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GTFreeFlyer

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Everything posted by GTFreeFlyer

  1. Didn’t realize the interior lighting knobs weren’t in the list. I added them, but since they aren’t in the StreamDeck’s catalog, I can’t get them to work. We have their DCS ID’s, but how do I find the button ID’s (usually a four digit number)?
  2. Yes, this would be helpful, but also have option for individual key binds for each flap position so that it can work for some of the hardware that exists. After all, it is a discrete 6-position input, not an axis, but an axis would still be a big step in the correct direction.
  3. Did a bunch of flying last night with my new Stream Deck profile and got to test out a lot more. These 5 engine controls had incorrect decimal formats. Change your lines to what you see below. I still haven't tested out the radios, mostly because there are still some bugs in the way they operate and I didn't want to mess with them too much in case things change in the next ED update. Side note: Which GitHub account is the official, and current one to get ExportScripts? There are several forked ones. I wanted to open up a pull-request and get the F4U officially in, but don't know with whom to do that. -- Engine (Device ID 3) [43] = "%.2f", -- Throttle [44] = "%.1f", -- Supercharger Lever [46] = "%.3f", -- Mixture Lever [59] = "%.2f", -- Fuel Selector [105] = "%.3f", -- Ignition Switch (Magnetos)
  4. This used to happen to me a few years ago for all aircraft, but no longer does. It was a great cheat for finding targets hard to spot on the ground. I thought it was quietly fixed, but perhaps I changed a setting somewhere? i don't know. I haven't experienced this in a very long time, and still fly with dots only. Wish I knew the reason. Can confirm as of last night I looked for this in the Corsair and did not see it. Cheers
  5. Alright, I got most, if not all the clickable data (switches, knobs, etc) in here, with the exception of circuit breakers. I was able to test out a lot, but not everything. What I tested works so far. Feller, I added your name along with mine at the top for credits. This should satisfy most Stream Deck users. Work to be done: 1. Test and let me know if anything is broken. 2. Add more outputs (gauges, needle positions, indicator lights, etc.). I likely won't get around to this as I don't need these for my personal Stream Deck needs. 3. Continue sharing the love of this bird and reupload any additions/fixes you may have. Cheers, -GT- F4U-1D.lua
  6. Interesting timing. I started working on my own last night and was going to continue this morning. I just took a quick look at yours and was hoping to replace mine and test it out. I have only built the weapons stuff so far into my Stream Deck, and have tested it all out, working. After a quick look through your lua file, there's lots missing. I didn't see any of the weapons stuff (main panel, rocket panel, bat bomb, etc.). I know this is just a work-in-progress, so I'm just throwing this out there for anyone else who might download it and expect more functionality. The ID's you have for all the clickable elements seem to match up with what is in DCS Interface's ID Lookup table. However, all the stuff you have for the gauges and indicators do not appear in the ID Lookup table, so I don't know if they'll work without any additional work involved. That was just my quick-look. I'm going to take the few switches you have and combine them into mine and continue plugging and chugging. Thanks for sharing.
  7. I really wanted to caption this, “I love the smell of jet fuel in the morning”, but I don’t think that saying was around back then
  8. Ah yes, this is what I did as well, in SP. Thanks for reminding me. However, still couldn’t get it working last night in a dedicated server. Also, last time I tried in a locally hosted MP session, it worked only for normal spawn, not for dynamic spawn.
