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Posted
^ Thank you very much it worked. I can now see the Gunner AI Panel under UH-1H Sim layer. C:

 

I didn't copy input settings over from my 1.2.6 though but I guess when installing the module from the 1.2.7 module manager it did something like that. However I'm not sure if I'm the only guy that had this problem.

 

Anyway testing the AI in practice now.

 

I have this same issue I did a complete clean install and have key-binding issues.

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Posted
Even if you're not using TrackIR, try enabling the "TrackIR aiming" option (UH-1H special options menu)

 

this too can not assign mouse to the movement.

"any failure you meet, is never a defeat; merely a set up for a greater come back",  W Forbes.

"Success is not final, failure is not fatal, it is the courage to continue that counts",
"He who never changes his mind, never changes anything," Winston Churchill.

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Posted
this too can not assign mouse to the movement.
In 1.2.7 OB, I can only move the guns (of the door gunners in UH-1H) when "TrackIR aiming" is enabled in the special options, regardless of using TIR or not. Without this option enabled I can only move the view, not the gun.
Posted
In 1.2.7 OB, I can only move the guns (of the door gunners in UH-1H) when "TrackIR aiming" is enabled in the special options, regardless of using TIR or not. Without this option enabled I can only move the view, not the gun.
With "TrackIR Aiming" OFF, you should be able to aim using the [;] [,] [.] [/] keys, which you should also be able to map to a joystick hat or something of that nature.

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Posted
In 1.2.7 OB, I can only move the guns (of the door gunners in UH-1H) when "TrackIR aiming" is enabled in the special options, regardless of using TIR or not. Without this option enabled I can only move the view, not the gun.
I'll have to try this. I definitely want to be able to aim the gun with the mouse.
Posted

yes, please please please implement the door gun usage, where looking around is separate from using the door gun!

 

i was hoping to make a 'doorgun' controller, but i am unable to if doorgun usage remains both camera view/looking and aiming down sights are tied together

THUMBS UP IF THE DOORGUN's has its own programmable axis!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Posted
hi, i have one question : it is normal that i can't save a mission built in mission editor ?

thanks in advance

 

morse

 

Check that you have the correct windows permissions to save to the folder your trying to save to, by default most of the DCS folders are administrator only.

PC:

 

6600K @ 4.5 GHz, 12GB RAM, GTX 970, 32" 2K monitor.

 

Posted

My findings on 1.2.7 Beta

 

After an evening of playing the 1.2.7 patch I wanted to discuss some of my findings.

 

1. rotor imbalance has been reduced to a more realistic level during startup.

 

2. During transition into forward flight while in ground effect the skipping and jumping glitch is no longer present. Aircraft as a whole is much smoother during accell and decell into hover. Thank you Belsimtek!

 

3. Panel vibes during ETL transition have also been reduced to a more nominal level.

 

4. Clickable door handles for opening and closing doors. I have an issue though where I have to click and hold and it still sticks in 1 direction. Once I use the rightctrl c command it closes. Anyone else having issues with the clickable door handles?

 

5. While rotor is stopped and moving cyclic around, the rotor dynamics are much more representative of the real aircraft. flapping hinge is no longer tied to the movement of the cyclic while the rotor is stationary. I still would like the teetering of the rotor to be completely free in terms of sim physics so that if there is wind while the aircraft is parked and rotor stopped the rotor should teeter freely.

 

6. While rotors are turning it seems that belsimtek has changed the phasing of the rotor disc with respect to the control input by 90 degrees. I don't believe this is correct. For example, when applying forward cyclic, the rotor tip path plane tilts to the left. Do not confuse this with rotor control phasing, that is a different matter. With a teetering rotor, like the huey, the pilot controls the thrust vector of the rotor plane. If you want to go forward, you push the cyclic forward, the rotor should tilt forward even though the blade angle change is happening 90 degrees off which is the control phasing discussion. Also the amount of flapping occurring on the ground when applying a full stick input does not seem enough. Check this video, there is great footage there of the pilot applying cyclic on the ground and showing the change in rotor plane angle. It's quite sporty. See time 4:15 on the video. Great mast bumping discussion too which I have no explored yet on the dcs uh-1h. http://www.youtube.com/watch?v=EVxUAAwajSE. Let me know what you guys think, maybe I'm missing something here? Maybe with regards to the stabilizer bar?

 

7. Startup ignitor sound is no longer present in the cockpit. Only outside. Is this accurate?

 

8. Throttle does not respond with axis until after you have pushed out of idle detent by click the idle dentent button and scrolling the throttle with the mouse, is this the intent or is the intent to really have the throttle always controlled on axis and just get "Sticky" when reaching the idle detent if the detent has not yet been pushed?

