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Eldur

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Everything posted by Eldur

  1. I keep grabbing my stick when I just want to press some OSBs or switch master arm because of that... keep forgetting the lean forward reset trick though as the forward position makes it much easier to read the displays in a CV1
  2. Thanks, tried that already way before. Problem is with FFB sticks and I just don't want to switch it off and on afterwards including full DCS restarts just to be able to fly that one module. But I haven't tried that yet which I always wanted to do... but there's a lot more that I want to do before that, so...
  3. Weird, I can't even enter the menu (LShift F7) anymore... might this be a conflict with Mustang's shader mod?
  4. +20% Definately needed. Since Casmo already told PC to remove theirs from the KW, it's just legit.
  5. [ALREADY REPORTED]Fuel gauge tank selector sitting in between positions See Report in here: https://forums.eagle.ru/showpost.php?p=4507976&postcount=16 Just posting it here again so it gets seen. Happens on cold'n'dark.
  6. The weird thing is I noticed that because it didn't show my fuel qty, then I zoomed in on it to see where it was set to only to notice it sits between the actual positions and moves to other positions in between until you switch it to the left- or rightmost position and back to where you want to have it. Seems to be a bug to me. Track attached. a10c2-fuel-gauge-selector.trk
  7. What I did works as well. After putting the lua in there, removing the mappings worked.
  8. You might check my thread on mouse bindings. I just found there's file missing which might be the cause.
  9. I guess I found the source of that problem, as in DCS World OpenBeta\Mods\aircraft\A-10C_2\Input\A-10C_2 there is no mouse folder with a default.lua in it as with the other modules. So it somehow takes a base mapping, but apparently this makes remapping any mouse things not work. I'll try out if it behaves as expected when taking over the files from the original A-10C.
  10. +1 Rollover shouldn't be possible unless the real thing can do that.
  11. I did this to clear up the mouse camera pan and wheel scroll functions as I don't like them, but they persist. No problem on other modules... Edit: completely unmodded yet as I've yet to populate my mappings and I usually do this with some lua editing included. Just was hopping into DCS to generate the mapping diffs in the Saved Games subfolders.
  12. Have I missed something? I don't see any datalink sources in my JHMCS, I don't see navpoints, markpoints or SPI in it either, I also can't create mark points with it and it doesn't have a TGP image in it. It's basically just a HUD repeater (well, sort of) and the only feature it has on top of that is slaving the winders seekerhead. Well, as of yet
  13. Got it for free after applying miles. Which is great, because my reserves for the next month are rather scarce. No need to feel guilty here Never happens to me... lucky git
  14. I though have hope this, in the works already by PC, will come soon™: BTW I like the fact that Deka instantly changed their BRM-1 behaviour LOL, I'm waiting for an FM for that thing and controls that don't start working at like 8% of throw where 9% is already way too much because it's so nimble. I wish I had such lesser problems...
  15. Well, then... Think that was a good move. The update has brought some nice things, most of them I wasn't even able to try out yet. I was going to ask what the 120 thing was to be about, but well, I've seen that thread and I heard from others those things literally miss all the time now. I couldn't care less as I'm not an airquaker The FARP thing is great though, but we really need to get rid from these ugly "Mayan Temples" as someone in Casmo's community called them. Not the G tolerance is something many have been asking for literally for ages. Great to see that done. Also, being able to map extra buttons on mice is a positive thing. One of the little details. That's one of those "Nobody:" things that are great to have I guess. Getting a little better visibility is always good. Nice little move to get that out of the view there, but it's literally being overshadowed by this very issue. Constantly having that tooltip right up my face isn't great at all. Temporarily switched the tooltips off and probably ending up in not knowing what I do in many airframes I can't completely remember the whole switch layout of. Suggestion to gooder™ that up is in the linked thread though Great to see lots being done here now, and I hope they keep on rocking that way Thought the high alt performance was lacking a bit - great to see it confirmed and fixed there. As for the speedbrake, I wonder if it just would work exactly as in other planes like the Hornet or Viper we have, with the extend position being spring loaded to flip back to neutral and the retract position to be latched, just like it's done on the TMWH throttle unit. So basically, we could partially retract the thing, but have to flip the switch back to neutral for that. That is awesome, same for the Harrier. How cool is that? ED, please add that to the Hornet So it wasn't just me with the thing not being logged at all. Great to finally see the other items being added. Nice new AG weapons, had a lot of fun with those already, especially with the 65H in FC mode... I wonder what that G tolerance thing means, but since that's been worked on for DCS in general, I guess it was some alteration to the F-16 not being taken over correctly as the reclination of the seat reduces the blood coloumn and therefor increases the G tolerance in that particular airframe. Same happened with the FW-190 BTW. Finally the 82s falling too long being addressed. When's the 84s coming too short being revisited while you guys are at it? HMD EW symbols is the first step to more SA on that thing...
