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Everything posted by Leadnap
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The WSO controllers only connect to the AG firing circuits - so gun and AA weapons are front seat only.
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The error can be found on Page 241 "NAV (At the earliest 2 minutes before throttle up, to avoid problems with the navigation system)" however the navigation system initializes in BER, the "2 minutes" is to prevent overheating because the bay is air cooled (hence needing to be throttle up within 2 minutes). I don't know if the "current" manual is a revision of an earlier one - I cannot find the 5 minute portion anymore but I know it was in the manual I downloaded a long time ago because it was what I referenced in an earlier tutorial and an older version of the Chucks Guide also had "5 mins" instead of 2.
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Give me a little bit to go find it
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There is also an error in the old manual regarding when to turn the master mode switch in relation to take off. The (current/old) manual states it needs to be in NAV for 2 minutes to align the CK37 for takeoff heading, but the Swedish version covers that this is done in BER.
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[not] Missing Keybind - Weapon Sel Knob - RB05|BOMB
Leadnap replied to Leadnap's topic in Bugs and Problems
You are correct. I've misread that all these years somehow. Not a bug. -
There is a missing key-bind input on the Weapon Selector Knob: The first map option is "1 - SJO | PLAN" but there is still a knob setting ahead of that for "RB05 | BOMB" on the dial that doesn't exist in the bindings. The only way to set this is to use the CW/CCW inputs inside the aircraft but on a positional rotary switch that can't be done. I know the aircraft starts with the knob in this setting by default so as long as it is never changed the issue is minimal, but if you need to adjust it back you have to click it with the mouse.
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It's not a bug. I was very confused by this too but HB actually improved on the normal keymapping. Set the input for the switch (use the Release Mode switch as an example) and when you engage the switch it will switch it as desired. The "down position" is default. Once you disengage the switch it will switch to the other position. This is great because it allows you to use a single input for a two input switch, and will replicate best with a non-momentary switch which is what the real switch is. Of course this logic doesn't work if you are using a momentary switch, which is what the X-56 has. HB could offer two new key binds that would work for momentary inputs - but that may not work with their coding for the switches to change when an input is stopped. At the end of the day the way it works now is better for various reasons as the only downside is that momentary switches won't work.
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fixed HMD motion sensor not visible from the outside.
Leadnap replied to Furiz's topic in Bugs and Problems
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I am working on a complete tutorial series to replace my earlier ones for release later this year.
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I've rebound it dozens of ways and nothing did the trick. However - ED support helped out and here is what worked: 1) Rename the C:\Users\----\Saved Games\DCS.openbeta folder to Temp 2) Run the Repair utility 3) Relaunch DCS Good idea though is to save your configs and bindings - you're going back to vanilla. I ran the repair tool multiple times and it didn't do anything but renaming the folder then doing so fixed the issue.
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@Oilman100 I completely uninstalled VA today (even though it wasn't connected to DCS anymore) and still no joy.
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I have Voice Attack but not for DCS (was going to set that up next actually...). I wonder if there are hooks though? Might go digging around now looking for that.
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I've searched around on the forums and seen various reports of this but after the most recent open-beta update my comms menu will not load. I've mapped it to various keys (on multiple devices), nothing. When I open the binding menu pressing the key goes right to the binding but no matter what in every module I cannot use "\" (or any other binding) to bring the comms menu up. Easy communication is off (toggled that too). Completely removed everything but the vanilla OB game (or cleared out best I can tell). Also have noticed that missions are launching in pause and the briefing does not load. May or may not be related but that is the only other thing I've noticed out of place. dcs.log
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For those dealing with this annoying AV issue, once you tell the AV to ignore the DCS folder, make sure to do a full repair on DCS with the tool.
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ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
Leadnap replied to rekoal's topic in Screenshots and Videos
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Ugh - think if I place them in the CoreMod Livery folder for the AJS-37 they'll work. Should make progress this week if that is so!
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I would certainly love to see those dimensions for a build! Eagerly tuned.
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I've completely removed all AJS-37 livery files from the /savegame and install paths and the ModelViewer2 application still see's files that don't exist in the mapped directory - despite their being empty. When I save new .DDS files into the correct AJS-37 livery folder ModelViewer doesn't see them either. Can't progress getting this one done until I can see the work in MV again.
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@Lee Are you having issues with ModelViewer not seeing the folders? I have emptied all the Viggen folders of any livery and yet Model Viewer keeps showing me ones that don't exist.
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It wasn't so much that I flaked, but lost the original project files in a corruption that cost me all my AJS-37 works, and limited time to go back and complete the project. I have two paid F-16 skins to finish and I am back to doing free livery work, this project is at the top of that list. I'm 30% done with the main fuselage. It isn't that it is hard to do - but time consuming making lines connect correctly between parts - something a lot of people ignore. Just because I am doing it and it is taking a long time doesn't mean others can't jump in and do it either. This isn't paying my mortgage.
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Do you mind if I borrow your darker feathers for some projects?
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Thanks so much for explaining this! For those who are not LUA masters (like myself) here is what the total Description LUA should look like as an example for the default names with this code: livery = { {"F16_bl50_Main_1", 0, "f16_bl50_main_1", false}; {"F16_bl50_Main_1", ROUGHNESS_METALLIC, "F16_bl50_Main_1_RoughMet", false}; {"F16_bl50_Main_2", 0, "f16_bl50_main_2", false}; {"F16_bl50_Main_3", 0, "f16_bl50_main_3", false}; {"F16_bl50_Kil", 0, "f16_bl50_kil", false}; {"F16_bl50_Kil", ROUGHNESS_METALLIC, "f16_bl50_kil_roughmet", false}; {"F16_bl50_wing_L", DIFFUSE, "f16_bl50_wing_l", false}; {"F16_bl50_wing_R", DIFFUSE, "f16_bl50_wing_r", false}; {"pilot_F16_patch", 0, "pilot_f16_patch", false}; } custom_args = { [1000] = 1.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn) [1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn) [1002] = 1.0, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn) [1003] = 1.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn) } name = "NAME" countries = {"USA",} ((You could in theory take out the --text but I left it so it was clear where this went. Feel free to correct the hell out of that as I am not a LUA editor but making this adjustment made it work!))
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How did you get this to work?! No luck here.
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While this might not seem directly related to the Viper from the title, it only affects the F16Cbl50. We can't generate the livery lua in Model Viewer - but this only affects the F-16C Bl50. "48.2161 ERROR UNIMODELDESC Can't load model c:/program files/eagle dynamics/dcs world openbeta/coremods/aircraft/f-16c/shapes/f-16c_bl50.edm. Reason: Expected render node id, got model::NumberNode." As a result - we can't find the lua entries that added even MORE automatic board numbers on the intake and remove the ones we already could since the entries were changed.
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I've been working on some heavy weathering tools for this livery pack. Will release a number of them shortly (waiting on a few items to complete that will finalize a number of projects)