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Found 5 results

  1. This mod is a texture revamp of the default P-51D skins within DCS. It is an attempt to bring the Mustang's graphical fidelity closer to ED's latest texture standards. Currently it is only available in 2K, as the 4K texture overhaul is still WIP. See latest posts on this thread. Version: 1.1 (11/16/21) I have returned to this project in late October 2022, and the progress on a 4K texture Mustang has begun! For progress updates, be sure to check the latest posts on this thread. This is a WIP personal project. That means that working on this depends and uses my time, so I'm not going to be consistent. And the WIP also means that this mod will continually be updated! That means for the latest version with the newest features and latest bug fixes, you need to check in here or the DCS Userfiles occasionally. I will make a post here for every update I make. This thread is primarily for bug reports from you guys, feedback, and progress updates from myself. "Progress updates? Like what?" I will try to do major updates in phases. Planned features upcoming, in lose order, are: additional/modified weathering, increased texture resolution, completely overhauled rivet and fastener scheme, followed by an overhauled normal map. These last two are pretty far off. We'll see how this goes. As I work on these, I'll probably post little snips of the work in here. NOTE: NOT ALL SKINS FOR THE 51 ARE CURRENTLY INCLUDED. MORE MAY COME LATER. Modified default skins currently include: RAF 19 Sqn Jun 44 RAF 64 Sqn Jun 44 RAF 112 Sqn RAF 122 Sqn Jun 44 RAF 129 Sqn Jun 44 RAF 306 Sqn Jun 44 RAF 315 USAF 84th FS USAF 363rd FS USAF 364th FS USAF 375th FS USAF 485th FS USAF 302nd FS, RED TAILS (v1.1) Bare Metal (v1.1) Download for the 2K version is available here on the DCS website: Magic's Modified Mustang Makeup [M4] (digitalcombatsimulator.com)
  2. Currently, the default bindings for console controllers (or at least an Xbox controller) aren't terribly great. From the modules I tested with (A-10C, Flaming Cliffs), the default bindings look something like the following: There are a couple major issues with this. First there's an issue with using the Trigger axis as a "Throttle". I'm aware this isn't the case for all controllers, but for Xbox controllers and Steam users, the triggers are combined into a single axis where the neutral point is 50%, Left trigger is 0%, and Right trigger is 100%. Even if it was intended to use Right Trigger alone as a throttle, it is very difficult to manage speed with an analog trigger that always wants to snap to 0%. This makes sense for racing games since an accelerator pedal behaves the same way... not so much for an aircraft throttle. On console controllers, it would be better to default Throttle to two buttons instead of a single axis as it will offer better control of throttle position during all phases of flight. The second major issue is a complete lack of bindings for fairly important buttons. For instance we have missing bindings for: Trim (except for the flankers, which have Stick to Trimmer) Countermeasures Rudder A third less-major issue is leftover buttons and a whole 2 stick axes which aren't used. For instance, the start and select buttons, right bumper, left stick click, and right stick click. Existing bindings could be rearranged to take advantage of more natural finger positions depending on the action being assigned. For instance, we could move "Weapon Trigger" from "A Button" to "Right Bumper" to emulated the feeling of pulling a trigger. Same with "Weapon Release" and switching it to "Left Bumper" as it too would simulate a left-handed trigger pull. "Camera Look" can be switched from the D-pad to Right Stick X/Y to conform to present-day gaming standards... plus this frees up a whole 4 buttons on the d-pad. If it were up to me entirely, I would come up with default bindings which include actions shared across most modules, as well as 2 default modifiers to almost quadruple the number of available buttons. That said, I do realize that having default modifier bindings might be asking for too much, so instead I would propose at least the following as a new "default" binding for console controllers. This assumes no modifiers are available and only the most important, common actions are bound: With the above, we address a few critical things to consider when setting up console controller actions: Right Stick X/Y to Camera Horizontal/Vertical is the standard for modern games. Also, I've included default axis tune settings for both Left and Right Sticks. Trim is a very important element of flying, so having a dedicated D-pad to all 4 directions feels like controlling a trim hat. Weapon Trigger/Release are bound to more natural "trigger finger" positions: Right Bumper and Left Bumper. Rudder has replaced Throttle in the Tigger Axis as having a 50% neutral point lends better to Rudder control than Throttle. Throttle Up/Down are now B/A respectively. Note, in racing games it's easy to remember "A" for accelerator and "B" for brake, so it may be worth flipping these two around? Chaff and Flare now exist as Y and X respectively, being incredibly important actions in a combat sim. Weapon Change, a uniquely low-fidelity/FC3 action, is remapped to the "Start" button. Wheel Brake Both/On is probably more important than even the throttle when it matters, so having this bound to "Select" keeps it out of the way until needed. Plus holding "Select" still allows the player to control rudders and even throttle at the same time. Now, again, if it were up to me I'd have default modifiers too. This would allow default bindings to extend into TDC slews, target locks, radar elevation/modes, gear toggle, canopy toggle, etc (see this imgur album for some ideas), but alas I do feel like it would be asking too much. Please let me know if you have any questions, or your own input to give! For those who dislike the idea of improving gamepad support in DCS, I'd like to hear your thoughts too! Perhaps dev time is better spent elsewhere? For another gamepad-friendly wishlist topic, see the following thread for opening up the mouse-only horizontal/vertical camera control to other devices:
  3. There seems to be a problem with the Thrustmaster Pendular Rudder's default axis in DCS. After launching a custom mission in which the plane starts in the air, it will immediately kick left. Depending on the plane (e.g. most pronounced with F-5E), the plane will then go out of control. It will only regain control once the rudder is moved. Looking into the Axis controls for the rudder, it seems DCS defaults the rudder to the JOY_RZ axis, when the one it should use, and the one I assigned to it should be the JOY_Z axis. This will repeat every time the mission is restarted. I found there is a "default.lua" file which contains axis default values, and there are entries for other market rudders, but none for this TPR. I tried to add this to the Lua file on my own, but was not able to as the exact name of the entry seems to be required from the vendor. Without its own entry in this file, it seems the TPR defaults to the general setting, which has the Rudder assigned to the JOY_RZ Axis, and the Thrust to the JOY_Z Axis, which may be causing the kick left at start, since the throttle may typically be placed in the off or max setting, which may map on the Rudder as "left". This is currently causing a lot of crashes at the start of the mission.
  4. Was trying to play around with snap views in my F16 because my TrackIr has issues seeing the extreme rear panels.....Well now, I have somehow managed to set the default view to upside down, just above the hud. I cant get the default cockpit view back.... Even when I hit the reset button on the Track IR, it just reverts back to upside down, above the hud. I have tried restarting. Same thing. I have no idea what I did, but I really need help. Looked through most settings and cant find a thing. Thanks!
  5. Was trying to play around with snap views in my F16 because my TrackIr has issues seeing the extreme rear panels.....Well now, I have somehow managed to set the default view to upside down, just above the hud. I cant get the default cockpit view back.... Even when I hit the reset button on the Track IR, it just reverts back to upside down, above the hud. I have tried restarting. Same thing. I have no idea what I did, but I really need help. Looked through most settings and cant find a thing. Thanks!
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