 

9. Throttle proportionality is still not there. You roll the throttle from idle to full and only when the throttle reaches full does the engine respond to accelerate. Not sure how the real aircraft is but I would have anticipated there being some proportionality there, maybe not linear, but still.

 

10. What are the thoughts regarding the IFF function? I would like to either have it deactivated or implemented so that the master caution isn't always on due to the IFF warning.

 

11. This may be a DCS issue and not a UH-1H issue but is anyone finding that the sim is not as smooth as it was in 1.2.6? I am using the same graphic settings. The fps counter shows very similar FPS between 1.2.6 and 1.2.7 but 1.2.7 shows more variation in FPS in a steady rendering condition. About +/- 10 FPS. vs +/-3 FPS. I can tell when I am also yawing the aircraft, the scenery seems to jump a bit and not move at a smooth constant rate. Not sure where this issue may lie but it is an observation of mine. I'd like to graph FPS to more concretely capture this phenomenon. It is a bit distracting.

 

As a whole I am happy with the progress although we still have some work to do =). If I can pick one thing out of the list above to address it would probably be the smoothness issue on the sim which may not be a belsimtek issue at all. Still have not played with the AI gunners so I'll be back to post more comments, I'll try not to repeat what everyone else has commented on so far. I'll also be exploring the campaign again to see what fixes have been implemented.

  • Like 1
Posted

10. What are the thoughts regarding the IFF function? I would like to either have it deactivated or implemented so that the master caution isn't always on due to the IFF warning.

 

You can turn the IFF from off to standby (or to "on", but it won't work obviously) and the warning will go away.

Posted
You can turn the IFF from off to standby (or to "on", but it won't work obviously) and the warning will go away.

 

Thank you thank you thank you!!

Posted
.

11. This may be a DCS issue and not a UH-1H issue but is anyone finding that the sim is not as smooth as it was in 1.2.6? I am using the same graphic settings. The fps counter shows very similar FPS between 1.2.6 and 1.2.7 but 1.2.7 shows more variation in FPS in a steady rendering condition. About +/- 10 FPS. vs +/-3 FPS. I can tell when I am also yawing the aircraft, the scenery seems to jump a bit and not move at a smooth constant rate. Not sure where this issue may lie but it is an observation of mine. I'd like to graph FPS to more concretely capture this phenomenon. It is a bit distracting.

 

I made the same observation. When flying the Huey, the scenery has become jumpy, whereas in 1.2.6 it was perfectly smooth. I think it's a Huey specific issue: whereas previously the graphics when flying the Huey was at a higher FPS than the Mi-8, now the Mi-8 graphics is smoother than that of the Huey. Haven't looked at other modules yet, though.

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Posted
I made the same observation. When flying the Huey, the scenery has become jumpy, whereas in 1.2.6 it was perfectly smooth. I think it's a Huey specific issue: whereas previously the graphics when flying the Huey was at a higher FPS than the Mi-8, now the Mi-8 graphics is smoother than that of the Huey. Haven't looked at other modules yet, though.

 

Looks like the poor performance is being documented here and is a known issue.

 

http://forums.eagle.ru/showthread.php?t=117840&page=5

Posted
It seems the master caution stays illuminated though even though the IFF light goes away.

 

You have to reset the Master Caution with the reset switch located on the center pedestal. :)

 

--NoJoe

Posted
I still would like the teetering of the rotor to be completely free in terms of sim physics so that if there is wind while the aircraft is parked and rotor stopped the rotor should teeter freely.

When I first saw this I started to roll my eyes. After thinking about it, it would be kinda cool, and add to the "real" feeling when your parked. Also that concept is already in DCS if you have ever noticed your AOA indicator when your parked in your A-10C on a windy day. (Not that I'm telling the developers what to do.)

 

Great mast bumping discussion too which I have no explored yet on the dcs uh-1h.
Really!? Seems like I explore this about every 3rd flight ;). The video is really good for anyone who hasn't watched it. It really helps to understand what is happening, so you can know how to respond to prevent that.

 

11. This may be a DCS issue and not a UH-1H issue but is anyone finding that the sim is not as smooth as it was in 1.2.6? I am using the same graphic settings. The fps counter shows very similar FPS between 1.2.6 and 1.2.7 but 1.2.7 shows more variation in FPS in a steady rendering condition. About +/- 10 FPS. vs +/-3 FPS. I can tell when I am also yawing the aircraft, the scenery seems to jump a bit and not move at a smooth constant rate. Not sure where this issue may lie but it is an observation of mine. I'd like to graph FPS to more concretely capture this phenomenon. It is a bit distracting.

