

Cavemanhead
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Everything posted by Cavemanhead
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Yeah, the slider is another switch I'm considering... For a plane like the 109, the slider can give a great visual indication of where the flaps are... All the way forward is retracted, and all the way down is extended... full throw on the slider = full throw on the flaps... For 190 it's a little uglier as there will be a "range" can be programmed into the axis so that top 33% (or whatever amount) becomes "retracted", middle 33% is TO flaps, and bottom 33% is extended... Thanks for commenting... Yeah, this was a considered method but I went another route based on your allusion to the potential issue... Unless the sim automatically stops the command to retract or extend (when it gets to the "stops"), then you are pounding the sim with a stream of commands via your WH which may cause issues (if you forget to stop)... Not sure how the sim interprets an "extend" or "retract" command when the wheel reaches the mechanical stops... Anyone know? See previous post. How are you "stopping" the up/down command once the wheel gets to the stop. I'd like it to stop automatically... Maybe the sim already does this... And... how do you get variable flaps positions for various TO/landing/combat flaps positions... I'd like to maintain the infinite variability of the 109 flap... Agree with your rationale on the 109 aside from 2 things: 1) the handwheel would not continue to crank indefinitely... perhaps the sim terminates the flaps command from the WH once the crank reaches the stops (see posts above)... 2) The pilot could stop the crank at any point for infinitely variable control. For 190, AFAIK, you should be able to set the switch to 3 discrete positions: retracted, TO, and landing... No need to divide out your EAC switch for TO...
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Thanks. Is there a such thing as a downloadable manual for DCS and each of the planes. I know there is supposed to be at least a .pdf for each plane but they are not yet part of 2.0... Can I get the .pdfs for the planes and the DCS simulation anywhere else that would explain things like the numpad enter key or is this tribal knowledge?
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Yes, I too have a VERY STRONG priority for "standardization"... In fact, that is one of the reasons for my question... By design, the 109 flaps are "meant" for the 3 way China Hat since it returns to a "no state" when it falls back into it's middle, neutral position. This allows the switch to be held forward to retract the flaps or held backwards to extend the flaps to a desired amount (as long as the switch is physically held). Once the desired amount is achieved, the switch is physically let go, and it springs back into it's middle, neutral position. It appears to be the only switch on the throttle that operates like this... Logically, this operation "matches" the way in which the 109 flaps operate. BUT... Suppose I want to map the 109 type flap to the "FLAP" switch on the WH (the one that's meant to be a FLAP switch by default). That switch does a great job for a plane that has discrete stop points like the 190 because the forward position can be "retracted, middle can be TO Flaps and back position can be "retracts" (3 discrete steps)... SO... How does one overcome the issue that this switch stays in a given position for a plane like the 109... What happens then is that the flaps would indefinitely move to a retracted or extended position depending on the switch and the WH would continue getting the key command to extend or retract indefinitely... That would seem problematic... Am I missing something here?
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I typically fly this plane but I've noticed the other DCS planes do this as well: When I start something like a Takeoff mission, I'm in the cockpit near the dash and the eyepoint backs out and then stops at some predetermined location. What is happening here? And... What is the correct eyepoint to best avoid the fishbowl effect when one has it set too far back? I'd like to best replicate the view as the "average real pilot" would see (height, forward, etc...)...
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Because of the unique infinite variability of the flaps, it seems the best switch to map to is the red china 3 position switch on the bottom right of the throttle (2 position momentary with middle position return)... OR... is there another way? I'm thinking of programming in a few stages to this scheme so if I there can be combat flaps, TO flaps, landing flaps, etc... It gets a bit tedius holding the switch down... Does anyone else have a favorite flaps setup that they use?
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Success - UHD TV as Monitor
Cavemanhead replied to StrongHarm's topic in PC Hardware and Related Software
This will be a dedicated flight sim monitor... I'd love to use something larger, but 40" is max I can have in the avail space (long story). Will this be an issue? As for the 60hz vs 120hz... I currently run my monitor at 60Hz... What does "easy on the eyes" mean? -
Success - UHD TV as Monitor
Cavemanhead replied to StrongHarm's topic in PC Hardware and Related Software
Hey guys... This is exactly what I want to do and I really appreciate the research and tweaking behind the decision... The area I have is only 38" across so I'd have to go with the 40" (instead of the 48")... I'll be sitting proportionally closer in my pit so the assumption is everything will still "look as big" and the pixels will be packed that much more closely to support good close viewing... I don't understand the importance of wanting the text size to be the same as a 27" 1080 monitor... What does that matter? Right now I have a 23" 1080 monitor so I'm guessing it would look "the same" for me since I'm used to the smaller text size I guess??? How about texture swimming, etc... Do you find more or less than with a standard monitor... Also, can you point me to the info on the chroma 4:4:4 and what that means and also explain why only 60 (and not 120) is needed for flight sims (as opposed to other games). I know that is the case but I've never understood why gaming guys get so hot/bothered over 120 when us flight sim guys know that 60hz is nirvana already... -
WARTHOG Coders: Noob Needs Some Help
Cavemanhead replied to Cavemanhead's topic in PC Hardware and Related Software
That makes sense with the alt-space and space... Thanks. It worked. -
WARTHOG Coders: Noob Needs Some Help
Cavemanhead replied to Cavemanhead's topic in PC Hardware and Related Software
As a general rule, I don't like to change the DCS default mapping but if I have to I will... My question is very simple... Why doesn't the following work right? For FW-190 MG131 = RCtrl+Space so... TG1 gets assigned to RCtrl+space with a HOLD command so that while TG1 is pressed, the MG will fire MG131/151 = Space so... TG2 gets assigned to 2 events: RCtrl+space and Space with a HOLD command for each so that while TG2 is pressed, the MG and Cannon will fire Why shouldn't this work? For Bf 109 K-4 Fire machine guns (A) = Space so... TG1 gets assigned to Space with a HOLD command so that when TG1 is pressed, the MG will fire Fire Cannon/Rockets (B1) = RAlt+Space so... TG2 gets assigned to 2 events: Space and RCtrl+space with a HOLD command for each so that when TG2 is pressed, the MG and Cannon will fire Why shouldn't this work? -
All true... The Vive is marketing to a totally different customer. The option to move around really has no added value in the context of a flight sim. What matters is field of view, rendering speed and quality. The display that does those things the best are what will draw me.
