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Munkwolf

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Everything posted by Munkwolf

  1. TekCreations has some: https://tekcreations.space/shop/
  2. Did you update to the latest version before attempting to install? Having to download the latest updater then it working points to that. I just installed the module with no problems after updating.
  3. Some.. maybe.. there's a different camp of us that prefers the opposite, to lessen the sense of speed and make it easier to consistently hit brake and turn points
  4. Same with the latency setting. I'm running native openxr and not via steamvr. I feel like the NVIDIA latency mode works against getting smooth frames - for smoothness, don't we want frames over latency? Prioritizing latency over frames seems like it'd introduce more stutter? What's working best for me is having that latency setting off, and doing the 'disable optical flow accel' setting in openxr tools. This morning someone pointed me to this post by mbucchia going over those openxr tools settings in more detail: https://forums.flightsimulator.com/t/openxr-tools-for-windows-mixed-reality-update-in-the-store-4-14/586988 Based on that post, later today i'm going to try re-enabling HAGS and turning on the 'prefer framerate over latency' option in openxr tools - mbucchia's post says it's 'highly recommended' (with HAGS on) and similar to turbo mode in openxr toolkit.
  5. For those having microstutters with a G2 and nvidia cards, could you try something for me? I've been going through a/b testing different settings using the hornet caucasus free flight mission. Continously rolling and looking at the ground. I was having the terrain stutters. Tried the most recommended things.. slow repair, empty saved games, hyperthreading on/off, hags on/off, nvidia control panel settings.. nothing was making too big of a difference. One setting that is though, is the 'Disable NVIDIA Optical Flow Acceleration on RTX cards' in OpenXR Tools for WMR. Disabling it seems to make a big difference for me. Still see 'CPU bound (main thread)', but the terrain stutters seem much better. I've toggled the setting on/off a half dozen times now and rolled around til i was dizzy, and seems consistently better with that disable setting checked. Has that been suggested/tried already? I haven't seen it mentioned. Can anyone else with a stubborn terrain stutter issue on nvidia with a G2 try it out? 11900kf @ 5ghz, asus rog 3090, 64GB
  6. Rig update.. I like buttons. I can't stop adding them. I might need help. Decided I wanted to do two main updates: 1) switching out warthog throttle for virpil, and 2) switching out the side 80-keys for 128-keys so that I can map the whole CDU in the warthog without modifiers (among other things.. like Ka-50 right console, and all the controls available for the Hip and Hind). As part of the throttle upgrade, I decided to add the Ka-50 panel to it's left, to have extra levers to the left of the throttle for warbirds and other miscellaneous uses like having the F-14 flaps lever on an axis. Switching out the side 80s for 128s meant I had two extra 80s, and decided to rebuild my front panel with those to replace the x-key 40 strip, as I wanted more buttons at the bottom left of it for things like the armaments panel in the Harrier. Also I had seen someone's build where they put an MFD on top of an x-key device and decided to layer my front panel with buttons behind the cougars. Finished getting everything mounted this week after a couple of months of getting everything in place. Haven't flown in that time yet, still configuring all the buttons and such. Hoping to fly this weekend for the first time in a while and check out multithreading. Between the x-keys button pads and the x-key buttons (like behind headrest), I now have 1000 buttons available... hotas devices excluded. Before, most stuff was velcro'd down to random spare mounting plates I had accumulated for my flight and racing rigs. Now, almost everything is bolted down onto aluminum sheets. Then added some 24-keys for wall controls mounted on L brackets, with dedicated flare button for hornet on left side. The left side slides out for 'heli mode' if I want to use the collective. I do miss having the virpil panel #1 mounted on right side though.. so one more is on the way to mount behind the Ka-50 panel on the left. Next on the list: Second panel #1 on left side, on the VPForce Rhino waiting list to replace vkb center stick... and then not sure what else I'd care to upgrade asides from moving everything to a motion rig.. or if virpil comes out with a new panel that i want.
  7. Why not just change your canopy binding to not be ctrl+c if you intend to use that for copy-pasting? I like having binds active while the briefing is up.
  8. Voted yes for upgrade... but I'd much rather have a 'downgrade' upgrade, in form of -A model, than anything more modern.
  9. It does require in-game command. You could use software like joystick gremlin to trigger a button press when your throttle axis is at a certain %. ie, you could have your idle-max range of your throttle be detent to 100%, and from 0 to detent a virtual button is pressed via gremlin.
