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Posted

Hey guys,

haven't fly in C-101CC for few weeks and today I cannot shot/fire/drop any weapons.

(the buttons for guns and bombs pickle was reset in options menu)

 

I've checked:

- cold and hot start

- master arm ON

- fixed weapon switch to AG and cover is up

- station is selected

- for hydra -> ROCK on MODE selector

- for mk-82 -> BOMB and NS/TL selected

- optical sight ON

 

 

The armament panel (top right) is showing yellow arm light.

Space and ralt + space doesn't work too

I can jettison stations.

 

Any ideas?

Posted (edited)

There are new safety guards on the control stick. One for weapon release. One for gun trigger. You'll have to assign key bindings to them.

 

EDIT: The names of the key bindings should be something like …

 

-Stores Release Guard

-Trigger Safety Catch

 

Oh, and you may have to rebind your actual trigger and stores release buttons.

Edited by kontiuka
Posted

Or you can select Easy Flight in DCS options if you want to override those guards operation.

Easy Flight in C-101 only affects this particular case.

Roberto "Vibora" Seoane

Alas Rojas

 

[sIGPIC][/sIGPIC]

sigpic97175_2_small.pngAERGES-LOGO-sin_fondo_small.png

Posted
Or you can select Easy Flight in DCS options if you want to override those guards operation.

Easy Flight in C-101 only affects this particular case.

oh, that's no fun :)
  • 2 weeks later...
Posted
Or you can select Easy Flight in DCS options if you want to override those guards operation.

Easy Flight in C-101 only affects this particular case.

 

Are there plans to create special options, specifically for the C-101, to disable this? The F-18 has a similar option to disable the finger lifts. If I read your response correctly I would have to use simplified flight models for all jets just to get rid of the finger guard option in the 101?

Posted

Looking at the new key binds, to simply release a weapon would now require three binds per cockpit, for a total of six, being that you have to now set forward and rear cockpit binds individually. You've got a bind to raise a finger guard, a separate bind to push the pickle button/trigger, and a third bind to close the cover. On a real stick this is a no brainier, being that the guard is placed directly over a button, and is manipulated very easily by flipping the guard out of the way and pushing the button in a single action. In sim, one needs to find multiple binds that aren't used, set them as guard lifts and lowers. As an added "benefit" these buttons have nothing to do with the trigger / pickle button, being that they don't actually cover it.

 

This is an issue where simulator hardware limitations and the need for reality in sim clash. Prior to implementing something as simple as a finger guard, I wish the Devs would ask themselves if the modification is something that adds value to the simulation experience, versus adding an unnecessary handicap. simply animating the guard moving, at button press, would have sufficed. It would also save multiple new key binds for being necessary.

Posted
Looking at the new key binds, to simply release a weapon would now require three binds per cockpit, for a total of six, being that you have to now set forward and rear cockpit binds individually. You've got a bind to raise a finger guard, a separate bind to push the pickle button/trigger, and a third bind to close the cover. On a real stick this is a no brainier, being that the guard is placed directly over a button, and is manipulated very easily by flipping the guard out of the way and pushing the button in a single action. In sim, one needs to find multiple binds that aren't used, set them as guard lifts and lowers. As an added "benefit" these buttons have nothing to do with the trigger / pickle button, being that they don't actually cover it.

 

This is an issue where simulator hardware limitations and the need for reality in sim clash. Prior to implementing something as simple as a finger guard, I wish the Devs would ask themselves if the modification is something that adds value to the simulation experience, versus adding an unnecessary handicap. simply animating the guard moving, at button press, would have sufficed. It would also save multiple new key binds for being necessary.

I am very happy they implemented it. And I just have a very simple joystick.
Posted
Looking at the new key binds, to simply release a weapon would now require three binds per cockpit, for a total of six, being that you have to now set forward and rear cockpit binds individually. You've got a bind to raise a finger guard, a separate bind to push the pickle button/trigger, and a third bind to close the cover.

 

:D sorry, I cant help to brag a bit here :) .. on my Hotas Cougar I use a switch to switch cockpits, it looks like this:

 

Rem ################################################
Rem   T7-T8 : Used to change from Front to Back Seat:
Rem ################################################

BTN T7 /P Occupy_Seat_2 
        /R Occupy_Seat_1 
BTN T8 Occupy_Seat_1 

 

/P occurs when I press a button, and /R is the action that occurs when I release it. The T7-T8 switch is a holding-type switch, so when I put it on T7 it stays there until I move it to neutral or to T8.

