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glottis

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Everything posted by glottis

  1. I'm not sure this is the best way, but the way I set up my x52 is like this: 1. Created a blank/empty profile. By this I mean removing all the modes, shift functions, etc from a profile. If you have an X52 Pro you can use my profile. If not, say so and I'll try and remember the steps to get to that point. 2. In the control panel (that is, windows control panel) go to the controller settings and disable the clutch there - it seems that the 'latched' clutch - i.e. one where you press it to toggle on and off, is not a per-profile setting. 3. Set all the axes and buttons up within Black Shark. Now, if you want to change the mode select switch and other slightly obscure features you may need to do it in the profile editor, but I got all the buttons doing stuff just using the in-game interface. Hope some of that helps - let me know if you want anything to be more specific. X3TC.zip
  2. Dusty, I like what you've started here, and enjoyed reading the reviews. I think you'll get more responses in time, but I for one feel like I'm only scratching the surface of the game, and wouldn't want to pass judgement until I've had more time with it. I've got my HOTAS mapped, bought and configured TrackIR, and learnt the startup procedure and basic flight, but I've not even touched the campaign yet, let alone the mission or campaign editors. But I will say this: I like BS a lot! I think the community, forums, producers notes etc add a lot to the experience. It feels more like joining a club than buying a product. Review and score when I've got further :)
  3. I've noticed this behaviour if I take off, and forget to trim (and thus am holding the stick forward to maintain a non-crazy pitch), and then engage auto-hover. If at that point I release the stick, heading hold, pitch hold, and bank hold all flash and the helo goes mental. I believe this is because the default ground pitch is too far up for the autopilot to correct (i.e. it's out of the autopilot's authority) and so the autopilot bugs out. However this is mainly conjecture - all I know for sure is that if I trim properly during the first few seconds of flight, all is well.
  4. The level to which ED are modelling things, it seems like inventing something new would actually be harder - you'd need to be an aircraft engineer yourself to design something that would get off the ground! Although community projects have achieved great things before, I think the fact that ED have a team of maths professors and hardcore programmers working for (minimum!) 9 months to get the next module up and running is a bad sign for would-be amateur creators :( I say this as a computer-game programmer myself - I'd be very intimidated to even try something like you're suggesting (sorry to be so negative though!).
  5. Apologies if this has already been posted - I did a search but couldn't find anything. Black Shark was awarded 82% in the March issue. They gave a brief but positive review. The main negative points were a lack of concessions to gamers like practical walk-throughs and how-tos, respawn in wingman options, etc. I think it was a pretty fair review from the eyes of a mainstream gamer, but understated the niche simmer appeal.
  6. Pure conjecture, but I'm hoping that once they secure a good printing deal, it'll also make it easier/faster to churn out manuals for future DCS modules/aircraft...
  7. True enough - I remember that too. I guess maybe retail outlets are greedier now? Or maybe the publishers of the old games were just prepared to make less money than those that made FPS games with tiny manuals... These days even strategy games come with a small quickstart manual and the main bulk in PDF form. This seems like a shame, but if you think about it a PC game has been static at around £30/$50 for the last 10 years - what with inflation, something has to give. Although it's of course just opinion - I think that the current setup with Black Shark is great value for money. Plus, some people are perfectly happy with PDF manuals (run on a laptop or whatever alongside their sim PC) and wouldn't want to pay extra so everyone could get printed documentation.
  8. Although I stand by my earlier logic for pushing for power, I have to admit that pulling does in fact feel more 'right', and so I'm using that too :music_whistling:
  9. Not exactly, I think the implication has been "some time around the time of the retail launch" which I think is March.
  10. I think pushing is actually more authentic because of the following jumble of facts: 1. In a jet, you push in the direction of throttle (aft -> fore) to increase acceleration along that axis. 2. In a helicopter, you pull collective up because that is also along the axis of acceleration (down -> up). 3. If you pitch down, and pull the collective you are still moving it from backwards to forwards, and therefore increasing movement speed along that axis. Obviously having the x52 throttle on your desk confuses things - as when you're in hover your throttle will not physically move up/down... So, we accept nothing will work perfectly in that situation and focus on when you're pitched forward/back - therefore, pushing throttle forward pulls collective up and makes you go faster in the forward direction.
  11. Hmm not sure we're talking about the same thing. Removing the dll shouldn't affect controller input/profile at all. But it does stop you writing to the MFD/LED lights using lua scripts in the game.
  12. They are going to provide it...soon apparently. Unless you meant that it should come with the game for free? In that case, they'd probably have to raise the cost of the product to around $100 anyway, just to make a profit...
  13. Until my TrackIR arrives, Moosey is in charge of clicking cockpit controls.
  14. I really wish there was a way to fix the crashes _without_ deleting that file, as I really want to get scripting the MFD and LEDs on the controller. Any devs reading that could help - is this a planned fix?
  15. I can confirm that this fix works, but it's a bit of a shame, as ED seem to have included a bunch of stuff to make it possible to program the x52's lights/MFD using lua scripting from the game. I was looking forward to getting all of the LEDs working for push-buttons etc, so to have to disable it all for stability is disappointing. Would be great if the patch could address this (if it's an ED issue - if it's saitek's fault I guess we're screwed).
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