to the 2.5.5 (a) version I found within my backups (which also didn't work) Ran with Voice Attack/VAICOM closed, still crashed I assume because it doesn't remove the append Tried other radio commands like the F5 specific startup commands (ground air) which did **NOT** crash the game, only ATC, flight etc. Reinstalling VAICOM, updating the databases etc (followed directions from previous posts) Using the compare view in Notepad++ I can see some changes were made within the RadioDiag..... file. When I reverted I did just try the block in the Radio lua and not ALL of them because at that point I had decided it was for sure a bug and had spent enough time on it prior to reporting it :) Thanks, let me know if you need any more info. Hopefully, that is enough detail and validation to give you an idea of where to look in your code to troubleshoot, quickly rule it out as a "me" or already solved problem. I hadn't played DCS for like a month, whenever that happens I'm fully prepared for virtually everything to be broken so I can't tell you how long it's been going on and really only felt obligated to dig through the last 5 pages of this post :)
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DCS World TARGET profile for TM Cougar and Warthog + MFDs
Stal2k replied to Home Fries's topic in Thrustmaster
Thank you for the response, I'll follow up with more detailed answers to your questions. In the meantime, one thing to be aware of for VR, specifically for the Oculus is to make *SURE* that no key combinations consist or contain "CTRL+Num1-4." These would need alternate mappings for VR (potentially answering our trim questions :) ). https://developer.oculus.com/documentation/pcsdk/1.16/concepts/asynchronous-spacewarp/ Simple reason, without bothering with that link is that those are the hotkeys to toggle variants of ASW or what the Vive more generically the async reprojection technique for the Rift. Yesterday, in particular, I kept noticing what I perceived to be poor performance and ghosting only to realize my ASW somehow got turned off. This was easily fixed by hitting CTRL+num4 but sometimes ASW off isn't noticeable until you are in exactly the types of situations you don't want to be hunting for keyboard keys w/ a HMD on. Full disclosure here, I'm not blaming CTS as I had limited time and wanted to play more than pour through expertly crafted .tmc files to locate a culprit :) I'm guessing you have a good mental idea of your conventions and will know real quick if any combination looks like what I'm describing. I used to use NOiDs profiles almost exclusively and I'd have to always go through and manually remap offending combinations which is why I brought it up.- 2261 replies
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DCS World TARGET profile for TM Cougar and Warthog + MFDs
Stal2k replied to Home Fries's topic in Thrustmaster
Hi Home Fries, This is EXCELLENT thank you so much for your work on this. I had a few questions, possibly resulting in suggestions for the VR users. I think poking around in some of the files I noticed a few comments or somewhere hinting at wanting some. I really like the default bindings for the most part, but given I play in VR there were a couple of quality of life changes / potential toggles that might be worth looking into. I dug through enough of the scripts and inits to kinda have a rough idea of how the sausage is made. The one thing I was really trying to traceback, but couldn't was the UH-1 binding for force trim binding to the Warthog H4D button. I noticed a comment where you muse about moving it to T4(I think, or typical wheel brake trigger). With the comment saying it might have cascading implications with the other chopper, I figured it must be in one of those global files. Am I on the right track? The other option that I think might be more of a universally good thing for VR only players is having the throttle slider map default to radar elevation instead of FOV. Would it be possible to tie that to the VR Hardware variable? After digging through the .tmc files I came to the conclusion it was just easier to remap the axis within DCS. The other reclaimable, I think global-ish space for VR would be on the trim switch. If you think the following is a good idea overall, great - if not would you mind pointing me in the right direction to do this myself? I can trial/error my way through things pretty well as I made a few other changes that are admittedly just more for me I won't go into. Would it be possible to add similar function as the double tap VR zoom on the trim UP to left, right and down? For me I'd use the F2 view, F10 view and than dealers choice on re-arm/pause or escape menu? I'm sure some of that is on the MFDs in certain modules but for VR the padlock views don't work to my knowledge and the mouse is I'm sure helpful for some. Personally, I don't use it but I'd bet I'm in the minority there as I have my touch controllers and actual mouse close enough to where I play.- 2261 replies
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VR Shaders mod for better VR experience
Stal2k replied to Kegetys's topic in Utility/Program Mods for DCS World
