Thank you for your quick help. Will try this fix as soon an possible.
Greetings,
Mobius
Thank you for your quick help. Will try this fix as soon an possible.
Greetings,
Mobius
Hey guys,
I remember back in 4.32 when you padlocked an object the colouring of the box would tell you if it’s a friendly, hostile or neutral/unidentified contact. Now with 4.33 this box is always green (neutral/unidentified).
Within the Korean Theatre it is not that much of a problem since you can tell by the model whether its friend or foe. But with theatres like the Aegean you could potentially find yourself in a merge with hostile f16. As far as I know BMS does not support different plane paintings for different countries.
So basic question: how do i get my coloured padlock boxes back?
Greetings,
Mobius
Yeah, sorry about that.
Problem was obviously on my side:
I switched the functions of the pinky button and the missile step button (I personally prefer it this way), but forgot to switch the possibility of the long button press in the code accordingly.
As always Mud, thanks for your quick help and the work you have and will put into the script and keyfile.
Greetings,
Mobius
Hey Mud,
just tried out your newest version of the script with Update 1.
Is it possible that there is something wrong again with the missile step long button? Don’t know if you remember but we had the same problem solved a few pages back.
I just tried it and it wouldn’t switch between heaters and slammers.
Greetings,
Mobius
Hey guys.
Yeah that was the problem. Last time I fiddled with the settings I accidently clicked on the wrong keyfile that had a similar name.
Thanks again,
Mobius
Hi Mud. Had another problem today. The trimming POV on the stick did not work for me. Could this be an error on my side or is it a bug within the script?
Greetings,
Mobius
EDIT:
I also noticed that, unlike in the previous version, the position of the switches in the cockpit does not correspond with the position on my HOTAS. For example before if I switched Master Arm up it would switch to the up-position in the game. Now it just cycles through the different position. That is for all the switches on the stick.
Wow! Thanks for the quick update. I will test out the new version sometime today and report if everything works fine.
Greetings,
Mobius
EDIT: Works like a charm!
Hey Mud. Thanks again for your work, but I’m having yet another problem:
The missile step long button (switching missile types) does not seem to work. I keep holding the button, yet nothing happens.
Is that a known problem that I missed during my solution process or a mistake on my side?
The missile step short works well.
Thanks in advance for your help again.
Greeting,
Mobius
Quick question. Does the script also fiddle around with the axis settings as in their sensitivity? Or is it just the mapping of the buttons?
Greetingd and thanks for your great profile,
Mobius
I may be wrong cause I’m away from home, but if you switch your left mfd to the HSD whilst you designate in the HTS in the right MFD, the HSD will show cursor bullseye at bottom left.
First of all thank you all for your answers.
I tried your approach but the bullseye coordinates on the HSD are apparently always slaved to the AG Radar Cursor, even if the HAD is SOI.
Greetings,
Mobius