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Everything posted by Bungo
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Dredging up an old Post, I have this issue with hotkeys not being recognised in DCS from the Stream Deck (and have done for a while). It used to come and go with different updates of DCS. For the last 6 months it hasn't worked at all (all the DCS Interface ones do work, just hotkey ones don't). They type fine in Notepad with Srtream Deck button presses. The vJoy solution I found independently of this post, but be aware that the Venn diagram for these two solutions only has some overlap, and some that do not (esp when you have 2 keys to toggle between. Of course each aircraft has it's own mapping for Eject, views, F10, re-arm/fuel, etc, so you have to bind the vJoy button maoppings for those for all aircraft you have independently, not just the "General" keybinds. Edited just now by Bungo
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G'Day Skate, feature/useability request: Can there be an option to clear the console log before every action (be it repairing/launching, or simply selecting a different slot). If you leave the app open for extended periods and flick between versions regularly, after a while the console log length as it is scrolling by in the console window induces a noticeable delay to the GUI doing what was asked. Starting the wrong version of DCS bcaause the console log delayed the focus being put on the slot after selecting it and then quickly launching the game just adds to the delay... I know you can clear the log manually but it would be nice if the log was cleared every time so it doesn't append itself into a delay because it hasn't finished scrolling in the console area as the log seems to get gets longer with continued use. cheers and thanks Braedon
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Hello, I have 3 versions of DCS installed (Stable, Steam Stable, and OB), and (I think) because I recently re-installed windows and didn't install the DCS from scratch (because they are huge downloads) there might be some things DCS-BIOS looks for that are not present when it is detecting the installations. What does DCS-BIOS look for to detect DCS installations and make them visible in the DCS-Hub -> DCS Connection screen? I copied the code into export.lua and put it in the saved games\dcs<.openbeta>\Scripts directory but it seemed to have no effect. Also, my saved games is moved out of c:\users\<myname> (using windows's properties->location tab) so it is now R:\Saved Games on a fast SSD. The script snippet seems to have worked that out, but need to work out what DCS-BIOS is looking for to have the installations appear on the connections screen. Cheers Bungo
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A group was going to do something with a model I gave them to make one in an aircraft pack they had (with the P3 orion and a few other aircraft they already had in their pack), but I've not been following it and forgot who it was now. Hawkeye might remember who it was?
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Hornets never operated from Melbourne IRL, though they overlapped with her service by a year or so, but in the RAAF not the RAN FAA, so "number of hornets" is probably about 3-4 for parking purposes, but "as many as you can cram on" if you have real people who don't care about AI taxi and parking bays and you stagger spawn in..
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No appology necessary. Like the warning...We have the Bogan HMAS Sydney, complete with "If you can read this you are ..... " bumper sticker... I think it needs another one near the front chock tho, "If you can read this, nozzles down...now!"
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I have re-downloaded it, and it took a lot longer to zip up so seems to be more complete this time. So, I retract my statement... Cheers Braedon
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The download of v3.0 contains textures 2,3,6,9, and numbers. Is the downlod missing the others for the nose, underside, fin, etc ? Cheers Braedon
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They don't seem to.
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There will of course be practical limitations... Largely outside our control. Braedon
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Just as a side note for informational purposes, the only difference between the Fixed Wing (regular) version and the WIP verion is the catapult length and any animations that go along with that. The rest of the model is identical, To make the 2 models, I litterally export one, turn off one set of objects (the shuttle and it's animation), and turn on another (an identical shuttle and it's slightly different animaton), and export the second. The same applies to the collison shell. Export one, turn off the extended part of the deck collision shell off the bow in front of the catapult, and export the second. There is one number that is different in the code (the catapult length), and the model names obviously, otherwise again, they are identical. It is sometimes odd that DCS sometimes behaves differently with things that are the same between the models, but then, it wouldn't be DCS if the bugs weren't inconsistent. Cheers Braedon Oh, and thanks again to @mmarques for helping me with the bugs in the AI / lua. Both are not my forte, and he is repsonsible for many of the fixes in the 1.1 release and has been helping with anything on-going (at least until he doesn't wish to any more... ).
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F-18's have always had the ability to land, unless you had issues with the arrestor gear. You can land an Su-33 on it if you wish (the SFM? doesn't play nicely with it's nose wheel however). Wip and non-wip version the difference is the length of the catapult. The WIP has it at the correct value of ~43m, the regular one has a length of ~85m which helps everything take off properly. The WIP one is for if I ever work out how to fix it so that any aircraft can use it at MTOW without disintegrating (which I think is more a function of the aircraft than the carrier, but anyway?) Bungo
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================================================================== NOTICE: (April 7, 2021) HMAS Melbourne v1.1 is updated on ED's User Files for download. ================================================================== Thanks to @mmarques and @Helles Belle for fixes and testing. The failure to catch the arrestor wires that some were experiencing and some of the AI issues to do with taxiing and the catapult should be fixed. Minor enhancement to the model included. Cheers Braedon
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“2 weeks”
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No idea, not in my hands, I'm on the periphery of it. I doubt there will be a tracer mod with it, but again, not something I have control over.
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If you can handle multiple 5GB+ PSB files, sure... I'll have to make them presentable tho.
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That is odd, given that the LUA and the model for the Melbourne and WIP are identical other than the catapult length? The Collision mesh is the same too except for the catapult work-around. I'll see if there are any differences that have snuck in. Braedon
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I will make that change for the next itteration. Thanks. The comment that came with the pic was that it was a touch and go. Though I think he would have picked a calmer day for it. Not rulling out it was a photoshop landing tho... I posted it on the HMAS Melbourne groups facebook page and none of them indicated it was impossible, but no-one confirmed it either. Braedon
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Noted. Thanks, will change for a future release. That lives in entry.lua, change this line and I will incorporate in the next build. ... info = _("HMAS Melbourne R21, Australia's last fixed wing aircraft carrier. Served between 1955 and 1982 operating Sea Venoms, Gannets, A-4 Skyhawks, S-2 Trackers, Wessex, and Sea King helicopters."), ... Yeah, I have been fighting the AI for about 3 months in all the inconsistent ways it wants to not work, and then occasionally be flawless, and then not work again. Until I learn more about the great unknowns of how DCS does some things it does that may just be broken for the moment. It's all in the LUA for the runways and routes, not the model, so anyone elses epiphanies on how to make that work more consistently are welcomed. I am open to submissions via PM. edit: As noted, taking off singularly rather than as a group seems to work, not sure if that is someting that can be worked in as a workaround for the moment.
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The S-2 does not vcome with the mod, no. One that is postable here may be in development, but I won't be making promises for other people's work here.
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The AI seems to play by it's own rules sometimes. It has issues on one machine that you don't see on others. Will keep my eye open for it.
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There are 2 downloads, I had to split it to fit inside the 300MB upload limit for the user files. Please make sure to download both.
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https://www.digitalcombatsimulator.com/en/files/filter/sort-is-date_desc/user-is-Bungo/apply/?PER_PAGE=100 If anyone is interested.... Braedon.
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Working out an anomaly with how DCS handles the default texture for the ASW/LPH model which was badly done on my part, so just re-working that now. Then you can have it warts and all.