I did some digging and it seems like a bunch of .hisl and .fx files were updated to have a modified date of 9/3/18 vs 3/8/18 when the most recent version of the mod launched. That being said, after some pretty high level tracing it looks like a lot of the issues may be centered around either renaming or refactoring of certain functions within the gbuffer/decoder files. I'm of the opinion it's going to take more than a cursory glance through this to update. I compared a few of the modded files against the 3/8 and 9/3 versions and I can at least see where the errors are coming from in the sense it isn't superficial or replacing of 1-2 files. I mean, maybe it's more simple then it looks and I hope so... but there does seem to be a cascade of failures stemming from the shader files with a 9/3 date. Edit: Looking at this post: https://forums.eagle.ru/showpost.php?p=3614607&postcount=421 perhaps this was already figured out and Fitness and I are just a little late to the party. I basically did a heavy handed version of what that post recommended and can say I still see noticeably better performance vs stock. To be fair maybe they implemented a more polished/1st party version of the original work into their own codebase. All I know is they made some bold claims at about the 2:06 mark in that Modern Air Combat trailer :) :) :) -
VR Shaders mod for better VR experience
Stal2k replied to Kegetys's topic in Utility/Program Mods for DCS World
Same thing for me - should we not be clearing the FXO and Metashaders2 after an update? -
I think this was an issue with the F/A-18 update and not necessarily Viacom. The simple radio plugin had a similar problem and they fixed it, I'm no .LUA expert but they had to provide a supplemental file. If someone is feeling froggy maybe parsing through it would shed some light on the fix. https://forums.eagle.ru/showthread.php?t=216239
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Unfortunately this is related to the move to deferred shading rendering. This should get better over time, there are pretty exhaustive threads about it on this forum. Suffice to say don't kill yourselves tweaking or messing with Oculus stuff for time being. Make sure MSAA is off for now, and leave the PD as low as you can tolerate it (1.3 for a 1080, higher if you have a TI). Like others have said ASW really helps, but if the FPS gets so low even it can't compensate you will certainly notice it. This is going to be more noticeable on the newer WIP modules/maps like F-18 and Persian gulf. Also, as a PSA make SURE that if you are using any type of profiling software for like a Warthog HOTAS that it isn't using CTRL+Numpad combinations as those can screw with ASW. For example CTRL+Num1 will disable it.
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Yes, yes I do... I can give you about 13,000+ reasons why what you just said was stupid, but most importantly unhelpful.
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Thudster - First off thank you for all your input here. I know from a few pages ago everyone was kind of giving you the side eye when it came to your claims. Despite all that you are trying to help out, it's good to see the general tone has changed. I think several folks and even this thread itself are doing a lot to champion VR in the sense ED can see their users care about it. That being said, I'm also pretty interested in what you find out with Physx. In the meantime, I've been playing with a lot of things, including tuning the NVIDIA profile. It's hard to tell what is legit vs placebo but the battle I face is mostly keeping ASW on. I need to, for me, it's all the difference in the world. The thing I battle with is not really the smoothness of the sim but the 'double vision' when you go by another plane or carrier pretty fast. That is where I've been playing with the NVIDIA profile to try to see some gains. Unfortunately, I just realized the last few days I've had my Warthog profiles disabling ASW on accident (CTRL-Num1) which I finally hunted down. Anyways, Thanks for your input the one component of your setup most people can't (easily) really replicate is the extra video cards. The process lasso thing is interesting too, I know SWEVIVR made X-plane 11 playable using a combination of things, process lasso being one of them. Again - thanks to you and really everyone else on this thread for keeping it fresh! :)
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Of course, out of curiosity what 3rd party tool are you referring to? Two reasons, one being if it's something cool I don't know about I want to try it! Secondly, I want to make sure I was understanding your issue. (BTW Are you on the beta or stable?) I realize you might be talking about using the Steam version and "Advanced Settings" as the standalone tool? If so that might actually be something worth reporting. I don't want to get ahead of myself, but suffice to say Oculus's ASW is distinctly better than then Steam Async Reprojection. So I'm wondering if by disabling the Steam reprojection you are actually "clearing" the way for Oculus to do its thing. Again, this is contingent upon you being on the beta branch and leveraging at some level Steam, or SteamVR to play. I am a dork, so I own both a Vive and Rift. Now that you mention it I remember playing on my Vive and having something very similar happen and needing to disable Async Reprojection. I play on the standalone version that doesn't appear to leverage steam directly. But now some things are clicking into place with this. I previously reported what I thought to be a forced vsync with beta. But if it was sort of forcing the SteamVR API on us, that would make sense as it would indicate Async reprojection (which does suck) was enabled. Interesting...
