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Showing results for tags 'requested'.
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Hello to developpers and community. I would like to know if we can expect an update whic allow to dissociate mouse pointer from head movement in VR. I confirm this issue is very annoying!! It is hard to accurately click in cockpit. Even a small head movement disturb mouse pointer position with a VR headset... Hope a patch or option will come for this wonderful flight simulator Have a nice day and happy flying from France!!!
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nice to have the NS430 popup in VR! but it is annoying to have it floating in front of your face please keep it in a fixed position like the kneeboard pages or show controls indicators. ED ARE U SERIOUS! going to try it out when i get home from work.. please, if this is what i think it does, then my DIY NS430 control panel may see much use.... quite a surprise..
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just bought this beautiful L39, but when I try to call airfield tower, I don't know my radio channel, and I open my kneeboard, there is no channel kneeboard there like M2000C and F5E, is my file broke or I just have to try all 20 channel to get to the tower?
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With the proliferation of FFB devices, mostly thanks to Walmis with VPForce Rhino, there was the talks of creating FFB rudder pedals. IIRC, the kit for MFG rudder pedals will be available soon, but from what the devs are saying DCS does not support FFB effects on the Rudder axis, only for Pitch/Roll. Main use case would be to support anti-torque pedals trimming for the helos that support it, but also to offload some of the haptic feedback to the pedals as well. I have searched the thread, didn't found another thread so I'm making this one. Please, take this into consideration, folks with FFB pedals will be really happy and by the looks of it, there'll be more and more of them.
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By default the QAG is set to random time, which adds variety but I think it would be nice to have a day or night option as well. My first mission after taking ages to load I was plunged into darkness for a ground attack in a Mosquito which really didn’t work. So to avoid a night mission you have to specify a time.
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title says it all. we have a ground pounder mission, but no infrastructure. I tried to create an anti-ship mission with only two cargo boats, and it created the two cargo boats and a frigate! This thing is so simplistic that with the load times, it's easier to just create a quick and dirty ME mission. Doubly-so using templates. This way at least you can load the scripts that make DCS halfway playable in a COMBAT role.
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Would be awesome if us Hook drivers would be able to use the QAG How 'bout: Bring cargo from A to B, while avoiding enemy air defense by using terrain for cover. Or Insert/evacuate troops in/from a hot battlefield
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Is it possible to jettison empty bazooka tubes in order to have less drag? If yes, how?
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Just playing Paradise Lost. The first mission is brutal. The wiper blades are just for show. They have no effect what so ever. Could you please make this a priority to have at least some sort of function wiper system on our choppers!
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Hello, this has already been requested and discussed to death in various threads. This post only exists as a wishlist item for you to upvote in the hope to sway ED's decision makers to make the remaster the upgrade we deserve. Here we go then: Please consider adding AAR capability (Probe-and-drogue) F-5E should have been factory prepared to be easily modified with a refueling probe Requires minimal changes to cockpit and fuel system logic Thanks!
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Didn't know where to categorize this post, so I just put it in the "Wish List" section (please do correct my choice if it's wrong). This is a minor one - mission editor currently allows Polish forces to use Leopard 2A6M, which is incorrect. Poland never owned or used any Leopard 2A6 or similar variant, they're stuck to "just" 2A5s. Poland does however use M1A2 SEP V3 tanks, as they've been delivered just this year (2025), and it should get access to them in-game. It would be great if it could be corrected to better match reality, thanks in advance!
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Can we please get the overdue drogue basket & hose physics. It was talked about their being a rework when the hornet was releasing. That was almost 6 years ago. THIS IS NOT ME BASHING ED Currently the drogue basket just hangs behind the tanker in a fixed position. There's a DCS video mixed with interstellar about a tanker spinning out of the sky and the basket is in it's normal fixed position not swinging around or anything. And a player is able to connect to the basket and take fuel. We all know visuals sell, and when players see other games/sims have drogue basket/hose physics it makes the DCS community want that in our beautiful simulation. We got nice fancy clouds real quick when other sims pushed out nice looking clouds. Is making radar simulations easier than making drogue basket physics? Again was talked about almost 6 years ago. It would be so cool to see the fuel purge during a connect/disconnect or a improper connection. Having the basket dance around behind the tanker while players are waiting for the right moment to push into it. The hose waving around as the aircraft makes the connection.
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Would be nice to have a Kneeboard in the game? It is possible? Regards Tango Lima/Scorpion
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Hello! As per the documentation on hoggit the S_EVENT_MARK_ADDED event is supposed to contain an initator parameter. This would also be absolutely expected, as you would not be able to tell who placed the mark otherwise. It appears on my test-rig that with the current OB Version the initiator parameter is not passed along the mission (or is passed as nil, which is the same). This is the table I receive with the event: event = { ['coalition'] = 2, ['idx'] = 251658242, ['time'] = 28930, ['id'] = 25, ['text'] = '', ['groupID'] = -1, ['pos'] = { ['y'] = 522.64993671191, ['x'] = -239932.57126467, ['z'] = 734296.67458392, }, } Setup to reproduce: simple mission, add a script handler. Run in dedicated server on local machine in separate work directory. Connect as a client with standard dcs installation. Place mark. No initiator provided.
