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Please make it possible to look at and change control options in-game


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Posted

It would make learning these sims much easier. Nothing's worse than flying a mission for a long time only to realize that you don't know what button to press to perform something important. It would make first time set up much easier also, especially considering the sizable load times between the game and the options menu currently.

 

Thanks!

Posted

OR have a quick referance pop up thingy type thing... maybe??

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

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Posted

Something to check the control assignment is needed. The reason I prefer DCS over FC2 is I have all the switches in the cockpit and don't have to assign everything since I always forget anyway.

Posted

Look my thread here : http://forums.eagle.ru/showthread.php?t=82457

@Nate--IRL-- Maybe for EDGE.

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Posted
Something to check the control assignment is needed. The reason I prefer DCS over FC2 is I have all the switches in the cockpit and don't have to assign everything since I always forget anyway.

 

Print a list.

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Posted
It would require a big change in the game architecture - but it is still a good idea.

 

Nate

 

I wouldn't change it. Having the game and main menu on 2 different EXEs is far better at resource managment..

 

Having to edit stuff on the move is just a luxury.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

Well, if it's a big deal to implement (I didn't think it would be) I would prefer if they not focus any effort on it and instead work on new aircraft and such...still, I think of it as an odd omission.

Posted (edited)

I didn't had a deeper look up to now , but it seems to be possible to built a application for this by using Yodas Project: Lua Sim SDK and TCP Sim data transport layer

...

 

I know - this is not what the OP is asking for , but:

A current workaround for this purpose is to map all inputs via Autohotkey - I do this occasionally and I'm able to re-map buttons on the fly. Axis remain still a problem.

 

I have already made a template for all functions in DCS:A10 . Who ever wants to build a Gui for this template-script (doable with AHK) can give me a pm, - as annotations are missing and it is not very well structured.

 

With AHK it is possible to Alt-Tab out , make some changes and go back into the sim. And you will be able to change all controllers - not only one of a specific brand like with e.g. Saitek SST.

 

Mouse, keyboard, ...everything.

Edited by PeterP

Posted

I think the idea of making all options; Key assignments, graphic settings, Sound levels etc accessible In-Game would be really worth while. I think it should be seriously considered now ED is starting out on a new path (DCS:World) and a new engine ( EDGE). Do it properly!

 

Rise of Flight did this recently and for the first time in 3 years I was able to get a proper gauge of what impact each GFX setting had on performance. I would love to be able to do this with DCS. This alone will help a lot of people with GFX problems.

 

Also simple things, like finally being able to properly balance those audio sliders so it sounds how I would like it to. Since Lockon(!) I have just guessed what they should be at and also occasionally copied suggestions of what other people said where good settings.

 

It is just so much more user friendly to have it this way. Especially for new comers.

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Posted

I would also like a restart button in game, would be really helpful

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Posted
I think the idea of making all options; Key assignments, graphic settings, Sound levels etc accessible In-Game would be really worth while. I think it should be seriously considered now ED is starting out on a new path (DCS:World) and a new engine ( EDGE). Do it properly!

 

I've only set the GFX options once and I doubt I'll change them.

 

For key assignments, 2 maybe 3 times after setting them up the way I like.

 

If you have everythig on 1 EXE it will be very limited.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

 

If you have everythig on 1 EXE it will be very limited.

 

Why is that? Every other game I know of has everything on one EXE, and has an accessible options menu.

 

 

(not trying to be a jerk just wondering how this came about.)

Posted
Why is that? Every other game I know of has everything on one EXE, and has an accessible options menu.

 

 

(not trying to be a jerk just wondering how this came about.)

 

Historically the first ED sims Flanker 1, to 2.5 had these mission editor and the Simulation engine separated. For LOMAC the two were integrated which worked well. As the sim expanded into FC1 and FC2 and used more memory for more terrain and more textures, more space was required with the 32bit address space.

 

There is an inherent limit as to how much you can address with 32bit memory space (as 32bit Warthog fliers know)

 

To this end, when this really started to cause problems, the GUI was again separated from the Simulation engine and everything that was superfluous to the simulation was put back into Launcher.exe.

 

This had the unfortunate effect of removing some very very useful features like the satellite view in the ME - and makes the in game options uh.. option very difficult.

 

Now, with the move to 64bit, the reason for this separation is removed, however there is a lot of work invested in the separated GUI model used - it would take quite a bit of work to reintegrate them in part or in full.

 

Nate

Posted (edited)
I dared to suggested this years ago and was set upon by the "ED Zealots"

 

"How dare you claim there is any defiency in this software"

"ED never makes a mistake" .... yada yada , you know the usual head buried in the sand party line.

 

You said, back then:

when it came to designing the DCS game engine they designed it very badly... Maybe the next game they work on something , they will spend more time thinking things out properly instead of just jumping in and coding stuff

 

Why would you NOT expect people to attack you for statements like this? You need to try to post in a more neutral way if you want to have a meaningful discussion.

Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Posted
You said, back then:

 

 

Why would you NOT expect people to attack you for statements like this? You need to try to post in a more neutral way if you want to have a meaningful discussion.

 

I see nobody attacking him - I see 2 people explaining why it is the way it is. But it is ok, maybe he'll read my explanation too and understand why things are the way they are.

 

Nate

Posted (edited)
I

Would

"How come most other game/sim software allows you to adjust settings

without having to exit the game engine , yet it never occured to the DCS designers any one would need such a feature in their software"

 

Although you present it as a statement of fact rather than a question, is there anything not covered in my answer to SackDestroyer that you feel needs more explanation?

 

Nate

Edited by Nate--IRL--
Posted

"How come most other game/sim software allows you to adjust settings

without having to exit the game engine , yet it never occured to the DCS designers any one would need such a feature in their software"

 

Let me help you with that , can you read the line above and look at the last char ( Character for the none techies)

 

Does it look anything like this -> ?

 

Looks like a close quotation mark to me.

 

Nate

Posted
Yeah, I think there is a case for that to be added to the in game briefing.

 

Nate

 

How practical would it be to bring a more powerful controls editor into DCS.exe, without any of the extra GUI fluff from the main menu/mission editor? Something that uses the same API as DCS World's new loadout window? Would there be synchronization issues with Launcher.exe?

- WH_Mouse

Posted
How practical would it be to bring a more powerful controls editor into DCS.exe, without any of the extra GUI fluff from the main menu/mission editor? Something that uses the same API as DCS World's new loadout window? Would there be synchronization issues with Launcher.exe?

 

I wouldn't think there would be synchronization issues as it'd be editing the same LUA file in the Users folder. However - finding time to implement such a feature is another matter - it would require implementing a new GUI interface within DCS.exe too.

 

I personally would like to see reintegration of the GUI and Simulator - however that would cut off 32bit users.

 

Nate

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