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Showing results for tags 'requested'.
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It’s been years now but the trim switch on the stick still won’t move when you trim the Aircraft. almost all other modules have this implemented. Please Ed, fix this. Thanks
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I am super excited for this feature I support any airframe with gunner positions. I have a DIY mock functional doorgun controller that works perfect on the Huey UH1H doorguns. I am hoping it will also work with the Mi24 Hind PLEASE PLEASE MATCH THE doorgun control options as they are with the UH1H especially doorgun UP/DOWN , LEFT/RIGHT mappable to a joystick.. Hopefully it is also good in VR, with player view independent from where the doorgun is aiming. THANK YOU FOR BRINGING THESE FEATURES TO THE COMMUNITY! @Wags @MatveyTsivinyuk @Flappie @PilotMi8 *side note* hoping for a WWII airframe with turret guns in future after all the great upcoming releases ***update*** MISSING is being able to assign axis commands and buttons to a Joystick, under the settings menu, the joystick column is greyed out, and unable to bind the joystick to the UP DOWN LEFT RIGHT axis commands
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It does not show any geographical features, simply airports and waypoints.
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What is exactly the reason that it's ok to export mfd screens but not RWR, DED, IFEI, UFC and other viewports? Why should those viewports break Integrity Check? Why should homepit builders be punished with not being able to join 95% of online servers because of it, rendering their expensive equipment useless? I don't know if this is intentional or not, but if it's not, the solution is literally one line of code... You can copy paste this by yourselves, so your customers who have built home cockpits, don't need to mess around with lua files to make viewports exportable. Can we have a clear and concise reply on this, so people know if their hardware is semi-useless now, and other people who are looking at investing thousands of dollars/euros in hardware for their hobby, know that they are not going to be able to use them online?
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Hot starting the plane or using autostart puts the ejection arming lever down. It should never be put down until you are on the runway. If I remember correctly, hot started Hornets don't arm the ejection seat and/or it doesn't do it during auto starter. I don't remember exactly because I haven't used autostart in a long time. And it completely ridiculous that after all this time, there's no keybind for it. Yes, I know it can be manually added, but I couldn't seem to get 1 keybind to work for arm/disarm and whenever the game updates it overwrites it. It's long past time to fix stuff like this. It's alt-e on the Hornet do arm/disarm and it needs to be added to the Viper. This, among other things, is what I'm talking about when I say there is a lack of consistency between modules to the point that it's like the teams didn't talk to each other.
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requested Early MANPADS missing, a critical flaw in game
Richrach posted a topic in DCS Core Wish List
Respectfully, there is no rank in the debrief of a flight/mission. Time to debrief. It is beyond time to fix this. SA-7 (Strela-2) and its generation of shoulder fired SAMs is a blight on DCS. It has been for a long time and it needs to be fixed. ***The reality is this threat (the early versions of the SA-7) are still viable in the world because so many were made and there was a time they were handed out like candy to all manner of bad actors (countries and terrorist vermin).*** Modern jets still have to contend with them as a potential threat due to their proliferation. It is accepted their accuracy, lethality, and performance may well be questionable, but a slightly damaged 5th generation aircraft from one of these is just as worthless as one shot down. The threat remains because the missiles still exist. Obviously, those of us who prefer to fly earlier aircraft (MiG-15, 19, 21, F-4, A-4, Mirage, Huey, Hind, etc.) are highly interested in this part of the game being accurate. ***16 of the 36 fixed wing modules offered for DCS and 5 of 7 helo modules have a vested interest in this part of the game being accurate. This affects EVERYONE who is paying to fly these modules.*** In reading the threads it appears exactly zero has been done about this for some time. Lots of lip service, no action. We are about to get a new module, the F-4 Phantom. I have pre-purchased it because I am excited about flying a plane I have very personal and ongoing ties to. The lack of motivation to fix a glaring problem in the threat library this aircraft will face is not good. What value is there in having these great models of aircraft and helos that are meticulously researched and built, only to put them in fantasyland environments? The claims DCS is realistic is laughable without fixing the underlying issue(s) in the game code. It is not about the new-oh-I-have-to-have-it-modules with wonderful graphics and fancy cockpits if the world one puts them in is so bad. Fix the field before signing up an all-star team to play on your pitch. I have personal experience with SAMs, on the receiving end. I have also operated many of them from the ground. The unclas fixes are simple. So fix them. Dedicate a programmer or two to this and do the following. Steps to fix this problem. For SA-7: - Clone "MANPADS Ilga - Shooter". Call it "Generic First Generation MANPAD", "Strela-2", "Redeye", or all three. Actually, all three names make sense. Make it available to all countries. - Reduce effective range by 50%, elevation and horizontally - Reduce damage by 50% (There is plenty of data on this out there. Very few fixed wing aircraft were ever brought down by a single SA-7. The vast majority were damaged and limped home. Airliners have been hit by one of these and it could not bring them down. - Prohibit lock-ons from front hemisphere - No shots within 45 degree cone of the Sun - Individual flare effectiveness set 33% (by the second flare, Pk = 10%, by three flares Pk = 4%). This is not at all unreasonable for IR SAMs of that era. This also reinforces the reality that preemptive flares work and even flaring a locked-on missile of this generation was highly effective. This is a very simple solution, based on unclas data, literature, and historical engagements. C'mon guys. Richrach -
When toggling off the "Cockpit" the Refuel Probe is no longer visible when refueling, can this be investigated and re added in this view, Ben
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Hi guys, found a probably a new bug. I search in the forum but i didnt find anything about it. in the settings, there are three options for Gyro "VERT GYROS SWITCH - Toggle 1/2 " this should working with the inner switch to choose left or right press button. This work fine BUT there are two others "VERT GYROS SWITCH 1", "VERT GYROS SWITCH 2" Both shloud be able to "press" the button itself. But both working same as the 1st "VERT GYROS SWITCH - Toggle 1/2 " Technicaly both "press" switches shloud be able to pressit ON but they dont. Olso on Keyboard it is possible to see the bug. when pressed " Lalt+ Lctrl+ Lshift+ 1 or 2 it did not press the switch, only change the possition that inner one.
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Would it be possible to move the wing tip vapour trails on the F-5E to over the wing, beginning where the leading edge wing root extensions meet the rest of the wing, as I have seen in videos for the DCS F-16? LERX vapour trails is perhaps more important on the F-5 than on the F-16, F-18, MiG-29, Su-27, as it was in fact the first aircraft to have LERX. To me, the F-5E does not seem recognizable unless it has LERX trails. Would it also be possible to add the wing trailing edge vapour trails as the MiG-29 and other planes have? I have seen on YouTube ground target practice videos of Swiss F-5Es flying by fast with these trialing edge vapour. Hope these can be added as these really are the character of this early dog fighter.
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With all that new update tech overhauling,.... is it scheduled any visual pilot mask implementation? Cause poor mustang pilots are the olders also the only ones who don't wear one
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requested The 'static activate' trigger help wanted
MEDIC - v312 posted a topic in DCS Core Wish List
Dear all, I'm creating a mission and I would like to 'late activate' a static object that isn't available as a gorund unit. The Static objects don't actually have a 'late activition' option. However there's a trigger that say 'activate static'. The explanation of this trigger in the manual says: "This action generates the delayed activation of static objects that are present in the mission file but will not spawn in the mission until the moment of activation. When creating this action, you must specify the group of static objects." The problem is that I can enter this trigger fine and I know how to use it, however I just don't know how to hide the static objects for everyoone until they're activated. If I just place them and then enter the trigger, everyone can just see the static objects are there even before the trigger is activated. Does anyone know how to hide the static objects in game until they're activated? -
Just mapping keys and starting to learn this beast. In the Huey, Hip, and Blackshark there is a Cargo Indicator that looks like this screenshot. However in the Hind I can't find it. Curious what the reason is? Is it something to come later because of early access? Or is it just not being done anymore because not realistic or something? Or is it actually there I just haven't got it to work yet?null
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Pressing "Show/Hide Pilot" does not display the pilot on the first press, on the 2nd press it shows the pilot. With the pilot displayed, the first press hides the pilot, but 2 presses is needed to show the pilot again. In the track, I begin the exercise after 20 seconds (on the cockpit clock), I contemplate using the timer, but decide I will use the sweeping second hand, and apply the key command on every 5 second interval of the minute (25-30-35-40 etc). Thanks, Hind Pilot Model Bug.trk
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requested Proposal for VR head limits implementation
kablamoman posted a topic in DCS Core Wish List
