

SMH
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Ah! You're right! It depicts the shroud top going right around into the cable. I'm never going to be able to unsee THAT now! LOL!
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The control wire pulleys have shrouds over them I think. (To keep the pilot's clothes, wires, etc from getting stuck in them.) The grooved wheel would be within that shroud. You can see the slot letting the wire reach the wheel on the rear, bottom.
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Could the kneeboard resize function maintain aspect ratio, please?
SMH replied to SMH's topic in DCS Core Wish List
What are those? Oh... you mean it'll take me through my pinned "tabs"? That makes sense (except it still shouldn't interact with the page counter). Testing... Nope. Pinned a couple of pages and they still do nothing (except make the page counter show the wrong page). Dare I try RTFMing? Taking a look but I won't be surprised if this new stuff isn't in there... (Annnnd... the user manual hasn't been updated since Oct 2022. Sigh... ) -
Massun92´s Asset Pack - Official (update march 2024)
SMH replied to Massun92's topic in Static/AI Mods for DCS World
Do a GREP (global text replace) on the mission files to change all the names in all of them at once. There's a great "Find/Replace in Files" capability in Notepad++, which most of us already use for editing our lua files. Work smarter, not harder!- 523 replies
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Could the kneeboard resize function maintain aspect ratio, please?
SMH replied to SMH's topic in DCS Core Wish List
Oh, right! Spawn again and it's back to normal. (At least that gives me a workaround to get it back to 1:1. Please don't fix one without fixing the other!) I just noticed the page UP/DN GUI buttons in the lower right corner don't seem to do anything either. They do change the page counter immediately below them, but don't actually change the page. (I always use the square bracket keybinds for paging through the kneeboard so never noticed until now. Using them seems to resync the counter back to the actual page you're viewing.) Wait a second... there's also left and right arrow buttons in the lower left corner that DO change the pages and the page counter. What are UP/DN for then and why do they put the page counter out of sync with the page you're actually viewing? I can't really see why anyone would want to distort any of the kneeboard content. (And if you really did you could just edit the image files.) So why not show the image with a fixed 1:1 aspect ratio and put up a vertical or horizontal scroll bar when the frame isn't sized to fit. They we'd also see easily when we have the frame aspect set right (though it won't matter so much as the image will never be distorted). I also see what looks like a horizontal scrollbar at the bottom of the kneeboard with a thumb (the part you drag) about 90% full, but it doesn't interact in any way - I can't drag it. What's that? What a mess! -
I tried to copy the camera position but the keybind didn't seem to do anything. Anyway, it's in the info bar at the bottom. Is happening all over the map though. I'm not sure when this cropped up but it never did this before.
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Could the kneeboard resize function maintain aspect ratio, please? I can't believe that anyone would intentionally want to squish it, but maybe provide an option for those who do? Or a modifier key or alternate mouse button to drag the resize cursor with. Like how Photoshop does it on the selection resize transformation.
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Can we ever expect a fix for the lag that 2.9 brought to some of us?
SMH replied to truebrit's topic in Game Performance Bugs
Anti-aliasing Transparency will smooth the edges of transparent textures like trees and fences. Try it! -
Can we ever expect a fix for the lag that 2.9 brought to some of us?
SMH replied to truebrit's topic in Game Performance Bugs
Just repeating what I was told. (Which was not to expect fixes for the ST version anymore because it's going to be removed entirely soon. This was the response anyone posting bug reports about the ST version received.) Glad to hear that was incorrect! -
There'll likely be an alpha-channel that describes the transparency of the tinted area. You wouldn't edit the purple out (well you could but there'd still be SOME color there that you replaced it with) but rather the alpha-channel.
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Seems to be a real-world thing that's "painted on" and so can't be disabled. (I assume it has something to do with providing a good reflection of greyscale FLIR sensors.) I do think they've got it a bit too opaque though. Can we access the cockpit skin textures or are they protected in this module? null
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LOL! Don't know, I don't VR. I did note the yellow cross cursor has a black border around it now which makes it a bit easier to see against backgrounds like bright tan desert. It's also once again recording correctly with NVidia Experience (aka Shadowplay) where for a long time it was coming out black in the videos (including Wags' content). Now it's yellow again (though, actually, I just checked and I don't see its black border in the recordings).
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Can we ever expect a fix for the lag that 2.9 brought to some of us?
SMH replied to truebrit's topic in Game Performance Bugs
Why does ST run fine then? (Other than the prop bug that you refuse to fix.) Clearly we have hardware and system configurations capable of doing the job. All that changed was the software. And, again, that low-res texture loading it does now is hideous. Who thought that was a good idea? Who asked for that? -
Can we ever expect a fix for the lag that 2.9 brought to some of us?
SMH replied to truebrit's topic in Game Performance Bugs
Oh that's odd. ST still performs fine for me (except it has bugs they're no longer fixing like the warbird propellers). It's MT that's plagued with "microstutters". Particularly when I zoom my view in but generally any time my viewing angle changes rapidly. Another thing MT does that ST doesn't is load (and display) low resolution textures before the high resolution ones. That not only looks bad but it appears to take more time than how ST did it. Frankly I'd rather just see black objects than those low res textures anyway. Maybe it makes sense for distant aircraft, vehicles and buildings but obviously we're never going to need low res textures of our own cockpits as our faces are right up against them. -
Can we ever expect a fix for the lag that 2.9 brought to some of us?
