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Munkwolf

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  1. You're welcome. Taking a quick glance, it does looks like the A-10 just has one set of controls for each TACAN channel control, but then kinda odd it looks like the tens one is relative and the ones one is absolute and looks like they are both relative and no absolute ones are available. But I'll dig into it more later. A-10 is one of the older modules where it's structured differently than newer ones.
  2. Yup, that should be doable, but it depends on how the module was built. Like newer modules are usually really good at having relative and absolute controls available even if they dont always wire up both versions to the input files. Some of the older modules can be hit-or-miss with what commands are available. I did a similar thing by request for the Mig-21 with the RSBN controls: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-21bis/Input/MiG-21/joystick/default.lua#L180 But I havent done that for any TACAN controls that I remember. Which module(s)? Using F-14 as example.. HB extends the joystick controls from the keyboard controls, where you'll find the TACAN controls in DCS\Mods\aircraft\F14\Input\F-14B-Pilot\keyboard\default.lua: {down = device_commands.TACAN_Knob_Chnl_Tens_Step_Pilot, cockpit_device_id = devices.TACAN, value_down = 1, value_up = 0, name = _('TACAN Channel 10 Inc'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Step_Pilot, cockpit_device_id = devices.TACAN, value_down = -1, value_up = 0, name = _('TACAN Channel 10 Dec'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Step_Pilot, cockpit_device_id = devices.TACAN, value_down = 1, value_up = 0, name = _('TACAN Channel 1 Inc'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Step_Pilot, cockpit_device_id = devices.TACAN, value_down = -1, value_up = 0, name = _('TACAN Channel 1 Dec'), category = _('TACAN')}, See that 'Step'? Thats where its relative increase/decrease. To see all the TACAN commands available to wire-up, you have to go back a couple of folders to F14\Config\command_defs.lua: TACAN_Knob_Chnl_Tens_Pilot = counter(), TACAN_Knob_Chnl_Tens_Step_Pilot = counter(), TACAN_Knob_Chnl_Ones_Pilot = counter(), TACAN_Knob_Chnl_Ones_Step_Pilot = counter(), There's the step ones, and non-step ones, which will/should be the absolute commands for the TACAN channels. Then sometimes I'll check clickabledata.lua to see how the clickable cockpit version of that command is configured: elements["PNT_TACAN_OUTER_TWIST_PILOT"] = multiposition_switch_limited(_("TACAN Channel Wheel (Tens)"), devices.TACAN, device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_args.TACAN_Dial_Outer_Pilot, 13, 1/12, false, 0) 13 options, each click changing by 1/12.. so then we'll end up with some lua like this for the absolute controls: {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 0/12, name = _('TACAN Channel 10 - 0'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 1/12, name = _('TACAN Channel 10 - 1'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 2/12, name = _('TACAN Channel 10 - 2'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 3/12, name = _('TACAN Channel 10 - 3'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 4/12, name = _('TACAN Channel 10 - 4'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 5/12, name = _('TACAN Channel 10 - 5'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 6/12, name = _('TACAN Channel 10 - 6'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 7/12, name = _('TACAN Channel 10 - 7'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 8/12, name = _('TACAN Channel 10 - 8'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 9/12, name = _('TACAN Channel 10 - 9'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 10/12, name = _('TACAN Channel 10 - 10'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 11/12, name = _('TACAN Channel 10 - 11'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Tens_Pilot, cockpit_device_id = devices.TACAN, value_down = 12/12, name = _('TACAN Channel 10 - 12'), category = _('TACAN')}, Havent tested it yet but should work. Then I would highly suggest using quaggles command injector. Then you'd drop that snippet into a lua file in your saved games dcs folder and not have to touch it again. Modifying the base game files you'd have to re-add it after each update, or use a mod manager to replace the base game file.. in which case you'd need to do the update again if the base game file changes. I'll get these added this weekend to the community keybinds for the F-14 since I'm halfway there anyway, and if you have any other modules in mind let me know which ones and I'll take a look. I've been taking a break from the keybinds project and dcs in general, but got the flight rig set back up last weekend and am gonna start a refresh of the keybinds project soon. Mirage F1 and F15E keybinds are definitely in need of a refresh. edit: one controls {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 0/9, name = _('TACAN Channel 1 - 0'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 1/9, name = _('TACAN Channel 1 - 1'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 2/9, name = _('TACAN Channel 1 - 2'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 3/9, name = _('TACAN Channel 1 - 3'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 4/9, name = _('TACAN Channel 1 - 4'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 5/9, name = _('TACAN Channel 1 - 5'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 6/9, name = _('TACAN Channel 1 - 6'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 7/9, name = _('TACAN Channel 1 - 7'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 8/9, name = _('TACAN Channel 1 - 8'), category = _('TACAN')}, {down = device_commands.TACAN_Knob_Chnl_Ones_Pilot, cockpit_device_id = devices.TACAN, value_down = 9/9, name = _('TACAN Channel 1 - 9'), category = _('TACAN')},
  3. @MAXsenna is correct, the InputCommands files don't change (unless updating to a new version of community keybinds). Quaggles mod references that folder to add commands to the commands defined in the base game files in DCS\Mods\aircraft\<aircraft>\Input. It doesn't move any files around, think of it as extending from the commands in the DCS installation folder. Saved Games\InputUserProfiles is the default save location for control profiles saved in game, and then in Saved Games\Config\Input are the snapshots of last configured bindings for each module, files named by device name and GUID. Saved Games\Config\Input would be the important one to save your current bindings, but if your device GUIDs change then it could require some updating of the filenames to get them going again. I recommend saving all bindings using the profiles in-game if you dont do that already. I do that and backup the Saved Games\InputUserProfiles folder to save my bindings.
