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Everything posted by heloguy
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DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
I guess what I'm talking about isn't really helo specific. Basically, with all the systems turned on, hydraulics, trim, etc, the base or max force applied to hold the stick's position. I use an extension, so the base force applied is a little light. In CLS2Sim, using hardware trim, you can adjust the forces under the Axis Force Settings tab, or under the the Hydraulics tab if you have those boxes checked. Something like that would be nice. It would be realistic for helos, and fixed wing with hydraulic assisted controls. Edit: After messing around with the force slider in BrunnerDx, I think that works pretty well after all. I think I just had it set too low before. -
DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
Chuls, got it. I used SimFFB in the past with a G940. IIRC it replaces DirectX ffb effects, so I’m not sure it would work with your setup. -
DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
Chuls, Thanks! It's only the big button at the top. Feel kind of dumb for missing it. Is there any way to adjust the forces? For example, I'd like to increase the forces holding the stick in place while using trim in the helicopters. -
DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
Chuls, I'm trying to get this running again, and keep getting this message: 2021/04/28 07:56:20.145 Arduino sketch version is too old. Please Upload the Arduino Firmware I can't find the updated Brunnerdx.ino anywhere. -
The HH-60 would be the best S-70 version to have in DCS
heloguy replied to Lesser Panda's topic in Polychop-Simulations
Would love an MH-60L, but I'm not sure how feasible that is. That helicopter does everything a helicopter can do. Put stores on it, it does attack. Remove them, and put on flexible guns, it does infil/exfil, SAR, CASEVAC, HAAR (yes, the attack version can too), etc. The HH is a pretty niche version, although you'd be able to pretend everything, except the attack part. -
DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
I remember with the MSFFB2, you have to use the ‘Tune FFB’ option under the controls for each axis, and check the ‘invert’ box. Not sure if that helps. -
Just tried the F-14A Battle Group Delta campaign. After I flew the first mission, I never got the debrief .txt. Also, when flying home after our brief battle with the MiG-29s, I received a bunch of script errors that repeatedly said something about a unit not existing. I should have screenshotted them, but didn't, hoping that the mission would just save. I have DCE installed in my \Saved Games\DCS\Mods\tech folder, and the campaign installed in the \Saved Games\DCS\Mods\tech\DCE\Missions\Campaigns as instructed. I am running the most current Open Beta, if that matters.
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Hey Miles, You'll definitely have to let me know how it works. Still, this isn't ideal to me, as I would think the sim should be able to differentiate between which seat you are in. It would almost make more sense for them to have bindings for both seats, although I'm sure some here would want me to walk off a cliff for mentioning it.
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Any ideas for those of us without a mode switch? Am I missing something? Basically, it seems to me that I'd want the same switch on my controls mapped to both the Co-pilot and Pilot's trigger, and radio buttons. But DCS doesn't let me do that.
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Just starting to mess around with Multi-Crew, and I’m curious how people are setting up their controls to make sitting in either seat functional without having to re-map every time. Specifically when talking about the Weapons release triggers, and ICS/Radio switches that are unique to each seat.
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Got word from Virpil, it’s an M4 set screw. I found an M4 / 0.7 one at Lowe’s. Worked fine, in case anyone else needs one.
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I've had a Virpil V.F.X grip sitting on the shelf for awhile now (pre-ordered, but never used). I decided I wanted to try it out for a bit, flying the Tomcat, but can't stand the rudder twist. I tried to engage the setscrew, only to realize mine shipped without one installed. Does anyone know what type of setscrew it is (size, threads)? I sent an email to Virpil, but figured I'd try here in case someone else had the same issue. I have a feeling it would be faster to pick one up from the hardware store than wait for one to ship here from Virpil.