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Just to make sure both you and the OP aren't missing things people might assume are obvious - I'll be that guy :) 1. You can't control zoom in the typical way or mapping. There is, at least for the rift a button on one of the hands that allow you to "VR Zoom." While it is true you can't, to my knowledge adjust the amount it's important to be clear that the feature exists. You can also map this to anything via the GUI Options screen. You can also bind or use a mousewheel style function for external views in which you can control the zoom. As an aside, you can get creative with use of the VR center function (default numpad 5) to set yourself closer or further away depending on the plane. Like for FC aircraft like the F-15 I prefer closer since I'm not clicking anything. If you physically lean forward or raise your butt/crouch you can fine tune where you are when you sit back naturally. I think some of the planes, like for sure the f18 have adjustable seats that largely do the same thing with more constraint. 2. A lot of people, myself included couldn't figure out how to 'right click' with the VR controllers. You just turn them upside-down and your little green line turns blueish and you can "right click" things with it. Alternatively, if you'd like to face-aim you can bind a HOTAS button to "right click" which is also in that GUI bindings pane.
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It does but it sounds... strange. Out of curiosity what is your VR settings for like Use mouse / enable controls etc? do you have ANY other things running that might impact the mouse? Things like Mouse without borders, synoptics pointing device software (if on a laptop) or any type of joystick profiling that mimics a mouse? Let us know if you are on beta or stable, also try this. keep sim running and go to the VR desktop view, either Rift or Steam should work. Your mouse should be "off" vs the in game cursor. See if you can move it outside of the box from the virtual desktop using the VR controller - not the mouse. This should help figure out where the problem is. Some ideas to try in mean time: *Make sure you don't have any type of multi monitor setup enabled in the general settings *Optionally, check if this issue exists across Stable/Beta Releases *Toggle beta version of either SteamVR/Oculus opposite to whatever you have now *Make sure use controllers and use mouse are checked in DCS, if so try isolating controller methods (again to help see where the problem is) *This might be a stretch, but if you DO have multiple displays set up, try changing the primary to see if this persists **If not, check your scaling in display settings, try setting it to 100 or the recommended value just to see if that impacts. This is just a guess on my part based on your symptoms.
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In short, I wouldn't upgrade any hardware based on this. You can swing a dead cat in this forum and read basically any thread with a 2nd page and it's about this type of thing. I'll leave it up to you if you want to dive in there, but suffice to say your best bet is turning off MSAA and bump your PD to 1.5. I think there might be some sort of unintentional issue bundled in the beta that is locking the frame rate to 45 (aside from ASW or Async Reproj). If you want to see where your system is at, try the stable branch with deferred shading off and then you can MSAA till your hearts content. i get 90 fps EASY in stable. Purely speculating but maybe ED was trying to manage it's own frame rate redundant to the VR sdk/api. Usually that is where the locking to 45 fps would occur, but to your point it seems to happen even with ASW off.
