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Leg2ion

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Everything posted by Leg2ion

  1. @hreich - check this post out by @jonsky7 - quite possibly the best (and easiest) set of instructions to follow: I am running 4 screens - 2 x 27" as my main viewport (screens 1 and 2), a small 10.6" for my TM MFDs (screen 4), and a 15" touchscreen for Helios (screen 3)- physically in this configuration: but as far as the computer thinks they are arranged like this: Might be worth looking at going back to basics - set up one monitor, then add the others back in - if you're having problems. Probably need to look at editing your monitor configuration file as well - I have never changed the file you refer to.
  2. Not sure what imgui.ini is (or does) but I set my monitor/display positions by editing the monitor lua in saved games/dcs/config/monitor setup - then point DCS at it in the in game settings. If you always want it on monitor 1 you could try setting it to start on that screen? Assume you always want it on monitor 1 - does it matter if full screen or windowed?
  3. Hi @PhantomBox. So - I run 2x27" screens (1920x1080) - which obviously - when aligned - give an issue of having a centreline bezel smack bang through the middle of a HUD - if flying fixed wing - which makes it a tad difficult to align aiming reticles etc when on guns. After A LOT of trial and error - have come up with a satisfactory solution that suits my set up - by offsetting my x axis into a non displayable area. So a 'normal' setup would be for the monitor settings would be something like this, which would centre the view across both screens: Viewports = { Center = { x = 0, y = 0, width = 3840, height = 1080, aspect = 3840/1080, dx = 0, dy = 0 } } To get around this I use this, so have basically added an additional 960 pixels to the entire width, then start my x value at -960 so my centreline view is offset to the left of centre by a quarter of a screen: Viewports = { Center = { x = -960, y = 0, width = 4800, height = 1080, aspect = 4800/1080, dx = 0, dy = 0 } } SO would this work for you (if your screens are same resolution as mine)? In a similar style to mine - but pushing things to the right, it would start the display at x=0,y=0, and then display across three screens - which you haven't got - so would end up with a left hand screen window view and the centre being displayed across your middle screen. It would still be trying to display the third screen, but as it is not there....: Viewports = { Center = { x = 0, y = 0, width = 5760, height = 1080, aspect = 5760/1080, dx = 0, dy = 0 } } In the AH - the IHADSS crosshair moves with the head/eye (in reality it is clipped to the pilots helmet) - and does take some getting use to, as in the real world obviously the pilot is simply looking at something so is 'eyesight/head stabilised', whereas in the simulated world it isn't as simple, as you are constantly glancing around/moving your head etc.
  4. Hi @hreich Posted details of how I mounted my MFDs here: FYI I use both these and a touch screen for helios. Happy to assist where possible.
  5. See you've (possibly) posted the same on Discord? TBH that may be easier to create yourself by downloading a full profile, then splitting it apart and copy/pasting the screens you want into a new profile? Lots of profiles here: Home · HeliosProfiles/Profiles Wiki · GitHub or Capt Zeen HELIOS PROFILE SITE
  6. Hi All, Question I guess to all multi screen users. I am currently running 2 x 27" curved screens (1920 x 1080) - both screens 'merged' via the monitor lua to be one big main/centre display port - so in essence a 54" screen. This is coupled with head tracking. In my main screen definition I have created an offset so the hud isn't displayed down the centreline of both screens (and then obscured by the bezels) - so have defined the overall width as 4800 (and not 3940 as it would be for 2 screens) and then set my starting x co-ordinate as -960 - which positions my centreline with an offset to the left when viewed across both screens. When I pan my head/view, any buildings or wingmen seem to grow in length/distort when at about 45o to the right of centreline of the aircraft and again at around 90o. Is there any way to fix this, or any ideas what to adjust in the viewport/monitor settings that may reduce this a wee bit?
  7. @Florence201 Cheers for the response. My ropey take off, basically I managed about a 20 foot transition to the left - though not sure at what altitude though was higher than the sangers at one point, did a 180 and set down again - badly. I will try a few more attempts (and try to recreate my premature landing!) as really want to get it to show the reported issues to give you something better to work with. Wingmen distance - that would make sense and possibly what I am seeing, but again will try to capture a bit more. Edit. So managed to replicate said ropey landing, wingman nearly took out the barricade as he put down as well, then once I was airborne he headed off in a different direction - but this time didn't keep going - and did turn and rejoin eventually. Track attached. M2_2.trk
  8. Hi @Florence201. OK - so mixed results - got a track for the first one - which didn't show any real issues apart from during contact. Typing on a laptop whilst I can remember things so will upload the track later. First time around - flying along nicely together with wingman towards WP2 and 3 - got the radio message for Foghorn to tune the radio to the ground units. No wingman. Put mine into stable flight and went looking. Seemed my wingman had put himself into an orbit whilst tuning the radio, then was back on his merry way. I then did the same for a couple of laps of a field and he rejoined. We both then went into an orbit above the ground units, then headed onto WP4 and 5. Once we had contact - hit space, then directed wingman to engage. He took this as a direct order to seemingly head the other way - unless I am just being impatient and he was moving out to stand off out of harms way - then engage. Once I neutralised the targets (sounds impressive but forgive me - still learning and took an age) he came hotfooting back to rejoin. I then binned the mission as just wanted to try to capture the issue - which I don't think I did. Track attached. 2nd time - had a bit of a 'ropey' takeoff so we didn't depart together. Wingman spent ages catching up, and rejoined a minute or so before being instructed to tune the radios. Looked around - gone. F10'd (the map!) and this time found him heading off at about 30o towards what looked to be WP4 or 5. Once I reached the ground troops went into an orbit, and he hung a left and started heading back. Unfortunately my tail took a direct hit as I approached WP5 and game over. Unfortunately this is the one I backed out of too quick so didn't get a track. Next time will try to replicate the 2nd flight - though one thing and whether of any bearing is when he veered off course I was quite a way from the flight path line on the TSD. Edit - tried to replicate the issue and no joy -wingman played properly - apart from the veering off when Foggy gets a message to tune the radios, and when instructed to engage. M2.trk
