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Showing content with the highest reputation on 06/13/12 in Posts

  1. Вопрос к администрации , правила форума в отношении личных оскорблений уже не действуют ? в теме " Современная бронетехника " пользователь -эchо- , оскарбляет других участников уже не первый день . Надеюсь причиной отсутствия реакции на данный факт является проведение ЧЕ по футболу :) Оскабления в адрес участников форума стали очень распостраненным явлением , и зачастую занимают значительный объем в ветках . По этому предлагаю : Тк оскарбления наносятся публично , то и возвращение после бана должно проходить через процедуру публичного извинения ( к примеру через тему в данной ветке форума ). А участники в адрес которых было нанесено оскарбление будут решать принимать извинения или нет . В случае расходения мнений, решение принимается простым большинством голосов . ПС . Ребята, давайте жить дружно .
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  2. For all that are thinking about to build a real HUD for their cockpit: I took the time to look again on a old personal problem of mine (Support to Export the HUD -Please!) - Encouraged by some postings/pictures of sleepara in this thread..http://forums.eagle.ru/showthread.....I decided to revisit this problem again (The pity is that Sleepara didn't told anything about the "how-to" ...) . And now I think I got something figured out that you can call "robust".:) Sleepara's HUD : Some important notice ahead: I assume you know what you are doing by using this instruction and you are not a novice editing lua files. If this is not the case - start your practice here:Dummies Guide for the “MonitorSetup.lua“ This HUD-view-port export will only work satisfying if you don't want to use the in-cockpit collimated HUD any-more and Have a static view/projection of the Hud-only-view ! - So If you don't have a projector for it and still want to use TrackIR: Don't waste your time !! - just don't even try to make the edits , as the in-cockpit HUD will not be collimated and usable any-more. And: Don't blame me for not making backups - and turning your installation FUBAR ! Edit: Updated this post to reflect the chages that came with DCS World 1.2.0 Here is also a file package for simple Copy'N'Paste for DCS World 1.2.0 I attached my working files Including a instruction and a demo monitorsetup-lua. >>> http://files.digitalcombatsimulator.com/en/208117/ There is maybe a more "elegant" way (if you know how - please share it with us!)- but this is what I found out up to now - and most important : It works!:) When you follow the instruction closely, the HUD can be placed anywhere inside you in-gamreselution in any size and no HUD is visibile in the HUD-only view, but the HUD-export will still stay visibile. This is how it's done : BTW: This works almost the same for the Ka-50/P-51D File path P-51D: ModsaircraftsP-51DCockpitScriptsGunsight_K14IndicatorK14_init.lua File path Ka-50: ModsaircraftsKa-50CockpitScriptsHUD_init.lua ..well , you will have to experiment with the SymbologyBox_size in the *_base_page.lua of the different modules. Do this edits to your DCS WorldModsaircraftsA-10CCockpitScriptsHUDIndicatorHUD_init.lua Change line #4 from this: indicator_type = indicator_types.COLLIMATOR to this: indicator_type = indicator_types.COMMON and add this after line #7 so you can view this export by using A10_HUD in your "MonitoSetup.lua": local x_size = 1 local y_size = 1 function update_screenspace_diplacement(zoom_value) local default_width = 0.5 * LockOn_Options.screen.height + (64 * zoom_value) if default_width > LockOn_Options.screen.height then default_width = LockOn_Options.screen.height end --if default_width > 0.5 * LockOn_Options.screen.width then -- default_width = 0.5 * LockOn_Options.screen.width --end local default_height = (y_size/x_size) * default_width local default_y = LockOn_Options.screen.height - default_height local default_x = LockOn_Options.screen.width - default_width dedicated_viewport = {default_x,default_y,default_width,default_height} dedicated_viewport_arcade = {default_x, 0 ,default_width,default_height} end --]] update_screenspace_diplacement(0) function set_full_viewport_coverage(viewport) dedicated_viewport = {viewport.x, viewport.y, viewport.width, viewport.height} dedicated_viewport_arcade = dedicated_viewport purposes = {render_purpose.GENERAL, render_purpose.HUD_ONLY_VIEW, render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always render_target_always = true end --]] -- try to find assigned viewport local multimonitor_setup_name = "Config/MonitorSetup/"..get_multimonitor_preset_name()..".lua" local env = {} env.screen = LockOn_Options.screen local f = loadfile(multimonitor_setup_name) if f then setfenv(f,env) pcall(f) local vp = nil vp = env.A10C_HUD if vp ~= nil then dbg_print("ok we have directly assigned viewport to MFCD ") set_full_viewport_coverage(vp) end endNow it will look similar like this when A10_HUD is defined as a view-port. Well - some parts are still missing/cut off: To get everything of the HUD displayed you need to edit the DCS WorldModsaircraftsA-10CCockpitScriptsHUDIndicatorHUD_base_page.lua Starting at line #3 from this: SymbologyBox_sizeX = 90 SymbologyBox_sizeY_min = -215 SymbologyBox_sizeY_max = 167To this: SymbologyBox_sizeX = 160 SymbologyBox_sizeY_min = -225 SymbologyBox_sizeY_max = 225 Voilà!: Just keep in mind that the A10_HUD export will be greater than defined in you "Monitorsetup.lua" at around 20%. See the lua below - I use 602x602 as HUD-size but it covers almost all 700x700. Here is the "MonitorSetup".lua that I used for the example above . Used resolution was 1400x700 windowed. Now you only need a projector and a Fresnel lens - a glass - some time -and you have your own working HUD. Some tips to set it up and calibrate: 1.Use a pico-projector or a small bright lcd and a Fresnel-lens - so you get a linear projection of the HUD. (> focused to infinity) Display it on a 45° glass in your eyesight. 2.Than start DCS with the unedited files in HUD-Only view. Make a screen-shoot of the HUD-Only image while the HUD is visible. 3. than display this HUD-only view over the output of your "outer-world" projection. While at the same time having the export of the Hud visible. 