Edit: This was originally posted in the WW2 forum, and so many of the concerns apply mostly to the canopies of the aircraft from that era. If you have no experience with these warbirds and their cramped cockpits you may not realize what an issue it is to inadvertently clip through cockpit geometry during the course of regular combat, nor realize how easy it is to poke your head outside to quickly check six with an unimpeded view to the rear. --- I wasn't able to post this before the other thread was locked, but was excited to share a proposed solution that should make everybody happy. --- In line with the feature-set offered in the best modern VR titles available (think Half-Life: Alyx and its Comfort vs. Locomotion options), I would propose three modes: No Limit -- no different than what we have now. Hard Limit -- physical limits in the simulation to prevent translational movement outside the canopy bounds (could lead to motion sickness with some users). Fade-To-Black -- A motion sickness friendly mode, that gradually fades the view to black as the pilot progressively exceeds the canopy bounds. It would be ideal if multiplayer servers had the option to enforce a limit. Canopy limits On or Canopy limits Off. With Limits On: Method 2 or 3 would be allowed. Whichever was most comfortable to the user. With Limits Off: All three methods could be used allowing for unrestricted head movement through and beyond the confines of the canopy. To me this seems like a solution that should make everybody happy, allow for reasonable multiplayer limits to be enforced on multiplayer servers, while also avoiding any fear of inducing motion sickness. The benefits over the current system would be maximizing immersion and making the sim that much more friendly and robust with regards to VR and accommodating varied user experiences and use cases (eg. single player vs. multiplayer; hardcore sim vs. casual fun).- 333 replies
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While testing sling loading, I came to realize there's no way to choose the rope length ingame. That's a shame because some cargos such as the ISO containers are handled much more easily with a short rope. I'm amazed nobody asked for it before in the forums. Does this option already exist? And if it does not, would it be helpful?
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It is a very big improvement that the target advised by JTAC is now marked on the kneeboard map with a red triangle. But if an other JTAC send a new target you have now two or more red triangles on the map. It would be very helpful if only the actual target is on the map or the triangles marked with a number so that we can differ them.
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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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Hello drivers! A thought had just occurred to me that would not only improve the realism of DCS/beta and Multithreading with a trigger baked into the software, but also making or playing attack missions more enjoyable— making destructible Power Grids! As I was making a campaign to continue the original Hornet 1989s story, I had set up a timed attack with TLAMs hitting known power houses in the Russian SSR coastline prior to commencing a moderate ground offensive into the towns in Sochi and Novorossyisk. All they did is trigger a series of counter offensives at realistic times to scramble, and activate LR SAM sites. If you hit these power stations one by one in a very short period of time, they would deactivate 80% of their forces because there’s no power to go to the telephone lines, and communicate to warn the naval garrisons. However, they do not off the lights to residential sectors or entire cities. I know in 1991 during the Gulf War, TLAMs were launched from the USS Missouri to take out Saddam’s power grids and radar stations before H-Hour. To ED Developers, is there a way to shut off lights or paralyze towns once the power is destroyed? Or could there be some LUA coding that would enable such effects? Cheers! SGT Toffee
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Use short press (actually the release after a short press) to display the comm menu and a long press of the same key/button to activate voice chat would reduce the amount of keybinds needed and simplify muscle memory
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DCS 28.1.34667.2 How to align the HMCS with my TrackIR? The HMCS position falls short and lower than the TrackIR view. It's hard to use the HMCS having to look at angles to the crosshairs. I've tried different TrackIR curves that do not help. The only thing that helps the alignment is to lower my chair all the way and really offset the TrackIR center, but that centering only works for the left view or right view. The HMCS crosshair is still too low. The Apache and F-16 have such a centering function (if I am correct about this). Please add an HMCS centering function to the A-10C II. I can't use the HMCS as is. The screenshots are of centering the TrackIR at the far bottom right of the front panel, and, the resulting HMCS crosshair position when looking left. But this only works for looking left and it is still a bit too low.
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Hi all, a suggestion for VR use case with OpenXR. Today, when we press zoom in VR the picture is very unstable (sensitive to small movements). In OpenXR we have Shaking Reduction setting, which enabled, causes the picture to be much more stable and thus usable. However if kept at high setting, there's a noticeable delay when looking fast from left to right, so I suggest to integrate Zoom/OpenXR setting in a way that when we press Zoom, OpenXR Shaking Reduction is enabled, then when zoom is released, the Shaking Reduction setting goes to the old setting.
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Could we please have a trigger condition "rocket in zone"? There is a bomb in zone and missile in zone, however the mission I am trying to create would use white phosphorous rockets fired from a Huey to trigger AI actions, and I can see any way of setting that as a trigger condition. Thanks!