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Everything posted by darkman222
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but not in VR
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Cursor Slewing on AGM 65 Weapon Page
darkman222 replied to Soundman766's topic in Controller Questions and Bugs
If i post a track file its obsolete by tomorrow when the update drops. You can try yourself. Bring the TGP to 2x zoom and the Maverick to expand view. That should give a comparable field of view. The TGP reacts linar to input. But the Maverick seeker just accelerates when exceeding minimal input. So fine adjustments give a lot of overshoots of the seeker with the RDR cursor. I have had so many hardware now. Thustmaster warthog, Winwing F16 EX, now Winwing F16 Ex with the delta sim electronics force sensing TDC mod. So many curves that I have tested for it. The cursor on the maverick screen just acts itchy compared to how the TGP moves. Its not the hardware or the curves. Its just how its modelled in DCS. Can post a track after the patch dropped if still needed. -
Cursor Slewing on AGM 65 Weapon Page
darkman222 replied to Soundman766's topic in Controller Questions and Bugs
Probably a good idea to use the handoff. But if you dont have time to hand off and slew the Maverick seeker manually with the RDR cursor: Welcome to almost 2025 and its still a pain to slew the Maverick seeker on target with the RDR cursor. -
How to fix/workaround TPOD not working after rearm?
darkman222 replied to sirrah's topic in DCS: F-16C Viper
It was stated by ED that it is still being decided if its gonna stay that way, that the TGP has to be "reset" after rearm or not. The question was, if it needs to be off or reset after rearm for more realism. But how realistic is it to get a jet being rearmed 20 seconds after landing on a runway and 2 minutes later fully rearmed and ready for take off again. Why bother players with pseudo realism, resetting the TGP and waiting 2 more minutes until you can identify air threats via TGP if you have to do QRA scramble right after landing on a crowded multiplayer server for example. -
What I am wondering more about is if ED will remove the Litening pod after the release of the Sniper. I have a bunch of bugs I could report about it. But would it make any sense to do so if it was removed anyway.
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Are you sure that you have also set the jet to follow either the heading bug or the steerpoint with the switch left of the autopilot switch? If not it will only hold altitude or attitude but not course. If the jet is not trimmed perfectly it will give the impression of the AP drifting. But in fact, if you switch AP off the jet will just drift or better roll the exact same amount.
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correct as is TGP jumps to random location
darkman222 replied to dutchili's topic in Bugs and Problems
@Lord Vader The issue is not reliably reproduceable. What seems to contribute is if the TGP is slewed away from the steerpoint to look for targets. 3-4 nw were sufficient in my test. Probably also the map (Afghanistan) contributes, as this happened very often on this map. It happens when you try to go from INR track to point track. Then the TGP jumps away from the desired target. See at the end of my track file. Sorry I had to try different things to get it to show clearly. So when I TMS up while in INS track the TGP lock seems to drift or better jump away multiple times until it establishes lock on a random place. It looks like I pressed TMS up multiple times, but I did not. The TGP tried to re-lock multiple times. For better illustration I have uploaded a video of the exact moment it happens. Further attempts to get a point track lead to the same result. tgp lock jumps INS to Point.trk -
correct as is TGP jumps to random location
darkman222 replied to dutchili's topic in Bugs and Problems
If you are about to mask the TGP you have to revert from point track to inertial tracking. TMS down once. The cross will open up again and youre good to mask the TGP. If the TGP screen looks like that youre good to mask the TGP. Although there is a problem with the TGP not being able to hold point track, especially with buildings around, that dont obstruct the view but make the TGP jittering around. Not really sure if its map related. But it seems to be very pronounced in Afghanistan map. If I find the time I could try to reproduce a short track file. -
DTC for DCS - new version 7.2.0 - Apache added
darkman222 replied to SFJackBauer's topic in DCS Modding
Well , so does someone know how to pick coordinates from F10 map? Aka bring the red cross hair back? Or maybe I am mistaken and DTC never had it but only the "the way" mod? I am confused. EDIT: Disregard. It was the "theWay" mod which could capture coords from the F10 map, not the DTC. Sorry for the confusion. -
DTC for DCS - new version 7.2.0 - Apache added
darkman222 replied to SFJackBauer's topic in DCS Modding
Was the option to get steerpoint data from the F10 removed? I remember in previous versions you could bring up a crosshair and grab coordinates. -
Spotting dots worked so good in VR (Varjo Aero) before the rollback to the big blocks. The things that bother me with what we have now is, that if you use VR zoom the threshold when the dot is disabled sometimes lies in between where you can actually see the bandit and where the 3d model is too small to see but the dot is not displayed either. It happens that if you zoom in you lose the dot and dont see the bandit either. Also the dot seems to fade out over distance, also not in a linear way. If you see a dot it does not represent if its far away or pretty close which is misleading for estimating the threat if there are multiple bandits. And it probably does not change the size or the fading characteristics of the dot according to the object size. Thats the most obivous that ejected pilots are displayed as prominent as jets or helicopters. Thus I started chasing parachutists again like months ago when spotting dots were introduced.