  9. Will do, hopefully time/work permitting will give it a go this week some time and provide some feedback.
  10. Hi. Finally got around to running this campaign. Just flew M2 for the 1st time, and was heading for WP3 to meet up with the convoy. Happily cruising along at 1500 feet, investigating some external views and admiring a 2 ship in all its glory with the scenery/clouds etc. Every so often jumped back into the seat to ensure was still on track. Hopped back out - no wingman? F2'd and found him down in the weeds heading to 'somewhere'...no radio option to rejoin. Any clues? Side note anecdote...in M1, when receiving the message to check/use F10 to swap image and also check co-ords for the TIC, I hit F10 map - wondering why I was checking a map (to see my cab head off the screen at speed) to call radios etc. Complete mindfart!
  11. Do you think this was the same time the pilot skins got broken? If I use a UK AAC livery, which had the AAC eagle and tactical flash on the arms - they are now overwritten with 101st AB patches?
  12. TBH I'm not sure when it broke. Only thing I can think of is an update back in May last year - as that appears to be when the files in the 'Troops' folders were updated - unless that date is the last time I did a fresh install - but I think I did one more recently than that after the announcement that the beta and stable versions would be merged.
  13. Hi @Flappie. Any joy with this? I see it has been tagged as fixed - do I need to post again detailing logbook issue under its own title?
  14. Hi @MAXsenna Think I mis-understood your response. Is there any way for the wingmen to land and refuel?
  15. @Flappie, the custom .lua goes into: Drive:\Program Files\Eagle Dynamics\DCS World\Scripts\Database\Troops Any squadron patches go into Drive:\Program Files\Eagle Dynamics\DCS World\MissionEditor\data\images\Countries\UK\Troops I have downloaded this: Additional UK Squadrons for Logbook - and used OvGME to install. It did work fine - then didn't. I have previously added the files manually and they have shown up no problems. I have tried editing the existing file, to no effect. In addition - if I delete the lua, the correct squadrons still show - indicating the squadron details are now being drawn from elsewhere? If, however I change the image but keep the same file name for the squadron badge - it displays the new image - so the relationship between the squadron lua and the image folder appears correct. Sidenote - you did get me thinking though and created copies in the saved game folders - no joy.
  16. But custom logbooks still broken? Apologies but 4 RAF Sqns and 1 Flying School Sqn for the UK doesn't cut it (especially when compared to the USA - lost count!) - hence the need to be able to add our own squadrons and replicate all UKs aviation squadrons in the logbook.
  17. Is there any ability, or thought, to strip out the mission editor as a standalone utility, so missions could be created remotely away from the main DCS application on a different PC? Fully understand this would remove the ability to create then fly/test what you have created, but gives an ability to sit back and play with options and tinker before plugging it back into the main mission editor.
  18. Did you get this sorted ok?
  19. Few months late to respond but in my experience I only get this verifier message if I have moved the map around or zoomed in/out - so have a different map view when opening. If I open a mission but then bang out immediately I do not get this request.
  20. Yes - it can rotate a full 360 (shopping trolley wheel) and maybe not a spring/cam - but do believe there is a centering mechanism that aligns the wheel fore/aft once the weight is off the wheel. So if unlock is deselected, once centred the plunger will engage locking the wheel F/A under spring pressure, the hydraulic pressure used to withdraw and hold the pin in the dis-engaged position being removed. (As far as I believe(d) anyway - though everyday is a school day!).
  21. Hi! Not sure if this has been asked before and not sure if it is in the right place? Just (finally) got round to learning the basics of weapons on the AH and jumped into the Red Flag mission as a training opportunity. After an initial contact I returned to the FARP to refuel/rearm, and the other 3 members of the flight decided they had done enough so landed and shut down. First question - is there a way to keep them interested in the mission and rearm/refuel and go again? Secondly - after their main rotor had stopped the tail kept rotating (slowly). The tail drive is a direct drive from the main gearbox, so if one stops so should the other - so visually incorrect.
  22. - absolutely no problems with that. It's quite basic and I seem to tweak it regularly... Control wise I still have my TM HOTAS setup - throttles being the collective, and I had an old Logitech Rumblepad lying around - so have managed to map just about all the TEDAC controls to it with use of two modifiers...
  23. I uploaded my profile here: Helios Profile - AH64 - Pilot/CPG Swappable My setup is compromised by shrinking the KU in the CPG station, though I tend to use the pilot for nav/tgt inputs etc. Would be interesting to see how you did things. Also linked some keypresses to the Plt/CPG button, so when you jump into CPG it changes your view automatically and starts George.
  24. Hi @MadKreator - think it has been like this for the TEDAC for a long time. In my Helios profile I get round this by having my Pilots view display the MFDs top left and top right, and then the KU in the centre lower position on the screen. The TEDAC is set to display in the same position as the pilots KU when I swap to CPG, so then when I swap back to the pilots position the KU displays over the top of the TEDAC display so you can't see it. Rough 'fix' but it works for me...
  25. Easily proved by pulling into hover, and the tail wheel centering spring/cam will move the wheel back to mid position and lock.
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