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Welcome to VR! ok couple of things that may help. There is a bit more info people would need to BEST help you, but I'll do so based on the assumption you are running the Open Beta. is a great video on the settings, while it's a bit old in terms of the HDR/Deferred Shading toggle most of it remains true. In general, if you are on the Open Beta you are using deferred shading. Without providing a small essay on the civil war going on with that, suffice to say you will get the most mileage turning *OFF* MSAA and bumping the Pixel Density to compensate. Your system is like mine, but you have a 1080ti where I do not so I can at least confirm you can find an acceptable setting to play :) Having good settings for VR is paramount to any further discussion because if you aren't at least in the ballpark with the "critical" settings like MSAA, shadows and PD it's impossible to diagnose. Addressing your questions - 1. No, this is sort of an indication that ASW needs to be kicking in (if it isn't). Others may disagree, but at least with the Open beta you are going to need ASW. ASW is actually a great thing, especially for cockpit based games so don't look at this as you're missing out on something. One thing I recently figured out, is that Oculus has hotkeys built in CTRL+Num1,2,3,4 that toggle the status. A lot of profiles or even default keyboard bindings (think, view controls) fire these which can inadvertently drop you out of ASW. When I can verify (via debug tool) my ASW is on, the trailing you speak of is gone. 2. I'll quickly explain ASW, which may help understand why this is. In general you need a stable 90fps to avoid jerks/jitters or anything else that could make you sick in VR. ASW is what Oculus calls their solution, steam calls it Asynchronous re-projection but the technique is roughly the same. If you've ever seen the "soap opera effect" on a TV it's kind of similar to what ASW does. In essence it very quickly adds in artificial frames to give the perception of a smooth (90fps) experience. That is why you see a 45fps reading but it looks like it's 90. Obviously, this has to happen pretty quick and if you are constantly bouncing between on/off it can still create the problem it's trying to solve. By locking it to 45fps (which sounds terrible) it allows a smoother ASW experience. ASW can solve certain visual glitches along with making sure you don't puke, so it is a good thing :) Since I can't speak so much on #3 hopefully more detail w/ 1 and 2 helped out :) I'll end with two things you didn't ask but will inevitably end up wondering about when you go down this rabbit hole. Pixel density / PD / SS / super sampling and IPD distance. First, IPD is important to making sure you're getting the best visual you can get. Spoiler alert, you're probably going to be underwhelmed. That is one of the biggest pain points in VR right now is readable text and small detail (like instruments). That is why some of the community has their pitchforks out over the whole deferred shading thing. Oculus has a great little test to make sure you have both your headset seated and IPD set correctly. It's in their menu and is basically a green crosshair, you move IPD to see the vertical and the HMD itself to get the horizontal clear. If your eyes hurt while using your rift, there is a good chance your IPD is off. Now, the pixel density / PD / SS / super sampling piece. I included all those variations because they are talking about the same thing. Depending on your googling skills, a lot of older write ups refer to doing this at the Steam/Oculus level, usually that isn't required anymore but is always an option. IMHO it's dealers choice where you choose to tweak the setting, I prefer using each app's own setting but others don't. The crucial thing is **NOT DOUBLING IT UP**. For brevity I'll use PD from here on out since that is what it is in DCS. if you want to skip the details, I'd recommend at minimum a setting of 1.5 for your system with MSAA OFF. You can likely push this higher, but start there. here is what it does. Since your HMD has a set resolution, the only way to push that "higher" is to render the scene in a higher resolution and than downsample it. It's a lot like if someone sent you a screenshot of an 8k image to view on your smartphone. Obviously, your phone isn't 8k, yet you can still kind of appreciate the detail/resolution of something your device can't physically show. While that isn't a technical explanation, it should metaphorically make sense. They key takeaway here is understanding that this particular setting has a HUGE impact on performance, and is not incremental in cost. if you need an easy way to think about it, if you've ever bought a diamond it's pretty similar, like a half carat isn't half the cost of a full carat. Hope that helps. As a side note, if your using the stable branch and want to play with MSAA, make sure deferred shading is off and HDR is on.
