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Tanuki44

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Everything posted by Tanuki44

  1. @cfrag during hard level training exercises, the score is still at 0, despite an average landing quality of 85. For other levels : easy and normal, no problems. I will provide you with the French version later
  2. Well, that's something Just for information, on my MMJOY version, all my axes are : Analogue - A standard potentiometer or hall sensor input. But as it's DIY, it's impossible to say if it's related...
  3. For those who find the initial greenish color of the P-51D, quite out of place for the F4U there is a mod that improves (to my taste) the aesthetics of the cockpit.
  4. Static F4Us with folded wings
  5. For those who would like to add static F4U with folded wings I made a livery named 07 STATIC - STANDARD - Wings Up 07 STATIC - STANDARD - Wings Up.rar Unzip the file and add this livery to the : Mod F4U JSGME\CoreMods\WWII Units\P-51D\Liveries\F4U\ Don't forget that you need the model with folding wings :
  6. @prccowboy Thank you for this information, I will look into it to try to understand...
  7. There is a possibility to animate the hook that I explained here: But as Patrick56 explains, hook only works for IA planes, so land and slam on the brakes @prccowboy Can you be more specific?
  8. No, I just read some lua file of keyboard and joystick config.
  9. I'll do a test tomorrow with my MMJOY version to get the settings and also check that it works properly. My tests were done with a classic joystick.
  10. Make sure you are in a group and that you are the leader, and that you are in the parking place. you should be the first test_CV.miz
  11. Hard to say without seeing the full parameters. Is your RZ source really a VPC-Sense? You can also the axis reset axes setup
  12. I put my old modified file. The problem is solved, the definition of the bridge height is not good CV6_Entreprise.lua
  13. Indeed, I just tested, the flyable planes cross the bridge... I'm going to look for what I had done ....
  14. Do you have the *.miz file?
  15. I don't have a Virpil, but they are similar (seems to be the commercial version of MMJOY for DIY), Have you tried another axis to compare yet? In the positive case, keep the values and modify those of the RZ. I see that RZ has an offset, is it voluntary?
  16. You can add this section: -- FLARE DISPENSER {down = device_commands.Button_2, cockpit_device_id = devices.FD, value_down = 1, name = _('Flare Dispenser SEQ'), category = _('Flare Dispenser')}, {down = device_commands.Button_2, cockpit_device_id = devices.FD, value_down = 0, name = _('Flare Dispenser C/C'), category = _('Flare Dispenser')}, {down = device_commands.Button_1, cockpit_device_id = devices.FD, value_down = -1, name = _('Flare Dispenser D'), category = _('Flare Dispenser')}, {down = device_commands.Button_1, cockpit_device_id = devices.FD, value_down = 0, name = _('Flare Dispenser G+D'), category = _('Flare Dispenser')}, {down = device_commands.Button_1, cockpit_device_id = devices.FD, value_down = 1, name = _('Flare Dispenser G'), category = _('Flare Dispenser')}, {down = device_commands.Button_3, cockpit_device_id = devices.FD, value_down = -1, name = _('Flare Dispenser AR'), category = _('Flare Dispenser')}, {down = device_commands.Button_3, cockpit_device_id = devices.FD, value_down = 1, name = _('Flare Dispenser LE'), category = _('Flare Dispenser')}, {down = device_commands.Button_3, cockpit_device_id = devices.FD, value_down = 0, name = _('Flare Dispenser VE'), category = _('Flare Dispenser')}, in - the .lua file used in the folder ..\Eagle Dynamics\DCS World\Mods\aircraft\SA342\Input\joystick for adding button shortcuts. - the .lua file used in the folder ..\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\SA342\Input\keyboard for adding keyboard shortcuts. The FLARE DISPENSER section will be added to the configurable list. Enjoy or use the JsGME / OvGME if you use the default.lua files SA342 Flare Dispenser.zip
  17. Retested on my dedicated DCS PC, the axis works normally without any clicking sound. What are your audio settings for comparison?
  18. I have isolated the problem a little more, some static objects (civilian ?) like a comm antenna, the WC prevent from engaging the enemy if it's too close. other static objects such as a guard tower, water tower is not a problem. You were unlucky enough to pick up an object that causes a problem
  19. For these tests, I started from your mission, I just created a new mission and the problem disappeared .... so the bug is elsewhere To be continued
  20. Good question!!! the original mission is with a static object, so I redid the test with a 'tv antenna' object of the “ground units” category. It works properly, the gunners engage well the fire on the insurgents near the object. To be checked with other objects but the problem would be with the static objects...
  21. No sound, neither open nor closed, nor during. I will try again tomorrow on my other PC
  22. Just tested, without any mod, flaps assigned to an axis, it works normally, the steps do not exist anymore, the flaps follow the position of the axis.
  23. After various tests, I found that the gunners did not fire if the insurgents were near structures. Move the antenna to 1500 feet from the insurgents, the gunners will start firing again...
  24. +1 Settings to 30-60-90-120 Diamonds rotate with adjustment just like a diaphragm of a camera It does not matter, the only important thing is the ring inscribed in the diamonds, regardless of the position of the head, the plane, the target.
  25. @Hawkeye60 Your screenshots show the F4U and the P-51D ? Can you try with one of the 3 mods of the pack "ai-1940-battle-of-britain-with-3-flyable-planes" ?
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