Have you tried holding your right or left mouse button down when observing this? I have read of at least 2 other people having this issue.
Posted
When I first saw this I started to roll my eyes. After thinking about it, it would be kinda cool, and add to the "real" feeling when your parked. Also that concept is already in DCS if you have ever noticed your AOA indicator when your parked in your A-10C on a windy day. (Not that I'm telling the developers what to do.)

 

Really!? Seems like I explore this about every 3rd flight ;). The video is really good for anyone who hasn't watched it. It really helps to understand what is happening, so you can know how to respond to prevent that.

 

Have you tried holding your right or left mouse button down when observing this? I have read of at least 2 other people having this issue.

 

Regarding the rotor dynamics. If DCS is supposed to model aircraft/component dynamics it would be a great addition to the sim. It seems currently the rotor is for the most part a visual representation. The visual rotor model has not, from what I can tell, been modeled as a physics model with constraints and degrees of freedom. I believe the KA-50 has because you can actually see the affect of wind on the blades when the rotor is not in motion. The blades will flex and flap along the flapping hinge based of lift and drag forces produced by local angle of attack.

 

I did try holding right or left mouse button and there is definitely an improvement regarding the stutter issue!

Posted
Regarding the rotor dynamics. If DCS is supposed to model aircraft/component dynamics it would be a great addition to the sim. It seems currently the rotor is for the most part a visual representation. The visual rotor model has not, from what I can tell, been modeled as a physics model with constraints and degrees of freedom. I believe the KA-50 has because you can actually see the affect of wind on the blades when the rotor is not in motion. The blades will flex and flap along the flapping hinge based of lift and drag forces produced by local angle of attack.
For the rotor in motion, the underlying physics are all modeled. In addition, starting with 1.2.7, the pitch and flapping of the blades are in fact animated based on the math outputted by the FM. This was mentioned in the changelog. You can get a better look at it by slowing down game time if you like. What we do not currently have is rotor flex animation or the teetering physics on the stationary rotor.

- EB

[sIGPIC][/sIGPIC]

Nothing is easy. Everything takes much longer.

The Parable of Jane's A-10

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Posted
For the rotor in motion, the underlying physics are all modeled. In addition, starting with 1.2.7, the pitch and flapping of the blades are in fact animated based on the math outputted by the FM. This was mentioned in the changelog. You can get a better look at it by slowing down game time if you like. What we do not currently have is rotor flex animation or the teetering physics on the stationary rotor.

 

Thanks for the reply! Is there any thought of maybe incorporating this feature in the future?

 

Also maybe you guys are already aware but with beta 1.2.7 the rotor plane is reacting 90 degrees off of intended. Pushing on the cyclic forward tilts the rotor to the left. Left cyclic gives you aft tilt.

 

I was under the impression that even though helicopter controls are phased 90 degrees, the actual rotor plane should tilt in the same direction as the cyclic input. Anotherwords, forward stick should tilt the rotor forward since you are effectively controlling the thrust vector about the center of gravity to pitch and roll the aircraft.

Posted
Thanks for the reply! Is there any thought of maybe incorporating this feature in the future?

 

Also maybe you guys are already aware but with beta 1.2.7 the rotor plane is reacting 90 degrees off of intended. Pushing on the cyclic forward tilts the rotor to the left. Left cyclic gives you aft tilt.

 

I was under the impression that even though helicopter controls are phased 90 degrees, the actual rotor plane should tilt in the same direction as the cyclic input. Anotherwords, forward stick should tilt the rotor forward since you are effectively controlling the thrust vector about the center of gravity to pitch and roll the aircraft.

 

Haven't had a chance to try the update, but if this is true, it's definitely wrong in the sim. The controls are offset 90 degrees on the swashplate to compensate for phase lag, but the end result is transparent to the pilot. The tip path tilts the same direction as where the cyclic is displaced.

 

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Posted (edited)

The swashplate is not 90 degrees out of phase, nor should it be. The PC rods are 90 degrees ahead of the blade. The PC rod rolls the blade and air resistance does the rest. It is an elegant and simple design. I've tested it in the beta, and it appears to work properly.

 

Edit:

 

Apparently, I didn't test it very well.

 

QKMUEGYlHMw

Edited by b00ce

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Posted

That looks like 90 degrees to me. They are definitely not lined up underneath and parallel to the rotor blades. Anyway, like I said, I haven't tried it, and won't be able to until after the holidays, but if you push the cyclic forward, and the disc tilts left, that is wrong.

 

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Windows 11 x64

Pimax Crystal

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