  9. SP or MP? I have another post reporting this as a MP bug. I did fly again last night on a MP dedicated server and again confirmed I could not get the Essex tones. However, try the same mission in SP mode and it works. I’m sure we’ll see a fix soon for this early-access module. The radio is a work in progress because we did see the behavior change, unannounced, in the last DCS update that came about. Small steps in the correct direction for this awesome module
  10. Thanks for the shoutout I did check out the server with a couple buddies and we had a great time. It’s the right balance between casual play, and just way too much going on like some other servers have. Will be back
  11. I feel like the Corsair is much easier to takeoff than it should be. Never flown a real one - if you have connections, contact me ASAP, like knock on my door if you have to - but there are a few components of left turning tendency that seem to be missing perhaps. When I gun the throttle very quickly, the Corsair seems to just go straight on the rails for me. Yes, I have the rudder trim in, but at very little to no airspeed, the rudder isn’t doing anything. Left turning tendencies I’m not noticing too much: P-factor when the tail is low, left wheel digs hard into ground, and slipstream hitting the fin from the left side. Also as the tail lifts up early on with little airspeed, the gyroscopic force of that huge prop will want to torque the nose left. I usually have the habit to apply a little bit of throttle, let the airspeed build up and let the tail fin become effective, and then continue to push the throttle slowly to takeoff MP. I was playing around with this earlier today, and even gunning the throttle doesn’t seem to affect my takeoff roll heading too much. Once she’s up in the air though, everything feels really great. Just the takeoff roll feels a little unnatural, but I don’t know. Never flown anything with that much HP IRL. It’s minor, I don’t mind easy This is still my favorite module at the moment. It’s really well done overall Maybe this was all done on purpose to make it a little more friendly in the sim. I can totally see people reporting bugs if they jammed the throttle full and the plane ended up in the grass each time. If so, then I think M3 already found the correct balance and I’m happy with it Great job on the module, again. I’ve really been putting a lot of time on it Thanks -GT-
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  12. Wonder if it is a MP thing. I tried in SP and exhausted the main tank, engine quit, switched to reserve and it fired back up without game crash. All systems nominal. Just providing this info for the devs. Cheers.
  13. Dibs on being the wingman!
  14. I have a new one to add: I taxied out with two AI wingmen in same group. Got to runway and all was good. I throttled up slowly as I always do with Warbirds, and exploded before rotation. #2 rammed into me. I think perhaps they just go full throttle? Doesn’t seem like they kept separation on the takeoff roll. Either that, or AI visibility over the nose is modeled extremely well, although at the speed we collided, my tail was already up. Cheers
  15. And a worthy mention: there’s always free-flight in combination with Reflected’s YouTube tutorials (pinned in the forum list)
  16. Sounds like this is already fixed based on the changelog on their website. We just have to wait for ED to push it out in a future update.
  17. In the Hornet (I know, very different airplane) the pilot has a functional kneeboard on his left leg. This is the best thing ever when flying in VR. You can flip pages right there without an immersive-breaking pop-up window. Would be nice to have this in the Corsair too (if the older pilots used kneeboards). Just a wish. Thanks!
  18. Super minor: I noticed today that after dropping the bat bomb, I was not able to turn the power switch to off position with the key bind. I know it’s not required, but I was just safe-ing the cockpit later and found this. I was able to put it back to off position with mouse clicks. Cheers
  19. Latest version allows the Essex carrier to report bandits as well.
  20. I'm going to try and keep this one up for the weekend. Must check it out if you haven't in the past. Cheers! (Server name is GT's Runway)
  21. A navigation challenge. How good are you with building an SA picture in your head and then getting to the targets by working radios and listening to Morse? There are other things to do in addition to finding ships. WWII Assets Pack required. Enjoy this mission featuring two of my new scripts. Random variable fog, and the Essex’s ability to detect enemy ships. https://www.digitalcombatsimulator.com/en/files/3345680/ (Follow this thread for updates)
  22. Excellent. Thanks for the response
  23. Ah yes, I would like this too, eventually. I feel like this will be something for the “Super Essex” if they go the same route the Stennis went. I can’t remember, but I think we didn’t get the current modern carrier personnel as units in the ME until the SC came out? Either way, I’m sure it’s on the list of things to do since it promotes realism which is what this sim is all about
  24. Just FYI, that's all.
  25. I’ve been looking for a trim box. Can you share what you have? … and to the OP, yeah, constant trimming is required in warbirds. Set your throttle and RPM and try to leave it there and fly the same airspeed when cruising around. Of course, maneuvering, evading, etc, will required you to do drastic things and then you’ll have to pay attention to sideslip. Any change to airspeed, RPM, manifold, or aircraft weight (yes you are constantly burning fuel), will require new trim settings.
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