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Everything posted by VC
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Hmm... power draw issues that have not affected me for years in multiple games, but somehow only affect TARGET. :joystick:
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I think it's a known issue that happens sometimes, try pressing the IFF Interrogate button, that's a workaround for now.
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I just tried that, it makes it get detected for about 5-10 seconds, then drops off again.
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Any0ine thanks, clearly I skim-read the guide and had no idea what I was doing. I fixed the Joystick detection by unplugging and re-plugging... for about 5 seconds. Then it stops being detected again. I think I'll give up on TARGET anyway though, the VA fix I have should be OK and I'm looking at a major HOTAS upgrade now anyway.
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Lol, the first half was so boring I stopped watching it before it got good. Watched it now and I agree the second half is really well done though. Deka did a disappointing job of their trailer compared to the amazing cinematics we've had for nearly all other recent modules, maybe they should commission this guy :D
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There isn't a problem with CCRP since the full fidelity planes I own have a bomb drop button which is separate from the trigger. Trigger is Air to Air work only. For FC3 planes, those need hold for all weapon release anyway. There I just unmap Spacebar and DCS reads the trigger as normal, VA doesn't interfere with that and those planes never had double input because of the way the "hold to release" is coded for them in DCS. Toggle doesn't sound practical for fast combat situations, can lead to more mistakes. What I have works well enough for now I think. Anyway, still curious why TARGET doesn't behave. This is the script: This is the run output:
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Guys thanks for your help but I think the issues is different. The script finds the Joystick and compiles fine, virtual devices created correctly and real ones disabled. But... there is no input. See the highlight in my attached file. In the device analyzer, I can see the joystick is there but no button presses or axis movements are recorded. Throttle shows fine in both left and right panels. Ant0ine, I do use VoiceAttack so I quickly set that up and it seems to work! Thanks and much easier than TARGET. However, I am getting some weird and unpredictable results with other aircraft. I will test more but I guess in the end I have to change some bindings, or simply not run the script on some aircraft. Another friend recommended I use AHK as well but I didn't want to keep installing and trying new software yet.
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Thanks for the extra code. I'm having some other issues with TARGET not merging my stick and I haven't had time to look into this but will give it a go when I get around to it.
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Fair enough, thanks guys. I'm back off to my analysis paralysis :)
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I haven't bought anything yet, just got some analysis paralysis and trying to over-optimise. My issue is I need a desktop setup and the Virpil grips are too tall, but the VKB Gunfighter base is way more expensive than the Virpil WarBRD. Yeah Virpil uses TM connector. VKB do an adapter so TM grips work in their bases but not one for VKB grips in other bases. To be honest I'm probably just being silly and greedy.
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Is this possible? I assume it would need an adaptor of some sort but does one exist?
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Just tried TARGET for the first time to run a custom script for my trigger. I have a T.16000M and TWCS. After I run the script, when I go to analyse, there is no input from the stick at all in the virtual "Thrustmaster Combined" controller. And for the throttle, some of the buttons also don't go across. Even on the left panel, the physical panel, the stick is doing nothing. As far as I can tell the script compiled fine and the virtual controllers have been created correctly. I'd appreciate some help, bear in mind I'm a complete noob at this:helpsmilie:
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Thank you, I'll have to work out how to use all that (never used TARGET before), but it seems like it does what I want. I have no problem with long press. In FC3 aircraft that require trigger hold, I always launch one missiles no problem. It's only in some planes e.g. F/A-18C that launch missiles immediately, where I get accidental multiple launches. I just need to make this trigger more stable, so if in initial press there are 2 or 3 accidetal inputs in first 200ms or so, it only sees one. After that it's fine.
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I've had a T.16000M for years and it's always served me well without any additional software. However, the trigger sensor is starting to go and giving multiple inputs when pressed, last night I fired 4 missiles at the same time without meaning to (I only wanted one!). I don't really trust myself to take it apart and clean it, I'm looking at buying a new joystick but not sure when and need a fix in the meantime. If I get TARGET, does it have the capability to de-dupe inputs? E.g. some control to ignore repeat inputs of the same button within a certain amount of time? Anything else I can do about this?
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Not necessarily. Deka would give ED a "cut" at a certain time which needs to be QAd and integrated to the main build. If the delay is on ED side they would not accept new code from Deka in the meantime.
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Good job. Yup, generally speaking the jet does a lot of things for you and you're more likely to mess something up by trying to do it manually than just letting it do its thing. The TGP implementation in the JF-17 is sublime and the laser guided bombs and rockets are easy to use and reliable.
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By "will not track" do you mean falls short every time? As witness_me said, the audio cue is not the bomb drop cue, I did this as well and it drops too early. It does track, but it doesn't have the energy to reach the target. It's not like other jets Auto/CCRP bomb mode where you hold weapon release and the computer drops the bomb and the optimum time, you need to time it manually. The sound is just to wake you up and remind you that you need to drop a bomb in another 4 seconds. Look at the square and drop as it's passing the vertical velocity number, a little late better than a little early as the bomb will just guide downwards.
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You don't need to do anything extra to get the radar running, the manual quick start as shown in the vid works. Switching to either AA or AG master modes will make the radar show up by default on the lower MFD. But if not you can just go into the menu on any MFD and click RDR and it's there, you can do this in any mode including NAV. Note though it's in standby at start, you need to click the OSB above the boxed STBY option, then the box goes away and it starts scanning.
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I find it hard to believe people are debating whether it's a joke or not and posting outraged answers as if it was serious. I'm not sure what's funnier, the original post or the way so many people are falling for it :D
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It's on the Stick. The binding name in control options is: S5: Change/Unselect Weapon Station / NWS
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To be honest, to me it sounds like a case of "less is more". I like it. :)
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Does ALT hold do the same, hold heading if you engage it with minimal roll? Or basically ATT works as an "all in one" ALT/HDG hold if you engage it with small enough deflections?
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Totally agreed with the above, Deka have made a real splash, fantastic first impression. The plane is interesting and fun, and the completeness level of the module makes it really satisfying right out of the gate. I can do things less than a week after release that I still can't do in other modules after owning them for months. The attention to detail is phenomenal too, it's like they researched all little things other modules do well and added them, and then some. Pylons self-removing when not in use, Data Cartridge integration, AB detent "ch-click", flashlight, click to hide stick, just so many things I keep finding where I think "ooh... nice!". And I guess part of it is the plane not the module, but often I'm looking for how to do something only to find the plane does it for you. So easy to use but no less capable or interesting for it. Great work and looking forward to more!
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Good to know, thanks. Nice and simple and no need for an additional mode... once you know.
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So the various loadout diagrams posted in the main discussion thread are wrong? And if missiles cause smoke ingestion issues... howcome you can salvo fire 2x 16x rocket pods on the inner pylons without the same problem...