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request to belsimtek: implement separate axis commands for the doorgun


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Posted

from the last time i played DCS UH-1H, camera view and iron sights were locked in...

only if DCS UH-1H can play out like battlefield/arma where aiming of the door gun iron sight are separate from camera view... but at least lock camera view with the iron sights when you zoom in..

 

my M249 airsoft is waiting to be converted to a controller!!!!

but unfortunately i can not proceed to make this project happen because i need Belsimtek to implement a separate axis for the doorgun.

 

 

in addition, if oculus rift is coming, the usage of the headset would entail the camera view separate from the view of the doorgun iron sights!!!!!

 

c'mon belsimtek, make your awesome product even more awesome!

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Posted (edited)

Haven't tried it, so don't shoot me down, but what happens if you uncheck "TRACKIR AIMING" in Options>Special>UH-1H?

 

It is checked by default, and while logic says it might uncouple the gun from sight tracking, I have no real idea...

Edited by Diemos
Posted

Disabling TrackIR aiming works now, at least in the 1.2.7 version. Only issue is that if you disable it, your only option to aim with the flex sight and door guns is assigning buttons to push, as there is no axis to aim the flex and door guns.

Posted

I think an axis command assignment under options controls is more appropriate.

 

you already have an assignment for camera view..

shoot, in the Ka-50 you have an axis command to slew the SHKVAL...

just add the doorgun as an action in the axis command control options menu.

 

i dont use trackIR, and i dont want to use trackIR

find me on steam! username: Hannibal_A101A

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Posted
http://forums.eagle.ru/showthread.php?t=114955

 

(this is mainly about the co-pilots flexi sight, but that is the same problem)

 

wow...

i might just have to start a "need separate axis commands for the flex sights" lol

 

im not concerned about this now,

but if they release AH-1G, i definitely will be because i would like to build out a dedicated copilot/gunner reflex controller...

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

  • 3 weeks later...
Posted

I'm in favour of it, but since they said it wouldn't work due to engine limitations (can't remember where exactly), I don't see much of a point in beating a dead horse.

Posted
I'm in favour of it, but since they said it wouldn't work due to engine limitations (can't remember where exactly), I don't see much of a point in beating a dead horse.

 

who said it was limited?

 

and how hard is it to break up the camera view from the weapons? i mean i can go in to chase view while firing my GAU-8 on the A-10.

 

would be nice to hear from a Dev or tester....

 

but thanks for reply. :)

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted

Because the GAU-8 is fixed, not exactly anything you can slew around ;)

 

I can't remember where who said it, but IIRC it was some dev or sumthing similar.

Posted
Because the GAU-8 is fixed, not exactly anything you can slew around ;)

 

I can't remember where who said it, but IIRC it was some dev or sumthing similar.

 

ahhh got it...

 

thats kinda sad to hear...

i mean all fps (battlefield, Arma) this is a common thing feature.

 

wow.. this is going to really suck when the AH-1G comes out..

being to look separately from the weapon...

IS the whole point of the gunner station.

 

i hope ED/TFC/DCS world future net code of bringing multiple players in one aircraft would change this sitiuation.

 

WHAT A SET BACK TO MY PROJECTS.. :(

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted

Actually, I reckon that won't be a problem on the AH-1G. See, there the gunner can chose when to activate the reflex sight, like the copilot on the Huey right now. Both can look around completely normally, until they make the decision to bring down the flex sight (don't know exactly how you do it on the AH-1G), whereas the door gunner on the Huey always has his weapon activated so to speak.

 

Which makes me think of another thing: Would it be possible to add the ability of the Huey door gunners to "drop" their machine guns, i.e. let go of them temporarily? If the door gunner wasn't aiming his weapon by default, just like how the copilot doesn't have his flex sight down by default, wouldn't that enable the door gunner to look around more freely when not aiming his weapon?

 

I.e. you switch to the door gunner position, and not until you press an assigned button will you start aiming the door gun around. Until then, you're looking around unrestricted, and the gun just stays down or something.

Posted
A REASON WHY WE NEED AXIS COMMANDS for the door gunner.

 

 

if i have the rift, I DONT WANT TO AIM with my head....

 

thank u devs for listening. sorry for caps, i am animate about the axis functions.

i really want to make a door gun controller, and use it with or with out the rift..

 

That's true aiming with the head is unrealistic unless you are in an AH64 Apache. From my experience what they could do is make door gunner station 6dof so that the crewman can lean out for guiding the helo and use mouse aim for the door gun which is the most realistic and accurate way of aiming. If you use axis it increases the time to aim accurately but IRL using a door gun is a matter of moving the arms and so moving the mouse is the closest you'll get and the best effect. Another view could be sight view with zoomed in for the M60 which could be another option. From using door guns in Arma if you are engaging another aircraft using axis will be slower to aim and will cost you time to get the weapon onto the tgt.:doh:

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