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nomdeplume

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Everything posted by nomdeplume

  1. It would be nice if the controls configuration UI let you set this up. It'd be a bit silly for every switch to have to have two definitions to support both toggling-when-pressed and toggle-when-pressed-or-released behaviour. :( Anyway, you can (mostly) do it yourself fairly easily. I say "mostly" because not every control lets you specify the state you want it to be in; some of them (like the ones you're interested in) only seem capable of toggling. You can still do what you want, but it's easy to end up with them desynced (i.e. your physical switch is 'up', virtual control is 'down'). In SP you can fix that easily by pausing the game, flipping your switch, and then resuming. The bindings are configured in your DCS world installation folder under Mods\aircraft\M-2000C\Input\M-2000C\joystick. Make a backup of the default.lua (in case you break it) or even better, make a JSGME folder for your changes so they're easy to re-apply after updates (but the controls are often updated while the module is in development, so you'll want to check if anything useful has been added or changed instead of blindly replacing it with your customised version). You'll see the controls are generally defined as: {down = something, name = ..., category = ...}But some of them, especially the existing 3-pos switch abstractions, also have an "up = ..." parameter. This is the key to doing what you want: the "down = ..." command is performed when the button is pressed, and the "up = ..." is performed when the button is released. You'll also see quite a few have "value_up" and "value_down" parameters, which apply a particular value to the "up" or "down" command target. However, some controls just ignore the value_ parameters. This applies to the master arm and G-limiter switch. You can still make them toggle on button release by specifying the same command for the "up = ..." parameter. So for master arm, take the existing line: {down = iCommandSwitchMasterArm, name = _('Master Arm TOGGLE'), category = _('Weapons Management')},and duplicate it to your own custom control - I suggest putting it right at the start of the file, immediately on the line following "join(res.keyCommands,{": {down = iCommandSwitchMasterArm, name = _('Custom: Master Arm ON, else OFF'), category = _('Weapons Management')},and then adjust the logic to match what you want. Since this can only be toggled, it's pretty simple: just make it apply the same command when it is release ("up = ...") as it does when it is pressed ("down = ..."): {down = iCommandSwitchMasterArm, up = iCommandSwitchMasterArm, name = _('Custom: Master Arm ON, else OFF'), category = _('Weapons Management')},The G-limiter switch can be duplicated into something like: {down = iCommandPlaneCobra, up = iCommandPlaneCobra, name = _('Custom: FBW G-Limiter Mode A/A, else CHARGES'), category = _('Flight Control')}, You might also want to adjust the category to put them all together in the controls configuration dialog; maybe make a new Custom category by specifying "category = _('Custom')" for each of them.
  2. Yes, it can work. Often done by MiG-21 pilots in DCS who are outmatched by other flyables in head-to-head fights (plus their radar is borderline useless for search, anyway). Typical tactic is to fly very low so the terrain shields them from other aircraft's radars, and then hope to spot someone visually and get the jump on them. It's most effective when you have help from others - they can give you directions over the radio to help you get into a good position. Can be done formally with Ground Controlled Interception (GCI) or with airborne radars (AWACS in DCS), and informally with other players who are using their radars relaying information about contacts. Or, just someone looking at the F10 map or LotATC display and giving you vectors to intercept.
  3. I'm think the logic is simply that anything with a weapon is capable of lasing. Any unit at all can be a JTAC but only those with weapons can lase, and probably smoke markers also require it to be armed, but I'm not 100%. They may need to be quite close to be in range for the laser, and they need a clear line of sight. You can use the advanced waypoint actions to set ROE -> WEAPON HOLD or RETURN FIRE to prevent the JTAC unit from fighting the enemy, and Perform Command 'Invisible' to make the enemy not fight the JTAC.
  4. A lot of the discussion has moved to the new "DCS World" forums rather than module-specific. Aero Interface is the "new" shiny user interface introduced in Windows Vista, which allows windows to have transparent titlebars, amongst other features. Sometimes this causes problems (or just reduces performance) so some games automatically disable it when they launch; DCS gives you an option to have it automatically disable it. If you don't notice any problems then you don't need to worry about it. Vsync is a standard graphics option that makes the game wait until your monitor is about to start a new refresh cycle before updating the frame being output by the video card. This eliminates "tearing", which is the result of the video frame changing while it's being displayed - you see a line where above it is the content from one the previous frame, and below it is the content from the new frame. If you don't notice any tearing then leave vsync off. If you do notice it then it can be very hard to unnotice it, so you can turn vsync on. Vsync will effectively reduce your framerate to the closest even divisor of your monitor's refresh rate. So for a 60Hz monitor if your system can't sustain 60 FPS it'll drop to 30 FPS, then 20 FPS, etc. There are three autopilot modes, two of which will maintain your current altitude. They all have limits to their authority, so you should be trimmed out reasonably well before you activate it. To set AP mode, use the three-position switch underneath the Landing Gear Warning silence button (L/G WRN) on the throttle quadrant. To enable AP just press the ENGAGE/DISENGAGE button immediately to the left of the mode switch. The commands are in the "LASTE Control Panel" category. I'm going to make the wild assumption you don't have the TM Warthog HOTAS, so I'll provide the default key binding and the control name. The bottom mode, ALT ('4'; LAAP Altitude/Bank Hold), will maintain your current altitude, without trying to hold your heading. This is primarily useful when you want to orbit around a point (e.g. waiting for your push time) and you want to go heads-down for a while. To use this, trim yourself to roughly maintain altitude and the desired bank rate, then enable the AP. The middle mode, ALT/HDG ('3'; LAAP Altitude/Heading Hold) will hold your altitude and current heading. This is your 'cruise control' mode for transiting between waypoints when nothing's happening so you want to busy yourself with avionics, maps, etc. To use this, trim yourself out into straight and level flight, then enable the AP. The top mode, PATH hold ('2', LAAP Path Hold), will basically try to keep your Flight Path Marker in the same position. It's useful for when you're climbing to altitude; just trim yourself into a nice comfortable climb, then enable the AP in PATH mode and you can get busy setting up your systems, studying the briefing, etc. The default keybinding for the autopilot button is 'A' - listed as LAAP Engage/Disengage in the controls section. There are also two special bindings available, "LAAP Mode Selector (ALT)" and "LAAP Mode Selector (PATH)". These are used with switches and will enable the specified mode when pressed, and go back to ALT/HDG hold mode when released.
  5. nomdeplume