 

Now, using T7-T8 as a natural Modifier, I can use the same HOTAS buttons without regard to which cockpit I'm using .. this HOTAS has a two contact trigger, so I use the first contact to operate the lock, and the second to press the trigger, like this:

 

BTN TG1 /U /P Trigger_Safety_Catch_UNLOCK_Rear_Cockpit 
                   /R Trigger_Safety_Catch_LOCK_Rear_Cockpit 
              /M /P Trigger_Safety_Catch_UNLOCK 
                 /R Trigger_Safety_Catch_LOCK 
            /D /P Trigger_Safety_Catch_UNLOCK 
               /R Trigger_Safety_Catch_LOCK 

BTN TG2 /U /H Fixed_Weapons_Trigger_Rear_Cockpit 
              /M /H Fixed_Weapons_Trigger 
              /D /H Fixed_Weapons_Trigger 

/U operates when I have selected the T7 switch, /M when in neutral and /D when at T8. /H means the button is "held" as long as I keep pressing the button.

 

For the Weapon release cover and button I use a modifier button to operate the lock, thus using the single S2 button to operate both the lock and the release button:

 

BTN S2 /U /I /T Stores_Release_Guard_OPEN_Rear_Cockpit 
                  /T Stores_Release_Guard_CLOSE_Rear_Cockpit 
                /O /H Stores_Release_Button_Rear_Cockpit 
            /M /I /T Stores_Release_Guard_OPEN 
                  /T Stores_Release_Guard_CLOSE  
                /O /H Stores_Release_Button 
            /D /I /T Stores_Release_Guard_OPEN 
                  /T Stores_Release_Guard_CLOSE  
                /O /H Stores_Release_Button 

/T means "toggle", the button does one action the first time it is pressed and another when pressed for a second time.

 

:) I cant help it, I really love the Cougar ... the much newer TM Warthog can do the same, but it requires a much more complex programming.

 

Cheers!

 

For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar

Mobile: iPad Pro 12.9" of 256 GB

Posted

Still have my old cougar sitting in a closet. Recently upgraded it to hall sensors, but don’t use it. Foxy software was really good. I used it a lot on BMS.

 

:D sorry, I cant help to brag a bit here :) .. on my Hotas Cougar I use a switch to switch cockpits, it looks like this:

 

Rem ################################################
Rem   T7-T8 : Used to change from Front to Back Seat:
Rem ################################################

BTN T7 /P Occupy_Seat_2 
        /R Occupy_Seat_1 
BTN T8 Occupy_Seat_1 

 

/P occurs when I press a button, and /R is the action that occurs when I release it. The T7-T8 switch is a holding-type switch, so when I put it on T7 it stays there until I move it to neutral or to T8.

 

Now, using T7-T8 as a natural Modifier, I can use the same HOTAS buttons without regard to which cockpit I'm using .. this HOTAS has a two contact trigger, so I use the first contact to operate the lock, and the second to press the trigger, like this:

 

BTN TG1 /U /P Trigger_Safety_Catch_UNLOCK_Rear_Cockpit 
                   /R Trigger_Safety_Catch_LOCK_Rear_Cockpit 
              /M /P Trigger_Safety_Catch_UNLOCK 
                 /R Trigger_Safety_Catch_LOCK 
            /D /P Trigger_Safety_Catch_UNLOCK 
               /R Trigger_Safety_Catch_LOCK 

BTN TG2 /U /H Fixed_Weapons_Trigger_Rear_Cockpit 
              /M /H Fixed_Weapons_Trigger 
              /D /H Fixed_Weapons_Trigger 

/U operates when I have selected the T7 switch, /M when in neutral and /D when at T8. /H means the button is "held" as long as I keep pressing the button.

 

For the Weapon release cover and button I use a modifier button to operate the lock, thus using the single S2 button to operate both the lock and the release button:

 

BTN S2 /U /I /T Stores_Release_Guard_OPEN_Rear_Cockpit 
                  /T Stores_Release_Guard_CLOSE_Rear_Cockpit 
                /O /H Stores_Release_Button_Rear_Cockpit 
            /M /I /T Stores_Release_Guard_OPEN 
                  /T Stores_Release_Guard_CLOSE  
                /O /H Stores_Release_Button 
            /D /I /T Stores_Release_Guard_OPEN 
                  /T Stores_Release_Guard_CLOSE  
                /O /H Stores_Release_Button 

/T means "toggle", the button does one action the first time it is pressed and another when pressed for a second time.

 

:) I cant help it, I really love the Cougar ... the much newer TM Warthog can do the same, but it requires a much more complex programming.

 

Cheers!

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