4.Than tweak the image of the export as long as it will match absolutely with this screen-shot. Build it very sturdy so you cant move the HUD-projector. -Ready! This image is meant to give you a little idea what I'm talking about: And here is some more inspiration so you get a idea what I mean when I say "low-cost": and some more: http://www.viperpits.org/smf/index.php?topic=5895.0 Here is a instruction how to switch off the MFCD/Abris/Skval in the Hud-Only-view: Ka-50 ABRIS Edit ABRIS_init.lua in folder ScriptsAircraftsKa-50CockpitABRIS Line #11 ON Hud Only View: purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW}OFF: purposes = {render_purpose.GENERAL} Shkval Edit SHKVAL_init.lua in folder DCS Black Shark 2ScriptsAircraftsKa-50CockpitSHKVAL Line #13 ON in Hud Only View: purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW}OFF: purposes = {render_purpose.GENERAL} CautionLights Edit CautionLights_panel.lua in folder DCS Black Shark 2ScriptsAircraftsKa-50CockpitCaution_lights_indicator Line #2 ON Hud Only View: purposes = {render_purpose.HUD_ONLY_VIEW}OFF: purposes = --{render_purpose.HUD_ONLY_VIEW}A-10c MFCDs Edit MFCD_init.lua in folder ScriptsAircraftsA-10CCockpitMFCDindicator Line #16 ON in Hud Only View: purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW}OFF: purposes = {render_purpose.GENERAL}__________________________________________ Edit: This relates and will come handy if you want to build your own pit with a real HUD while keeping the overall render small : edit:
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  3. Thanks PeterP Great work and highly appriciated.
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  4. That was an interesting translation of what he actually said :)
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  5. I'd love to fly with you! I'm from the UK and I'm available most evenings. Do you have Steam? I'm happy to help you learn the Hawg! :D Always good to meet new pilots!
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  6. Just gonna jump in and stir the pot. An a airplane is chained down loosely on the ramp. Holy crap! 50kt steady head wind. The wing is now producing lift. Wind dies down and vuala! The wing is stalled. Not an engineer so I'm into sure if this relates at all. I agree with what is posted above. A stong tail wind just pushes a plane faster over the ground thus keeping the IAS the same but a windshear near stall speeds can cause the wing to lose lift.
    1 point
  7. Not everybody was happy with the P-51D!
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  8. You place a trigger zone as you normal would. However when its used as a moving zone its best to place the zone somewhere remote on the map. The trigger condition reads as Unit: Unit you want to check in zone Zone: Specify the zone which is used. With the moving zone condition it simply uses the radius of the zone. Zone Unit: The unit a zone attaches to. So basically the zones location is based entirely on the location of the unit it is attached to. If the unit dies *I Think* the trigger will no longer work.
    1 point
  9. Ouch lol. SFM is the last of your worries.
    1 point
  10. I can do that. I'm a Mets fan.
    1 point
  11. :lol::lol::lol:... some remember....:megalol:
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  12. We have some experience in using different software platforms, for instance for a period of time, i converted my stuff into the Third Wire series of simulators Strike Fighters, and to this day i think they are the sole 3rd party payware developer there.FSX is quite a complex simulator, try to imagine putting a military aircraft, replicate all it´s systems and then put it in a civilian simulator? that´s what we did, and starting with the A-7 volumes, we included systems replication, meaning we simulated all the systems in the aircraft (which includes the weapons systems, not just click and go).As for weapons, we´ll use what the world have, there is no reason to mess with something that has been done already and works flawlessly. Prowler
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  13. I've got a different impression from Beczl - he has to do a lot of the "fighter" features from scratch because they simply do not exist yet in DCS. So, I don't think it's necessarily that different from FSX (at least, for now). In FSX, you have a lot of shallow add-ons and you have several rather in-depth add-ons (depending on the amount of effort the developers decided to invest, attention to detail, etc.). I guess they can follow the same approach here (hopefully not).
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  14. Hi bud, My 2cents, Well DCS is a Combat Sim primarily so then the DEVS should design the sim similar or better than Falcon 4.0 concept a study sim in which will always be la crème de la crème in combat sims its history alone has more weight than any other sim read here: http://en.wikipedia.org/wiki/Falcon_4.0 Its design roots is imbedded with real life Air Force input read these links: http://www.combatsim.com/archive/htm...1/bonanni1.htm http://vko.va.ngb.army.mil/VirginiaG...onannibio.html It has a following of over 4000 members it would be wise for DCS to learn from the F4 concepts as we are talking about a "Combat Sim" and the old faithful F4 still has much to say in 2012 and future of combat sims. http://www.simhq.com/_air14/air_507a.html Peoples opinions of F4 is just that your opinions this is not a rant or swipe or attack on you or anyone or thing just saying and stating the facts my friend F4 is here for the long haul So my view is DCS should either design around the F4 concept with its own flavor or a similar concept or simply not call it DCS a "Combat Sim" any more, just "Air Force Simulations". That would be sad I know!:cry: But either way if its going to be a combat sim then make it so no half measures and in-betweens, just one serious contender in the sim market. To many sims like (FSX initial release) already with poor FM, poor avionics, poor cockpits etc etc Since we are in 2012 time to up the anty many combat simmers want this......also adding a lot of fun add-on's with it for others to enjoy the sim as they see fit. I hope and wish the best for DCS and that it becomes a serious contender in the combat sim market and a happy place for us all.........future does look bright thou :D;) Cheers
    1 point
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