    Radar lock

    Used to work fine, apparently CCM has problems with this latest update: http://forums.eagle.ru/showthread.php?p=2730591#post2730591
  6. nomdeplume

    Radar lock

    I've noticed the 'ghost' contacts created by jammers will respond positively to IFF queries, even though I know full well the contact is actually hostile (and the other contacts closer to the target's actual location don't respond to IFF). I think the IFF logic is probably doing something like "if contact is not hostile then show the IFF response diamond", and ghost contacts are "fake" and therefore "not hostile".
  7. It's not that mysterious. I mean if someone suggested to give the A-10C HARM and AIM-120 and afterburners (and variable-geometry wings so you don't rip them off the moment you light the burners), would you think that was perfectly reasonable, or kind of silly? Certainly it may increase sales. But it's not really a "simulation" of an "A-10" at that point, is it? Like you said, it's a question of where you draw the line. If you allow some fantasy, then that line becomes extremely contentious. It's therefore not at all surprising or hard to understand why many people end up taking this position: if you are simulating a particular aircraft, then limiting it to the weapons and systems it's actually operational capable of using and cleared to use in real life makes sense. Even though it can sometimes be hard to find authoritative data, it is at least an objective line: either an aircraft is operationally capable of using a specific weapon, or it isn't. If you can show evidence that a particular weapon system is or can be employed by the aircraft, you have a very strong case for its inclusion, and it's very hard for people who don't like (or just aren't interested in) that system to argue against it. If you decide to implement things just because they're useful to players or kind of cool and you can reasonably imagine how it would work if it had been on the real aircraft, then how do you argue that an A-10 "simulation" shouldn't have air-to-air radar and afterburners? Another important consideration is simply that if you start doing "fantasy" things like that, you remove (or at least reduce) a major aspect of what people find engaging about simulators, and that is working out how to employ a specific platform given its strengths and especially its limitations.
  8. Number painted on the side of the airframe to aid with identifying the particular aircraft it is. A little bit of Googling (since I didn't already know, and had idly wondered) indicates that "bort" just means something along the lines of "side of body" or "side of ship" in Russian. So basically, "side of ship number". In some services it's related to the aircraft serial number or production number, but apparently in Russian service it's used only within subunits and prone to change, and has no relation to its serial number or other uniquely identifying information.
  9. 44 degrees would be pretty steep for an LGB release. Doable but certainly not necessary. Angels refers to (friendly) altitude in thousands of feet and makes more sense in context.
  10. nomdeplume

