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Leg2ion

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About Leg2ion

  • Birthday 07/13/1968

Personal Information

  • Flight Simulators
    AH64, AV8B, DCS A10C2, F16, F/A18, KA50, FC3
    Bf109K4, Fw190A8, Fw190D9, Mosquito FB VI, P47D Thunderbolt, P51D Mustang, Spitfire IX,
  • Location
    UK
  • Interests
    Travel, Flight Sims, Rugby (watching!), Real Ale

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  1. Hi @Derbroomaster. So, my set up is that I have one touch screen onto which I display my swappable MFDs - so get pilots in the pilots station and CPGs when in the CPG station, and a standard 11.6 screen (non touch) that I have mounted a pair of tm cougars and display the CPG MFD only. On the 11.6 the CPGs don't swap - but obviously I can see them when sat in the pilots station, plus the pilots mfds on my touch. I have attached my lua - which might explain things - but I use a mixture of the helios export and a standard monitor set up - as things changed in DCS a few months ago so you don't necessarily need the patches. In addition - I have not installed patches for the pilots MFDs - so they keep the standard naming out of DCS (LEFT_MFCD & RIGHT_MFCD): I think I have been in this scenario before - but in essence you cannot display all 4 screens and expect them all to swap etc. Lua transcript below and attached - which I hope helps. _ = function(p) return p end name = _('Heliosa') description = 'Generated from Helios Profile CBI3' A_10C_2_CDU_SCREEN = { x = 3980, y = 62, width = 355, height = 276 } A_10C_2_RWR_SCREEN = { x = 5061, y = 302, width = 227, height = 227 } AH_64D_EUFD_PLT = { x = 4604, y = 15, width = 358, height = 177 } TEDAC = { x = 4578, y = 567, width = 440, height = 440 } Viewports = { Center = { x = -960, y = 0, width = 4800, height = 1080, aspect = 4800/1080, useAbsoluteFOV = false, FOV = 0.9428571428571429, useAbsoluteAnglesShift = false, viewDx = 0, viewDy = 0 } } --///////////////////////////////////// --A10C2 --///////////////////////////////////// function reconfigure_for_unit(unit_type) if unit_type == "A-10C_2" then LEFT_MFCD = { x = 5766; y = 148; width = 832; height = 832; } RIGHT_MFCD = { x = 6847; y = 148; width = 832; height = 832; } --///////////////////////////////////// --AH64D --///////////////////////////////////// elseif unit_type == "AH-64D_BLK_II" then AH_64D_LEFT_MFCD_CPG = { x = 5766; y = 148; width = 832; height = 832; } AH_64D_RIGHT_MFCD_CPG = { x = 6847; y = 148; width = 832; height = 832; } LEFT_MFCD = { x = 3921; y = 90; width = 487; height = 488; } RIGHT_MFCD = { x = 5181; y = 90; width = 487; height = 488; } --/////////////////////////////////////// --Flaming Cliffs --/////////////////////////////////////// else LEFT_MFCD = { x = 5766; y = 148; width = 832; height = 832; } RIGHT_MFCD = { x = 6847; y = 148; width = 832; height = 832; } end end UI = { x = 0, y = 0, width = 3840, height = 1080 } UIMainView = { x = 0, y = 0, width = 3840, height = 1080 } GU_MAIN_VIEWPORT = Viewports.Center HeliosFinal.lua
  2. Hi All, After a steer if possible. I have created an airfield - so dispersal and runway etc. I have added in both collision shell and collision lines and these are now 'solid' in that I can land on them. Not sure which does what so added both modifiers - but it works. I then created and added 2 small hangars, as separate standalone models and cut/pasted them into the overall scene. I did the same (collision shell/line) and these are now solid - in that if I taxi into them I hit a solid object. When I created them (in Blender) I solidified and applied the modifier to the model. I have now created 2 further hangars, added exactly the same collision shell/lines - yet can easily fly through them? The hangars have a solidify modifier (to make the walls solid - exactly as per my initial buildings - but it wasn't applied) - but if I apply it (thinking that to be the problem) - I then get errors during export (which it doesn't). Not sure what I am doing wrong at this point - and is driving me crazy - having tried all different combinations...
  3. Hi @Derbroomaster Apologies as just picked this up. Very odd as I have no issues whatsoever. I will compare your lua with mine - as something isn't ringing true. Very busy at the mo though so give me a few days....
  4. Glad you got it sorted! I check my power settings regularly as wary a lot of other programs seem to help themselves to the setting.
  5. Thanks @Oban Did think of that - and all have both collision liness and collision shells. I can happily crash into each model - just they sink trough each other when I create them in blender. Is there something I should be adding to the lua?
  6. Thanks @Oban Everything exactly as I did it. Don't know why, but after my first failure, booted up the next day and all my models appeared - so not quite sure what happened there. One further question though. I have modelled a dispersal, and then buildings to place on it. When I add them into DCS ME - they sink through the tarmac. How would I go about stopping that happening? Grateful for any/all info!
  7. Now at the three month point - any update apart from locking the thread and tagging it with new rotor model being created? Any timelines worth sharing? Thanks...
  8. Thanks @Oban. Apologies as you are dealing with a complete newb in this. I have modelled three structures in Blender and exported to EDM. When you say need to be made as a static mod what exactly do you mean? In the luas the 'dofiles' point to they are set as static: GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1
  9. Hi All,# After a steer if possible? Have created 3 models, which I have placed into the shapes folder in save games. Then have an entry lua, with the following:] dofile(current_mod_path..'/Base_1.lua') dofile(current_mod_path..'/Basic_25.lua') dofile(current_mod_path..'/MT_Hangar.lua') So these are basically pointing at three individual luas - one for each of my models. Each of these luas then detail each model, so as an example: GT.visual.shape = "Base_1" GT.visual.shape_dstr = "Base_1" My problem is that in the mission editor I can only see the first model, the other 2 do not appear? Not sure what I am doing wrong - so any help appreciated as ever. Do I need to combine the three individual luas calling out the statics into one file? Thanks in advance - hopefully thats enough info?
  10. Regardless, broken in a single update, now 2 (or is it 3) updates later and still the same...quite frustrating in something I am guessing most of us thought would be a simple fix. TBH not bothered flying it since apart from a quick 'once around the block' to play with structures I am (slowly) making.
  11. Yep. But in the weird land whereby something has been changed that affects something else - there appears to be no logic. Sometimes the oscillations are manageable, other times not so. So having flown with the symbology in cruise - I did find it easier to transition into a hover with my heading for the most part remaining stable - unless of course I am getting more adept at putting more left boot in whereas before I wasn't - as it wasn't needed.
  12. Many thanks for the words of advice/encouragement - very much appreciated. I do feel I have unleashed a beast that I will not let get he better of me! After a few hours last night do feel I am making progress - so my next step is to modify my cube into a dispersal and then a hangar. Basically the Cold War map is to 'blame' for this - as I wish to build an airfield that doesn't feature in the line-up - so my basic start will be the dispersal with a fence line, and then to start populating the buildings. Thanks again!
  13. Thanks @TeTeT. Is there any particular steps to jump through or basically trial and error? I feel I am at the bottom of a steep cliff looking upwards, every question I have seemingly generating a dozen or so more!
  14. Hi @tripod3. Blend, EDM and textures attached. Basically I have this: And it is displayed like this. How do I change things to display more tiles per surface? TIA! untitled.edm untitled.blend
  15. Hi Both - apologies as I managed to delete my text when posting. Now edited with the detail added! Thanks.
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