  4. Thanks for the heads up @RedeyeStorm, I'll check into it soon.
  5. another thing that could help is go into device manager, under mixed reality devices will be your g2. right-click, properties. under power management tab uncheck 'allow computer to turn off this device to save power'
  6. Ah, sorry I didn't understand. Looking at the lua files i only saw commands for landing, up, and then then up/landing toggle. There might be a middle position command available - is there another FC3 module that has it?
  7. Afaik the way quaggles mod works is by the device/command/value combinations, where it won't include commands that are the same as ones already defined. This is why all the custom Viggen keybinds disappeared once HB included them in their code instead of duplicates appearing. So a different label or categories, but same device/command/value - not included. But some modules quantize the values so that they will always map to a valid position. You could use this to include a custom command alongside the default command. Where say the default command uses a value of 1, the custom command could reference same device, command, but then use a value of 1.0001. Since the value is different, it should be included, but whether it'd work would depend on how the modules handle that value. Like for some of the custom axis in the keybinds project where they control a multi-position rotary.. in some modules, that will work properly where it only changes to one of the valid positions. In other modules that weren't built with that in mind, using an axis for that rotary means the rotary is positioned exactly where the axis is, and can be really difficult to get it to register on one of the valid positions.
  8. Glad to hear it @MAXsenna! Yeah afaik it's possible - FC3 have the same config/input LUA file structure, just much more limited with what flavors of commands are available. Like there might just be one toggle command available for a control to map to the input LUA files, where recent full-fidelity module will have relative and absolute commands available for most controls. Keybinds project has the folders and files setup for the FC3 modules but they're blank. Looking at Su-25 flaps lever.. we got the default.lua in 'DCS\Mods\aircraft\Flaming Cliffs\Input\su-25\joystick'.. that includes 'Config/Input/Aircrafts/base_joystick_binding.lua'.. in there is what we're looking for: {down = iCommandPlaneFlapsOn, name = _('Flaps Landing Position'), category = _('Systems')}, {down = iCommandPlaneFlapsOff, name = _('Flaps Up'), category = _('Systems')}, If you see iCommand prefixes - those are realy basic shared commands, and they have a device and value baked into them. Then should be able to drop this in to your 'InputCommands\Flaming Cliffs\su-25\joystick\default.lua' for flaps down-else-up? Haven't tested it yet. {down = iCommandPlaneFlapsOn, up = iCommandPlaneFlapsOff, name = _('Flaps Landing Position else Up (2-way Switch)'), category = {_('Systems'), _('Custom')}},
  9. Was the fix for this included in today's update? Didn't see anything in the patch notes.
  10. Same. One disappointment for me is there are no more lever axis to the sides of the throttles. The preview image of TECS years ago had a lever on each side, which was perfect imo. Warbirds, F-14, Harrier, etc.. for lots of modules there's a benefit to having at least one extra lever to go along with the main throttles. Like with the preview version of TECS and the F-14, the left outside lever perfect for flaps, and right outside lever perfect for wing sweep. Now with STECS we have 2 buttons and a 5 position rotary on the right? Much less useful imo.
  11. Welcome to the cult of quaggles @LeCuvier! That is correct, if adding an axis section then the key section should have a comma after it (main structure is an object of objects). Blank structure for keys plus axis should look like: return { keyCommands = { }, axisCommands = { } } Do you have the return in your file? Returning the whole object of objects is a key difference of how quaggles command injector files are formatted vs the stock lua files. Also you probably saw it but in case not, there is the blank InputCommands in Quaggles mod, which is the InputCommands_Skeleton from the community keybinds - both have all the folders setup with blank lua files for all modules. also, if you have any issues with the binds loading, there is often a log entry added to dcs.log, search for 'inputcommand' in the log and it'll oftentimes point you in the right direction.
  12. I've been working through adding custom keybinds.. i do see keybinds for laser arm and cmd knob for pilot seat? "CMD Operational Mode", "TGP Laser Switch", etc.. in same "Rear Cockpit" group as the tpod power and cmd dispenser selection. will add controls for rwr later today. just finished up first pass at wso keybinds. pilot: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F-15E/Input/F-15E/joystick/default.lua wso: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F-15E/Input/F-15E_WSO/joystick/default.lua
  13. you're welcome! just pushed an update. added radar mode knob to axis. added proper controls for the canopy handle (locked/down/hold/up) the relative controls for volume knobs and the nav flir brightness/gain are broken. I added 0%/33%/50%/66%/75%/100% absolute controls as a workaround for now (i use a 2x2 block of buttons with 0/33/66/100 options). fix for where the binds for the fuel totals selector knob were offset by a position (i didn't realize BIT was negative value instead of 0). added 'pressed' commands for the lighting knobs. Default is with 'down' where it changes by 10% per press instead of being able to hold down the button. time to start on wso seat.
  14. thanks for the heads up. i will have an update later with the radar knob and some other fixes. kudos part was for the controls quantizing properly with axis values. like with the radar selection and ins knobs. where on a rotary, they will snap to valid positions. compared to some other modules (or the fuel totalizer knob) where trying to use an axis doesn't snap to valid values and unusable with an axis no matter what is done with user curves.
  15. just committed my first pass at pilot seat binds: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F-15E/Input/F-15E/joystick/default.lua thank you to @shdwp for doing the initial commit and noticing the 'joystick abstractions' commands weren't bindable to keyboard and that it would be useful to be able to do so. also kudos to razbam to quantizing some of the multiposition controls so they work ok with axis (fuel totalizer knob being the exception i noticed). some modules don't do this so it's nice when it is done. most have to be inverted and half saturation. i tested all of the custom axis binds - canopy lever and landing gear lever work well as axis. i haven't tested most of the custom button binds yet. will cut an actual release on github this weekend after i do more testing get through the wso seat.
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