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@propeler Having a closer look on the new FFBeast Commander screenshot you sent. If I understand correctly the trim will be done directly in FFBeast Commander with asssignable joystick buttons. Thats why you assign buttons in the hardware trim config I guess. Thats cool. Just one thing not to be overlooked. The UH1 Huey has a force trim implemented with DCS FFB, that works actually pretty good. If you press the "force trim" button the spring gets deactivated and the stick just stays in position unless you press the button again, then the spring activates again and centers the stick. WIll that be possible with the new Commander too? Force Release and Reset bind?
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@propeler Thanks for the infos. If someone else is reading this, here is how I found it works: DCS FFB has to be enabled for trimming only. If I run DCS without FFBeast Commander it does its own FFB output ( which is way too strong). Strange thing is that the Force Feedback Tune seems not to do anything when changing the values. Value of 0 should disable it. But it does not. But the good news is that FFBeast Commander overrides everything from DCS and uses only the trimmer function. So I have full control over every force, and the forces of DCS and FFBeast Commander are not mixed as I assumed incorrectly. Still would be cool if FFBeast Commander realistic trimming would work without DCS FFB enabled, to get DCS FFB out of the equation at some point.
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I am not at home at the moment. So I cant test. But why I was mentioning my Laptop without FFB ever installed. I have the suspicion that DCS remembers the last trim it had, and without the FFB stick plugged it just applies the last active trim. Thats why the F4 pitched up once, and in another test it pitched down. That never happened on the laptop as FFB never was used. No axis conflict 100 %. As the pitching stops when I disable DCS FFB. It must be the "saved" trim. Also I unplug unused sticks to make sure no axis conflict can cause it. Although that problem is not solved, now I know that if I want to fly the F4 with my winwing stick, I have to disable FFB in DCS. I can live with that. The main problem is that with the FFBeast connected I can not trim properly without DCS FFB active. Its two separate problems here, but both have something to do with trimming. How should the FFBeast be set up for force feedback? DCS FFB on or off? Using FFBeast software. As mentioned, without DCS FFB active the trim does not move the physical stick. Is there an option in FFBeast software to make it move the physical stick together with the trim? Thats the only reason I need to activate DCS FFB.
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2 new insights. If DCS FFB is enabled and the FFBeast software active, both FFB signals are mixed. So thats no option either. And the pitching up can also be a pitching down, as it seems to remember the last trim state you had when DCS FFB was enabled. So all I need is something in the FFBeast software that enables "realistic trimming" as described above, moving the physical stick too. So I dont have to have DCS FFB active. I dont know how active @propeler is in the DCS forums. Probably gonna try to get in touch via discord if nobody here has a solution.