    noob help

    You need to spin the INS knob (on the right side panel) to the NAV position. INS isn't implemented yet so you don't need to align it, but it does need to be in NAV mode in order to show your waypoints. It will automatically advance to the next waypoint when you get within 1.5 nm of it; or you can use the 'next waypoint' keyboard shortcut or the next waypoint button on the INS control panel (next to the keypad at the front edge of the right side panel). Auto-advance is disabled when you have your weapons armed (possibly on in air-to-ground mode, haven't verified). For the bombs, you're probably using a mixed payload? The avionics of the aircraft only support a single type of air-to-ground ordnance. In the current implementation in the sim, you can get away with mixed types but need to have the same type of weapons in the following groups of hardpoints: - mid-wing position (2 hardpoints) - wing root/fusealage (four hardpoints) - centreline (1 hardpoint)
  11. I believe there's also missions that come with it, they're just not in the usual folders so the quick start options don't find them by default. I haven't used them so I'm not sure exactly where they are, but have a look around and you'll probably find them. e.g. check out this thread which says you can start them via the 'missions' tab.
  12. Are you using 1.5.3 or 2.0 (Nevada)?
  13. Ah of course! That makes sense. Thanks.
  14. This makes sense, but may be problematic for people who use an axis to control the radar elevation. Unless they use a force-feedback axis, I guess. :) How does it work in real aircraft? Is the control a roller like a trackball or similar that has no limits to its movement, and only provides deltas rather than an absolute position?
  15. I'm not sure what you're asking - 'radar up and down line'? The numbers on the radar cursor at the moment are the distance (in nautical miles, on the left) and the left/right offset (in degrees, on the right) for the cursor position relative to your aircraft.
  16. It isn't implemented yet, but the cursor is supposed to show the min and max altitude being scanned at its position. So yes, for now you have to guess or calculate it yourself.
  17. I just can't find that one It's listed as Stores 2 SELECT under the Armament Panel (PCA) category. The PCA has two rows of buttons, the top row is simply PCA Button 1 SELECT to PCA Button 5 SELECT, while the bottom row is Gun Mode SELECT, Magic II SELECT, and then Stores 2 SELECT through Stores 4 SELECT.
  18. "As far as I can tell." i.e. looks to me like ...
  19. Yes, this is correct. The GBUs have two release solutions which can be configured via the DSMS profile page (see page 555 of the flight manual); the default is ORP for Optimal Release which will release the bomb such that its natural flight path will cause it to land beyond the target, so it has enough energy to maneuver once it picks up the laser reflection. The other mode is BAL for Ballistic, which will cause it to naturally land on the target (in theory, in practice mid- to high-level unguided bomb releases are not accurate enough for this to work) like a dumb Mk-8x bomb. This mode is not used by default for LGBs because if they pick up the laser reflection and start guiding, they will usually not have the energy to make it to the target and will therefore fall short. Currently, all bombs in the M-2000C seem to land beyond the aimpoint, but I think this is probalby due to it being an early WIP implementation and once other systems are more fully implemented it will be able to produce better solution cues. It would make sense for the LGB CCRP release profile to actually release the weapon so it'll go a bit long unless it picks up guidance, although at the moment it seems if you designate for release on the target it will fly so far it will often miss the laser reflection altogether.
  20. VdK, your issue is different - LoneWolf is talking about the axis commands which simply aren't implemented yet. I've seen mention of the slew not working after updates, one fix may be to remove your old bindings so the game uses the new configuration with default values, and re-bind everything. I've been doing that with every update anyway, since the input configuration is receiving substantial changes. You can do that by removing the "M-2000C" folder from under your profile, "Saved Games" -> "DCS.openbeta" (or DCS.openalpha for 2.x) -> Config -> Input. You might want to just rename it or move it somewhere else (i.e. back it up) so you can easily restore it if it doesn't actually help. Also, you can look through this thread and this thread and see if anything there helps you.
  21. Yes, you simply fire them. Make sure master arm is on, select Magic using the PCA (I don't think the button is labelled with smoke generators loaded, but it's the 2nd button on the bottom row, next to the cannon). Pay no attention to the seeker tone, WIP...
  22. It's not implemented yet.
  23. Oh, I get what you mean now - you're talking about the top of the display, where the antenna sweep indicator goes off the display? I think the only solution will be to use a longer range setting, and only switch to shorter range modes when you're investigating contacts that aren't so far off to the sides. Or possibly, switch to B-scope mode, which I think displays the entire search space. Edit: B-scope mode is probably best if you need the widest possible angle, as the ±60 will always have part of the search area beyond the display's physical area. Or you could use the 160NM mode since anything you can actually detect will be quite a bit closer than that, and probably within the display's limits.
  24. This is correct, the standard scope is like looking down from above, your aircraft nose (where the radar is) is at the bottom edge of the screen, so you see the 60 degrees left/right the antenna can rotate; anything beyond that won't be visible to it. Vertically the same thing happens (with a narrower cone) but the overhead view cannot depict that and you need to use the altitude readouts on the cursor. In B-scope mode the display is stretched so the entire bottom edge represents the aircraft nose. This has the advantage of giving more lateral separation to contacts as they near the bottom of the display, and any contact moving straight down the display is on a collision course with you. The disadvantage is it's not as intuitive.
  25. It's like other radars, you have configurable number of 'bars' of search: 1, 2, or 4. The radar cone is approximately 3 degrees, so a 1 bar search will cover 3 degrees, 2 bars covers about 6 degrees, and 4 bars covers about 12 degrees. What you're controlling with the antenna elevation control (and what is indicated by the marker in the display) is the amount the antenna is angled up or down in the middle of its scan zone. The min/max altitude this area encompasses depends on your own altitude, and the distance from your aircraft: 3 degrees covers a much wider area 40 miles away than it does 4 miles away. The images in this post might help visualise this.
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