SMH replied to truebrit's topic in Game Performance Bugs
Same here. (Reported it but the threads all got closed.) ST still works fine. Except for the prop bug. -
What Lubricant to use on my Saitek F16 combat rudder pedals??
SMH replied to The_Nephilim's topic in Saitek
No idea how similar they are but they probably produce similar results. Didn't the Rubik's Cubes have a dry lube in them? This stuff works fine for me. Doesn't last forever, I need to re-apply it a few times a year. And yes, it might contribute to buildup of dust and other gunk, particularly on pedals on the floor, though I can't really say I've seen that. It seems to actually dry and not stay wet for long, which is good. And, again, the reason to avoid traditional oil-based lubricants like regular WD-40, 3-in-1 Oil or petroleum jelly (Vaseline) is that they can potentially react with some plastics and degrade them. This silicone oil based stuff should be safe for plastics and I haven't had a problem in the 2 or so years I've been using it. I have a Saitek X-55, CH-Pro throttle (the linear one, it really benefits from applications of this stuff!) and Thrustmaster T.Flight pedals with the steel rails that the pedals glide on. Helps them all! -
What Lubricant to use on my Saitek F16 combat rudder pedals??
SMH replied to The_Nephilim's topic in Saitek
I use WD-40 Silicone on my stick gimbals and rudder pedal rails. It's safe for plastic parts. (DON'T use the regular WD-40!) -
cannot reproduce Engine issues when using MW-50(bug?)
SMH replied to oncomms's topic in Bugs and Problems
Okay, watched the track. Your oil temp went out of range high. You're not managing your ATA. MW50 comes on at much higher throttle setting than the maximum ATA you can sustain. Make sure the oil temperature stays within the narrow bracket near the top of the scale. -
cannot reproduce Engine issues when using MW-50(bug?)
SMH replied to oncomms's topic in Bugs and Problems
Don't they have no MW-50 at least in some fighter slots in Wolf Pack US, as a game balancing move? (I forget offhand if the Dora does it but lately the Kurfurst seems to make the MW-50 boost sound even if there is none, which is confusing. I'll check later and see if the Dora is doing the same. If so that might be making it non-obvious that there's no MW-50 in it.) I see their Briefing text says None of the Dora slots mention MW50 so maybe this isn't the issue. I'll try to go for a mission in there later and see if anything odd happens. I do know I've had 109s engines die on me for reasons I wasn't quite sure of before, but I suspect it was either warm up time or something that's missing in the hot-start state of the planes. -
It definitely still happens and seems dependent on which slot you spawn into. Some will do it, some will behave normally. Some variable is stomping on some other variable, I'd suspect.
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Another big issue, you can't set ground turbulence in the NTTR map because almost everything is above 1600 feet ASL.
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Might it have something to do with this? https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.3.51704/ VR In cockpit cursors have become oversized and blurred - fixed.
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If changing between the pilot and copilot causes it I haven't noticed it. But now since multi-crew was added it seems we can no longer fly from the engineer position (which used to be kind of a nice thing to do sometimes as it provided a useful view - though it's not realistic so I'm not complaining that it's gone now). That means that the auto-pilot (not a system but rather the modeling of a human pilot) gets activated when you occupy the engineer's seat, as well as it always did when manning the side gunner position. And that auto-pilot sets his own trim so it won't be where you expected it to be when you return to a control seat. I've also noticed that the (modeled human) auto-pilot doesn't like to fly fast, and will often slow down a lot from the speed I was cruising at when I changed to a position that activates it (almost always the gunner position). So that of course means it needs a different trim set than the one you were using at a higher cruise speed. I used to fly with a force feedback stick and this was particularly apparent then, as the stick physically moves its center to reflect the force-trim position. I haven't flown with it since the Mi-8 got multicrew, but in the Huey it was amazing to watch my stick jump around as my (actual human) co-pilot changed his trim settings. I assume the Mi-8 does the same thing now (as it should). So, I think this is an intentional and necessary thing, at least if I'm understanding you correctly. And don't forget the (unrealistic, imaginary) trim-reset function. That is your friend in DCS helicopters, particularly if you don't have a FFB stick that makes it obvious where the trim is set at. If ever in doubt, hit the trim-reset immediately!
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They'd still be right next to each other even if swapped to put L on the left and R on the right. For some reason there's 90 degree angle attachments on each input to the valve, which makes the fuel lines running to them have to loop halfway around in some cases. It's probably just about making space for the fuel line runs. (Another thing I didn't realize was there's also an electrical switch in that valve that turns off the fuel booster pumps for tanks not currently selected. I thought there was just one pump but no, there's one for each internal tank.)
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Never even noticed that before! Didn't affect anything, I just always switch them every 10 minutes until they're depleted. Good to know though, thanks! (Doesn't answer your question directly but some good drawings and photographs of the components can be found here: https://www.aircorpsaviation.com/repair-station-p-51-parker-fuel-selectors/ )