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WARTHOG Coders: Noob Needs Some Help
Cavemanhead replied to Cavemanhead's topic in PC Hardware and Related Software
Thanks for responding. Yes, I'm using Target, though I have not dabbled in the scripting yet which looks like what you provide as an example... BOS has a key for MG and it has a key for MG + Cannons... DCS does not have that so the command for TG2 must include 2 keypresses which it does not appear to like to do while in game... I can pull TG1 and get MG only. But the only way I can activate the Cannons is by pressing TG2 then pressing again, and the MGs stop. What I want is MG when I pull T1 and then cannons simply get added to the spray when the trigger hits the T2 activation point... -
WARTHOG Coders: Noob Needs Some Help
Cavemanhead replied to Cavemanhead's topic in PC Hardware and Related Software
Is it that bad of a question? :cry: -
I've been learning the basic and advanced programming commands and have a few questions... Assumption is that the following issue is really easy to resolve and has been asked before: ME109 and FW190 profiles... I'm trying to make TG1 be standard low caliber MG and then TG2 to be MG + Cannons so that I can pull partial on TG1 and then when things are lined up perfectly, fire the cannons but simply squeezing harder to TG2. When I "hold" I want to be firing... TG1 appears to work but nothing happens when I pull through to TG2... I'm using hold commands on single TG1 function and 2 functions on TG2... Perhaps I need a "release" on TG1 or maybe TG2 doesn't like to do 2 simultaneous functions when activated... Any ideas on how to get this working?
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Sith, Although in general, I agree with you on subjective language uses like "too hard" or "too easy" being essentially useless... I still can't get over the fact that I can ram the throttle forward on the mustang or slowly advance and either way, there's basically no left yawing action there to counter with right rudder or brake. I've checked settings and unless there's a bit switch on the takeoff control for the P-51, set backwards relative to the 109 or 190, then it hard to imagine this behavior as "right"... 2.0 is my first foray into the DCS series. And no, I certainly am not one who thinks flying an airplane should be "hard". I believe the 190 and 109 are great representations of handling on the ground for taxiing and during the TO and landing rolls but they are a little bit finicky and probably have a tighter margin for error than the real planes would, but they seem "close"... The mustang just seems way too "automated" on the TO roll...
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Context: I've got 20+ years of flight simming experience, with some limited time flying general aviation aircraft. I just got back into the hobby with V2.0 and have been flying the P-51, ME109, and FW190. I was impressed with the 109 and 190 and believe the FM is "close" but needs some work. The P-51 was a colossal disappointment. Although it seems to fly "normally" in the air, it seems incredibly easy to takeoff... There is just zero torque effects, gyro precession, etc... It's like a night/day difference... One can just slam the throttle forward and compensate with an almost imperceptible amount of right rudder... I just can't believe this is the way this bird would have handled... The physics don't say it would and the pilot stories don't either... I'm hoping this is just a bug that will get fixed... Not having flown any DCS planes before 2.0, I can't compare the P-51 to itself before 2.0. But relative to the german planes there's just no comparison... It's ground behavior is simply non-existent...
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Thanks for the tip!
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Where can I find/print the file that has all the keyboard commands for the 109 (or any plane for that matter)...? I'm building a Warthog file, and want to pick up on all the functions...
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I'm in the 109. Thanks for the response... Using the F11 external camera seems to screw with it more than usual... Same flight from insode the cockpit and nothing else changed at the end after the crash... Close, but a different flight... Then, same track and from another view point, it was more like the original flight... I hope they get this sorted out... I'm amazed at how cool this sim is. Absolutely amazing!
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Is there a "trick" to playing back the track files? I'm a noob and did my first flights last night, and wanted to view them using the F11 camera. But, when I viewed the track file, it was not the identical flight that I recorded... Sometimes it is different. I thought the track was simply a repeat of what was just recorded..
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Can someone step me through camera placement?
Cavemanhead replied to Cavemanhead's topic in DCS World 1.x (read only)
Thanks much, this thread appears very useful! -
Can someone step me through camera placement?
Cavemanhead replied to Cavemanhead's topic in DCS World 1.x (read only)
So, there is NO option to place a free camera where I want at any airfield? Is there only one camer at a given airfield? Can I place that camera as needed to get the right (multiple) angles for viewing TO and Landing? -
All I want to do is the following: Create a mission for myself with a few strategically placed camera at an airbase so I can TO/land and view the track from several fixed views. This would seem like an easy thing to do but I have no experience with the editor and need some "focused" help... Can anyone lend a hand?
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Been out of the loop since Flanker 2.0... Getting back in via CS 2.0. Great sim but where is the .pdf manual for the sim and each of the 10 modules I have... Main thing I'd like to do now is be able to place an exterior camera on the airfield so I can watch myself takeoff and land in a 3rd person POV... And just make a simple mission to take off at a given field with any given plane. Please help. Thanks.
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This may be a bit of a noobish question, but...
Cavemanhead replied to Icarus1976's topic in DCS World 1.x (read only)
Ha! Oh, I definitely go further back further than 8 years ago... I played the original Flanker also... Starting simming in 1983 when I was 12...