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DirectX adapter for Brunner FFB Joystick ready
heloguy replied to Chuls's topic in PC Hardware and Related Software
I've had a Brunner base for a long time (had to do the post-production mod to get it to work with newer TM compatible grips, I think 1.5-2 years now). Anyway, I'd love to help, as I've tried using their FFB plugin with DCS many times, and I've never truly been happy with it. I've always ended up reverting to hardware trim (which is still miles better than a standard centering joystick). Problem is, I don't have an Arduino micro. -
Low-light tracer would be great, just not sure how feasible with classification. I figure ball only is a good compromise.
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Ok, nevermind, figured it out. Looks like it multiplies it. I set everything to around my native res for the Index, and I saw my frames in engine jump up to between 75-80fps when I wasn't looking at anything, and between 45-50 when I was looking at heavy activity (fire, tracers, explosions, etc). Looks like I might have some overhead, but not much.
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Taz, thanks for the reply. I noticed that video earlier, and that is exactly what I remember with the Oculus Rift with ASW. I guess I just assumed that 100% was the native resolution, but I see that's different now, after some Googling. Does the Per Application setting add to the global setting? Or is it a replacement for the global setting?
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Can we get this as an option? Mainly thinking about miniguns, but it would be nice to not get blinded by tracer when shooting at night with NVGs.
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Quick question on Motion Smoothing. I have mostly played with this turned off, as I remember back when I had an Oculus Rift, ASW caused a lot of artifacts I preferred to not have to deal with, mostly with gunsights on WW2 A/C, and HUDs with modern A/C. I'm running a Valve Index now, and have Motion Smoothing set to off in Steam VR. I don't get any artifacts, and I see 80-90fps when operating in the GUI/Main menu, but I never see anything above 45fps when I'm actually flying in the 3d engine. Am I doing something wrong as far as settings? I know, with anyone, YMMV based on the rig you have with any settings, but my guess right now is that Motion Smoothing is off, based on the FPS I get on the menu screen, but I'm not sure, since I don't seem to ever see anything above 45fps in game. Just want to make sure it's a performance thing, and not me missing something easy.
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Agreed, that’s a technique. However, if you have a grease pencil in the cockpit, you take note of where the guns are hitting, and give yourself a reference, if you’re smart. Really, beside the point considering it was a common tactic. Rockets are an area weapon, and honestly, I would be using the mark to increase probability of first rounds on target. Acknowledge you can correct quickly with tracer.
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I've asked this before, but after seeing the grease mark on Polychop's OH-58, I'd like to request it again. Can we get a grease mark on the window (option even) for the Huey, in both seats? Any gun pilot worth his salt would not rely only on the gunsight.
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Can You Fly AND Fight in the Hind Completely From The Front Seat?
heloguy replied to Bearfoot's topic in DCS: Mi-24P Hind
Still not technically true in the US Army. See here: https://www.goarmy.com/careers-and-jobs/become-an-officer/army-officer-jobs.html You can see in the paragraph about Warrant Officers that they are not commissioned as WO1s, but when they are promoted to CW2 and beyond, they are given a commission by POTUS. -
There is little to no effect of rockets on the flight properties due to recoil. This is because the back of the rocket tubes are open. The rocket thrust pushes against the retention tang inside the tube until tube until it’s overcome, and releases the rocket to fly from the tube. The reason too many rockets fired at once can cause engine flameout is because the exhaust gasses can starve the engines of oxygen when they are present in too high of volume. It has little to do with the rockets’ aerodynamic affect on the engines.
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[REPORTED]Pitch Excursions while using Trim Release
heloguy replied to heloguy's topic in Bugs and Problems
Any update on this? Any chance it will be fixed for BS3? -
[REPORTED]Pitch Excursions while using Trim Release
heloguy replied to heloguy's topic in Bugs and Problems
If the helicopter keeps pitching down, then it may be related. If the helicopter maintains pitch, and descends, it’s more than likely because you haven’t adjusted the collective to maintain your altitude for your given pitch setting. Straight and level in a helicopter is all about balancing your control inputs.