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Leg2ion

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Posts posted by Leg2ion

  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):

    image.png

    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. 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!

  4. 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

     

     

  5. 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?

  6. 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.

  7. 9 hours ago, BigBorner said:

    I always thought the modes change only the symbology, hence the symbology select name for the button? 

    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. 

  8. 9 hours ago, TeTeT said:

    It helps tremendously to start with very limited goals and to focus to achieve these.

    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!

    • Like 1
  9. 2 hours ago, razo+r said:

    Usually a short description helps people figuring out what you are trying to achieve...

     

    2 hours ago, EricJ said:

    Agreed, I don't even remotely know what he's talking about.

    Hi Both - apologies as I managed to delete my text when posting. Now edited with the detail added!

    Thanks.

    • Like 1
  10. image.png

    I am so sorry! 'He' appears to have deleted the text when he uploaded the image!

    So, currently trying to create some very basic hangars and a dispersal.

    I have Blender3.6 and both the ED EDM plugin and Tobis (github). Appears they don't get on too well together, and when I export on one I get errors on the other - believe it may be to do with material bindings. So, with that in mind for now I have disabled Tobi's plugin and gone with the ED version (whether that is the correct/preferred better method please let me know!). Thus far I have managed - after 2 weeks of deciphering various posts - to export a basic shape that has both texture and is solid enough to land on (albeit my wheels sink in a few inches so more work/research needed there).

    That aside, I have a texture that is made up of small tiles, but when I export (if I use the basic cube as an example) it shows as 2 tile per side - so each tile is basically 1 metre2. I have tried adjusting the scale box in the mapping node - so it displays correctly within blender, but when I export it defaults back to the basic. So - question is how do I scale my texture so it shows in game - as adjusting things as per the image don't appear to work. Thanks in advance.

  11. On 4/23/2025 at 9:08 PM, Leg2ion said:

    Not really! Its 'better' - but I still think something is off - but cannot put my finger on it. It just doesn't seem as controllable and responsive as it was. What is frustrating is that there have been 2 further updates and nothing in them for this - so its either something (deeper) or nothing (worth bothering about immediately). I would think if the latter though a quick fix would be rolled out.

     

    Hi @Qnnrad. Not sure whether its worth checking, but I think there may also be a difference dependent on whether cruise mode or transition mode is selected? Was messing around last night playing with some static objects (just started looking into this side of things so my mind was fried!), went for a quick test flight and was in cruise mode - and not sure whether its purely my imagination playing up - but things seemed slightly more stable. Of course I could be talking pure c**p and more wishful thinking on my part - but when I went back to transition mode, accelerated and pulled back into the hover, back to some very weird oscillations. This without any 'hotfixes' mind.

    • Like 1
  12.  

    On 4/18/2025 at 12:26 PM, BIGNEWY said:

    more tweaks will come in a future updates, I dont have a date to share

     

    18 minutes ago, [DE] T-Bone said:

    Who knows how it happened? The important thing is that the issue is being addressed now.

    🤔 Guess we'll just have to wait and see....:laugh:

    • Like 1
  13. On 4/20/2025 at 6:02 PM, Qnnrad said:

    Thank you for your feedback @Leg2ion!
    But have you been able to relax again during hover and hover-taxi and trust the ship after installing my "patch"?

    Not really! Its 'better' - but I still think something is off - but cannot put my finger on it. It just doesn't seem as controllable and responsive as it was. What is frustrating is that there have been 2 further updates and nothing in them for this - so its either something (deeper) or nothing (worth bothering about immediately). I would think if the latter though a quick fix would be rolled out.

     

    • Like 1
  14. On 4/22/2025 at 7:03 PM, farebro said:

    Oh man I have not tried it yet will be home tomorrow to take a look, will keep asking Ugra to do the Airfield 

     

     

    Love the phots - they really take me back...! It would be awesome if they could/would - but I fear there are so many similar requests they will be overwhelmed. Guess we just had too many bases in W Germany! Though would hope they would relent for 3 AAC locations (noting Hildesheim is on there already - and could probably get away without Wildenrath). 🍻

    • Like 1
  15. On 1/29/2025 at 11:29 PM, Flappie said:

    But I was able to reproduce your issue and I will ask the team about it, no need for a new thread.

    Hi @Flappie any joy with the above or is it worth reporting in a separate thread - as still broken. Now we have the cold war map more UK units are definitely a must...the 5 RAF squadrons just don't cut it.

    • Like 1
  16. On 3/14/2025 at 4:32 PM, farebro said:

    good afternoon will Soest and Mohne DAM be modelled?

    Ah well - we got Salamanca (ish) but couldn't see a dam!?  Had a play with the static objects to see if I could recreate the airfield but they're too limited. Found this photo on t'interweb - few Lynx and Gazelles outside. Love the fact you can see the oil slicks left by the Lynx on the dispersal!

    Army Air Corps helicopters and hangars at Soest Salamanca

  17. Hi @Qnnrad. Had a play around with your hotfix.

    One thing I have noticed is that when in a low hover and with minimal speed - I would estimate something under 5 kts - the IAS indicator on the IHADSS reads 0. Noticed the same pulling into the hover - it reduces down then suddenly 'snaps' to 0 - despite there still being some drift/fwd speed apparent.

    Will remove it back to original and see if I get the same.

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