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HI everyone, I know a lot of folks, myself included are tightly following VR performance. So, after some testing here are two things I figured out w/ the open beta. Your mileage may vary, but it helped me out. One of these we can work around ourselves, the other not so much. Issue 1 + Workaround: The issue is the beta seems to either default the ASW to disabled on startup and intermittently during play. I kept the Oculus debug display on that shows ASW status and it happened quite a bit. Might be something for others to validate so ED can look into it. How to fix: Simply hit CTRL-Num4 on your keyboard, this should set it to "auto" which is what you want. Some people prefer it disabled, but I like things nice and smooth inside the cockpit without looking like I'm flying under the influence. Oculus really nails their ASW, use it. The monkey wrench: The ASW hotkeys share a common binding with camera control keys in DCS. That means if you use HOTAS profiles and accidentally, for example, hit your trim button (those that use NOiD) may have either disabled ASW or toggled it to an undesirable setting. Pay attention to ANYTHING that is bound to ctrl+numpad. If you don't want to fly with the Oculus debug on, (duh) a good quick litmus test is to see if the slight ghosting/double vision exists if you look across your left/right cockpit panels. If so, humor me and hit ctrl-num4 and see if it clears up. Issue 2 - possible issue with this build: Is it possible either as a result of ASW or just internally vsync is defaulted to on when in VR? Even with ASW off, the frame rate remained locked at 45 steady. I replicated it whereas I could pull 90 frames easily in the stable, and before everyone starts telling me how trash VR is in the beta - I mirrored my settings with DF on in stable and framerates don't typically stay pinned at a number. Even if it were the case it wouldn't be pegged at 45 exactly. Is it possible some wires got crossed since the settings LUA still has old values like HDR even though it's not in the GUI? I believe when i first looked at it my sync was set to "true" even though it was unchecked in GUI. To be fair, it read false and was unchecked when I got locked to 45 FPS
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What are the odds lol? Top gun 2 https://imgur.com/gallery/0KRcsZm
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Hopefully me offering an additional avenue to consider isn't an annoyance but... In the spirit of the intent behind your test, having a CV1 and 1080 myself I can tell you the FPS in the condition you described is less of a concern than these two things for VR. As a side note, as others have mentioned perhaps the F18 isn't the best baseline given the optimization and known shadow issue right now, I can attest there is a very tangible drop in performance currently with the f18 1) Pixel density / PD / Super Sampling whatever you want to call it. Being able to have at least a 1.5 setting trumps almost any other single setting. The difference in clarity is immediately apparent, this layers onto #2 below 2) When ASW (async reprojection) engages. I'll spare you the definition assuming you have a rift already, but it's a big deal. You can have a smooth flight experience overall, but during high speed passes or some intense dogfighting this can cause a warping/jittering effect on enemy aircraft while everything else appears stable. In my opinion, #2 would be the primary reason for plunking down $$$ on a new graphics card. The ASW technology itself really muddies the value of a pure FPS number vs pancake mode. Anyways, I know that isn't what you asked but after reading your post and thinking through it I thought I'd offer something in the ways of thought vs raw numbers, however if I remember when I get home I'll give you that too :)
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Hi all, Downloaded FC3 and wanted to start with some battle tested profiles. I found what would appear to be some put together ones from MadDog-IC in this thread https://forums.eagle.ru/showthread.php?t=133776 I haven't not fully tested these, but I figured out how to convert the Pro to regular, basically just open the files in text editor and replace this line near the top. " [controller=1f732691-3bc6-41ec-a977-c5bf0b03a3dc group='Flight Control System' " With this... "[controller=e81d998b-c604-4d71-be97-35ca01439c7e group='Flight Control System' " The profiles will then load into the latest SST. You may have to adjust any of the MFD buttons or whatever is different but I couldn't find any where else where this is spelled out. Best I can tell this should work with any of the newer Pro profiles if you have an older stick like me. Hopefully this saves some other folks some time as well. I've went ahead and attached the converted profiles here, once again this is **not my work** I just converted. DCSW-FC3-Maddog-IC-X52-Converted-Profiles.zip