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Hi guys, didn´t played a long time and now i don´t get an english HUD inside this module. I already selected language under "spezial" and "game". Regards, Terrorvogel
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Hi, is there a way to scale down labels in VR? Not choose a smaller Font. I read already some topics about Labels.lua and can modify all parameters. But this is not doing the job. The issue is that the 12pt Font is not displayed in VR as 12pt but it is scaled by, i think, a factor of at least2x and it introduces upscaled pixels. Does not looking nice. Also, if i put the Font to 6pt, than the font itself is bad quality plus upscale looks horrible. All i want is smaller labels, because they take a lot of screen. I am looking for a similar solution like here: The font scale factor is to be found in the scripts. It is really scaling the font and it looks nice. You can also override the Options.lua and make message scale 0.5, but this again looks terrible. Like font 6pt. maybe there is a way like set the labels scaling factor to 0.5 in labels.lua or somewhere else? PS. I am using the Pimax Crystal.
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Can we have the nose wheel steering enable/disable and L/R brake axis assignments in 2022?
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It would be great if we could equip external fuel tanks. Seems strange we can equip other helicopters with tanks, but not the Mi-8. null null null null null
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ED, is there any way you can add “drop external tanks” to the list of commands for our flight/wingman? There is a command for “jettison stores” but obviously that gets rid of ordinance as well. The issue isn’t a failure to drop in a dogfight, it’s the AIs reckless use of afterburner. Especially to “catch up” despite me flying at 300kts and about 3 miles ahead. Took off and flew about 100miles to target. Both wingman and I are carrying 2 AGM-65 on each outer hp plus 2 bags, listening pod and jammer. We get to the target and as we are attacking he tells me “bingo fuel” problem is that Bingo is 2000lbs. I had JUST emptied my tanks and had 6200lbs internal. I order him to jettison and hit the tanker; he dumped his tanks, headed to tanker and ejected in site of it. when my tanks are about 30%-40% full, I’d like to be able to order my flight to drop theirs knowing they are empty without losing bombs. That way they have FAR less drag assisting with the fuel management
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So I've noticed that there's been a change to the way the rotary knobs respond to inputs, though it isn't mentioned in any changelogs as far as I can see. Previously the rotary knobs would auto scroll when a key was pressed, and now they only move one click at a time. While I appreciate this change, I made a keybinds mod to do the same thing, I'm finding the implementation a little clunky. Basically a substantial pause is required in between each keypress, or mouse wheel scroll movement, for the next keypress to be recognised. This means that each indent of the mouse wheel scroll does not correspond to a letter/number change whilst inputting data, in fact if you scroll fast enough you can have five or six indents in before the letter changes. Or you have to pause between each press of a keyboard key to do the same. I didn't have that required pause previously but could scroll one letter at a time by simply adding the following to the default.lua in the keybinds and users could use either the fast scrolling method or one step increment method using the mod. {down = device_commands.Button_8, cockpit_device_id = device_id, value_down = 0.5, name = _('Left big knob Increase in increments'), category = _('NS Device')}, {down = device_commands.Button_8, cockpit_device_id = device_id, value_down = -0.5, name = _('Left big knob Decrease in increments'), category = _('NS Device')}, {down = device_commands.Button_11, cockpit_device_id = device_id, value_down = 0.5, name = _('Left small knob Increase in increments'), category = _('NS Device')}, {down = device_commands.Button_11, cockpit_device_id = device_id, value_down = -0.5, name = _('Left small knob Decrease in increments'), category = _('NS Device')}, {down = device_commands.Button_26, cockpit_device_id = device_id, value_down = 0.5, name = _('Right big knob Increase in increments'), category = _('NS Device')}, {down = device_commands.Button_26, cockpit_device_id = device_id, value_down = -0.5, name = _('Right big knob Decrease in increments'), category = _('NS Device')}, {down = device_commands.Button_29, cockpit_device_id = device_id, value_down = 0.5, name = _('Right small knob Increase in increments'), category = _('NS Device')}, {down = device_commands.Button_29, cockpit_device_id = device_id, value_down = -0.5, name = _('Right small knob Decrease in increments'), category = _('NS Device')}, This has also broken my pretty awesome (self admittingly) voice attack profile, though I did manage to fix it by adding a pause between key presses, but it's so slow now Was this an intentional change? or a new found bug? If intentional, any possibility of reducing the required pause between each key press? Thanks
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Now that is official as Wags announced that the F-5 will get an update, I want to request this as an option, so the player get hability of making the pilot wear a HGU-2 helmet and oxygen mask, current helmet looks too modern, specially for IRIAF F-5 Tigers. So player can select between the current modern helmet, and the old one that will fit better on earlier missions. Current one: HGU-2 helmet carried by IRIAF pilots... The helmet itself.
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The new rain looks amazing. However, when I use the wipers in my Huey, they're just completely ineffective, as though the wiper blades haven't been changed in years. Can we please have new blades that actually clean the front windscreen.
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It seem we are missing group_alive_more_than trigger condition in the ME. I see the following only: group_alive group_dead group_alive_less_than
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Hi all! would it be possible to add a value in HPa/mbar for the QNH in the briefing text? A few modules have this setting in their altimeter (e.g. MB-339)... Currently, HPa(mbar) is indicated in the QFE but not in the QNH. Thank you!
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