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Did what you said. DCS FFB on without FFBeast software -> Timming works just fine. No swapped axis. Interesting. I did not realize that without the FFBeast software running DCS is sending its own FFB data. For the ED Aircraft ( F5E , F15 etc) there is no shudder / buffet. Just the dampener. And for the F4 its a constant shaking and buffeting. So you might be right that turning DCSs Force Feedback off is the better idea. I wonder what DCS FFB and the FFbeast software do, when they are both enabled. Seems like FFBeast overrides the DCS FFB data. But not sure about that. But the problem is, with DCS FFB off, the trim does not move the physical stick as it would do in real life. The jet trims and the virtual stick moves, but not the physical one. So I seem to keep DCS FFB enable just for that only reason Edit: The easiest way to test this is the Force Trim button in the UH1 Huey. If you press it, the pyhsical stick centers itself. This works only if DCS FFB is enabled.
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Trimming works properly. When Force feedback is connected. I always disconnect the joystick thats not in use. So nothing would interfere. Well you can get the F4 behave correctly when using the Winwing F16 stick with force feedback disabled. As soon as I want to play with FFB I have to remember to activate FFB again. Its not the case for the ED F5. So it seems to be a heatblur F4 issue here
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What you say is that I should invert the pitch axis in the FFBeast software and invert in the DCS axis tune? I did another quick test. If I want to play the F4 without FFB with my Winwing F16 stick, when I am too lazy to mount the FFBeast I have the issue again. The F4 pitches up. If I use the trimmer switch on the stick, it has no effect. The only help is to disable force feedback in the DCS menu to get my trimmer functionality back without FFB. Thats pretty annoying, because no other jet has that issue. Should be reported as a bug.
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Where should I look for "FFB tuning"? In DCS I did not swap any axis. The initial problem is that the F4 starts pitching up. If in the DCS menu "force feedback" is disabled the F4 does not pitch up. But trimming does not work. The first part is already a known bug. And no other DCS jet has this issue. Also not the F14 which is by heatblur too. Yes the FFBeast hast its own software. And you have to install the FFbeast hook script into the DCS scripts folder. I dont know. It seems to work for now. I am done with testing for today. I hope that when I boot up my PC it will stay as I had it for now, without uncheck start DCS, check, restart DCS. Will try more tomorrow night.
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Thats my settings. And I found why that checkbox is needed. If unchecked trimming the aircraft does not move the physical stick. So it needs to be checked. What seemed to work is to connect the FFB stick, start dcs with the "force feedback" checkbox unchecked. Then check it and trimming seems to work without the F4 pitching up. Its not the most convenient thing but at least it works. Here are my settings. null
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A known issue is the constant pitching up that comes when force feedback is active. solution is to switch it off. Problem is: I have the FFBeast and use force feedback. The interesting thing is, that this pitching up is not happening on my second PC ( a laptop with DCS installed) that never had a force feedback device. On this PC the force feedback setting does not matter. DCS log attached. Edit: I just tested with "force feedback" checkbox off. Force feedback seems to work although its not checked. So why do we have that checkbox then? dcs.log
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What is the appropriate frame rate. If I run a VR headset that works with 90 fps then I just set it to 90 fps? We have the same setting in DCS itself and setting it to 90 fps makes DCS even more stuttery.
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investigating Recurring dynamic instability bug
darkman222 replied to DummyCatz's topic in Bugs and Problems
DCS 2.9.8.1107 Improved. FLCS Pitch overshoot/creep when releasing stick. Was it really adressed? If you remember @DummyCatz test the pitch creep is about 5 degrees when the stick is released. If I try it with the recent version it almost looks the same. Although I dont know how much pitch creep the real jet will have this just looks like it was unchanged. Track attached. DCS 2.9.8.1214 pitch creep.trk -
I have had no time to mess around with that yet. But one approach could be to use the "user curves" to rebuild whats shown in the graph above how the curves were set up before we got access to that. From that point just start modifying your own rebuilt curves to your liking could be a feasable approach.