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Brun

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Everything posted by Brun

  1. The Hornet's throttle has a different idle position depending on whether it's on the ground or airborne. This is accomplished by a physical lockout which prevents the throttle being moved to 'ground idle' when in flight, via the weight-on-wheels sensor. The deadzone you're noticing is simply the portion of throttle travel which is between ground idle and flight idle. Our hardware obviously doesn't have the means to physically prevent it being moved there.
  2. This also seems consistent with flaps being set to AUTO. I'd noticed previously when preparing to take off that the trim didn't seem to change at all until I set flaps to HALF. When checking again it does, but slowly.
  3. Hook bypass switch will make the AOA indexer flash if it's not set to 'field' and the hook is up. Been a while since I ran into that tho and I don't remember it triggering master caution, unless that happens at a specific altitude AGL?
  4. Posted on MSFS that he's unaffected.
  5. It's very simple to check if it's an input problem: Show the controls indicator with R-CTRL+ENTER. If that shows an input it's a problem with the controls. If it's centered and the aircraft still pitches and/or rolls there's something else going on.
  6. What do you mean by loading profiles? Nothing like that should be necessary, each aircraft's controls are independent and loaded automatically.
  7. It sounds like you have 'F-lock' on... https://support.microsoft.com/en-us/topic/how-do-i-use-the-fn-key-f-lock-key-alternate-command-keys-fccfaf23-38f0-88a8-9b44-a18f24523b79 The method of turning it off will vary with keyboard. There may be an 'F-lock' key, or it could be a combination of other keys. For example I have a wireless Microsoft keyboard which uses Caps Lock + Fn to toggle it on/off.
  8. Got my own Eurofighter model working in Unreal. There's no flight simulation happening - it's not even actually moving - the gamepad just controls pitch and roll around a point. Control surface movement is probably excessive, and I realise the foreplanes aren't simply linked to pitch input as they are here. It was complicated enough just getting this far, and I'm pretty pleased with the amount of new stuff I've learned in the process. Detail of the cockpit...
  9. Stick is in the sig. Like I said, higher-end hardware Joking aside, it probably depends on how they're set up. I can't remember exactly which cams I have installed, but the centre is very soft. It will settle naturally at exactly 50% but it's impossible to keep it there while actually holding it. I maintain that no one should have to compromise their preferred set-up because an autopilot feature demands extreme prescision to activate. It's just daft. All a fix would require is a bit of tolerance to be programmed in.
  10. The sim should have a built-in tolerance for Alt Hold. It's not a just case of initial engagement, it will also disconnect with the slightest movement. Requiring the user to compromise the directness of their control setup (very detrimental for AAR for example) for the sake of AP is not a solution. Ironically, this is a bigger problem with higher-end hardware than more mainstream sticks.
  11. M02 worked ok second time around. Was surprised to actually find the boat despite just randomly investigating each radar contact with the flir.
  12. In M02 I got the initial (two?) distress calls but no prompt to respond or anything else following them. Flew to the boat and landed using standard comms, which gave me mission complete. Pretty certain I've missed something and would rather complete it correctly rather than progress. Any suggestions other than just trying again? M01 was wonderful.
  13. Obviously DCS can't stop your physical throttle moving, but when airborne the lowest part of the axis effectively becomes a deadzone. Easily seen if you keep an eye on the controls indicator. It's actually been a source of confusion, because when in the air it may appear the throttle isn't mapped correctly. One issue with the sim is if you land with the physical throttle at idle*, which isn't possible in reality. You might expect the sim throttle to snap back to ground idle as soon as there's WoW but that doesn't happen. The throttle will remain at flight idle and only updates when the levers are moved slightly. *This shouldn't heppen when landing as the Hornet does in real life, even at an airfield.
  14. The throttle simply can't be moved to the (ground) idle position due to a physical stop which is activated by the weight on wheels sensor. It's not a case of software or systems adjusting the idle RPM.
  15. For any input which is held, it's better to map the function to a joystick button in DCS rather than use the keyboard.
  16. Press the D/L button again to toggle between the two.
  17. What does the controls indicator (Rctrl + Enter) show? Checked control options for pitch being assigned to a device it shouldn't be?
  18. Whole bunch of cockpit renders in this other stickied topic...
  19. The devs aren't even using it for the latest images. Bit pointless it being stickied at the moment.
  20. Since no one responded to this as far as I can see, I'll give you an answer: Photogrammetry is great for more 'organic' shapes which are difficult to measure, the joystick being a perfect example. The models resulting from photogrammetry describe shape very well, but are usualy quite vague in terms of absolute precision. For things that can be measured, nothing is more accurate than vernier callipers or even a simple ruler or tape measure. Most appropriate of which depends entirely on the size of the object being measured. Even with good photogrammetry you still need to confirm that your reference mesh is the correct size. That's done by comparing it with physical measurements from the real thing.
  21. Brun

    VR Audio

    Hear like in helmet option isn't relevent (I have it turned off). Just set the devices for Main audio out and Headphones as required...
  22. Brun

    VR Audio

    I use speakers for external sounds and have comms through the headset. Works perfectly.
  23. @obious Sorry, only just seen this. Took a look at the 3D model that I based the dimensions on and discovered it's slightly too big. Should only be 106 mm total, so approx 1.25mm shorter at either end. Apologies for that, surprised it hasn't been discovered sooner. Was it just that one piece causing a problem? Hope you don't mind having to cut it down, at least any rough edges will be well hidden.
  24. BBI-64 definitely has enough inputs for the UFC and HUD panel, can't remember how many there were spare for the HDG/CRS switches and others. Should be easy enough to make a list and count them. I used two separate inputs for the two-postition switches (eg. Altimeter Baro/Rdr) but it would be possible to get away with one if you use the 'special for joystick' functionality. That's a bit of a pain if the particular switch isn't already supported though, because it means editing files. I really didn't like the rotary encoders, pots are a huge improvement. However there aren't enough digital inputs on the BU0386A (32 max?) to use just that, you'd need a BBI-64 as well.
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