  16. Thanks, did that. Got that plugin already for ages, but couldn't make out the one thing to take over as there are quite some differences with commented out lines when comparing those. Well that was because that thing was pegging 4 threads like 200% which DCS doesn't even remotely do as it's running single core, well, mostly. As far as I'm informed, ED at least managed to outsource the audio processing to a separate thread years ago.
  17. Edit, I just see he beat me to it even though I just pressed MiG28 before posting to make sure it's not posted here already... Edit: Kinda was expecting the TGP to be an overlay directly on top of the center cross. Guess this will be interesting to use in VR the way it is now. The features are just what we need to up our SA. I want to see all that in the Hornet and Viper now...
  18. Now that is good news. Looking forward to that as it makes things doable for me again in environments that are label restricted (as in "dot only (local)" = OFF!). Well, that is, unless I exactly know where the baddies are right away. I watched it three times now, two times without audio to concentrate on the imagery. Haven't seen a single frame with the Hammicks and no single APKWS has been fired either. I've seen that movie for well over a decade as a Pølsetysk It's because some organisation in your country (was GEMA over here) wants to get money for every video played and Google refusing to do that, so they preemptively ban videos containig such music in these countries. I literally spilled my coffee across my screen when I saw that they banned a Sony ad for a new shiny TV on the official Sony channel because it contained music by Sony Music... I've really been cracked up that day
  19. Then the Ka-50 is the perfect choice for you. I'm having fun with that bus, but I do prefer the Huey somehow. As for the Gazelle: How can one possibly have fun if the cyclic inputs act like having them mapped to cursor keys on the keyboard? Until that gets fixed after the KW release, I don't even remotely consider that as being fun. Disclaimer: FFB user here, YMMV.
  20. Well at least for the Hornet it would be much less needed ASAP if we just could set up our CMS while sitting on the ground and waiting for the INS alignment... that's been on the todo list for about as long. Oh, and we're waiting for the realistic flares count as well for that long.
  21. Well, technically this would be possible. Have 7 different laser codes set up in a pod and 7 lasers with those codes at the same time in the target area, pointing at different targets. Maybe possible with some scripting if we could have different codes for each rocket. A setup with these options would be enough to get there: - same code for all, 1xyz - incrementing code for the pod, starting at 1xyz For the real thing it's done
  22. I'm unable to get any runway lights on at Gudauta, Sukhumi, Senaki, Kobuleti, Batumi or Kutaissi. Haven'tr tried others, but this clearly looks broken to me. Last time I saw them was one of the first 256 versions that ran absolutely abysmal.
  23. Well, cranking my 3570k from 3.4 (single/dual core boost rate of 3.8 never applied with DCS running) to 4.4 almost doubled my framerate. That said, I'm not boasting it in my sig though
  24. Where did you get the 200 extra rounds? I'm wondering though if we can CCRP the APKWS. I mean, since it's been used in ballistic firing from the ground, that should be perfectly possible to extend the range a bit from within the air as well. The calculations would be there since they're also being done for CCIP. Would certainly be better than doing the guesswork, but I'd go with that if I had to
  25. I just wish we'd simply get a dead weight version of it before that as soon as the model is done. Trimming the Viper with that twitchy trim controls at 15-22 fps with the TGP on one side, but nothing on the other literally is a Don Quichotte-esque chore.
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