  10. Probably better solution than what I posted above.. download the drivers for the TM MFDs, then you can assign your third MFD to be ID 3. Then it shows up in-game as "F16 MFD 3" and doesn't pick up one of the default "F16 MFD 1.lua" and "F16 MFD 2.lua" profiles.
  11. Check in your DCS directory, at DCS\Mods\aircraft\A-10C_2\Input\A-10C_2\joystick. In there you'll see "F16 MFD 1.lua" and "F16 MFD 2.lua". Delete both of those, and then your MFD's will start using the "default.lua" profile that has all the commands available.
  12. i have vkb gf as center stick with extension, and realsimulator fssb + f16 grip as side stick. i also like to fly lots of different things. if i were you, unless flying the viper a large majority of the time (like, almost exclusively), i'd keep the vkb as a center stick. why change things for one module if the setup works perfect for many other modules you'll still be flying? then if possible and really wanting a viper stick, save up for a dedicated force-sensing side stick.
  13. A similar thing happens to some of my devices that have the same name when I unplug my powered USB hubs. It's more of a Windows issue than a DCS issue afaik, where Windows will assign a new device ID, and if there are multiple devices with the same name then it doesn't know which is which. You are saying it happens after DCS updates though.. are you rebooting or unplugging your devices as part of doing DCS updates? What I do is save my bindings in DCS using the in-game profiles, accessed via the little dropdown menu available next to the device name under each device column. Then when the devices get mixed up, I reload the right profiles. That has to be done for each device and for each module, which isn't great, but it's less of a pain than having to redo binds or go into your saved games folder and rename files.
  14. Small follow-up.. as someone mentioned in the native openxr thread, going back to opencomposite and not using the new command parameters does allow motion reprojection 'always on' to work.
  15. @BIGNEWY new post with dcs.log attached as requested When motion reprojection is set to 'always on', DCS loads ok, but a few seconds or so after entering the hangar the view will stop updating. It's not a hard crash, DCS stops responding and must be force-closed. dcs.log
  16. Reverb G2, using the new --force_enable_VR --force_OpenXR command line options, i am getting crashes when motion reprojection is set to 'always on' in openxr tools. 'automatic' and 'disabled' seem to work.
  17. iirc shortcuts work it's just the keybinds for them aren't added to the stock input configs. i added keybinds for them to the a-10, search for kneeboard: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/A-10C_2/Input/A-10C_2/joystick/default.lua (that file is formatted for use with quaggles input injector mod) didnt realize the huey doesn't have them. keybinds project has some way overdue updates i will be starting on soon-ish, will add huey kneeboard to my list of things to look at.
  18. i havent tried it yet, but the software i was looking to use to add some midi devices to my rig is midi2vjoy: https://github.com/c0redumb/midi2vjoy if you search forums for it you'll find some other threads like would also recommend joystick gremlin for general control customization, but it won't pick up midi devices. if midi2vjoy works and sends commands to vjoy, could likely use gremlin to customize the vjoy inputs from the midi device (axis curves, macros, etc): http://whitemagic.github.io/JoystickGremlin/
  19. I have a virpil CM3 throttle waiting to replace my TM WH and have been thinking about the same thing. I've been planning to use axis tune in DCS control config so that for modules like the harrier, helis, and warbirds 100% is at the detent. Then axis tuning modules with afterburner so they all consistently engage afterburner at the throttle detent. will lose a little dynamic range with helis, harrier, warbirds, but that is worth it to me to not have to change the throttle detent or change any config when i want to fly different things (which is often).
  20. Dang, I really need to circle back and do a keybinds update for the hind! Lots of updates I haven't accounted for yet. You will need to create a folder for 'Mi-24P_Gunner' if using quaggles mod with the keybinds lua files. In dcs install, 'DCS\Mods\aircraft\Mi-24P\Input\Mi-24P_Gunner\mouse\default.lua' looks like it might have the mouse commands you are looking to use for joystick? {action = weapon_commands.Gunner_SIGHT_UP_DOWN_AXIS, cockpit_device_id = devices.WEAP_SYS, name = _('Gun Up/Down')}, {action = weapon_commands.Gunner_SIGHT_LEFT_RIGHT_AXIS, cockpit_device_id = devices.WEAP_SYS, name = _('Gun Left/Right')}, If you want to use quaggles mod and keybinds project, then working from main input folder for the hind: https://github.com/Munkwolf/dcs-community-keybinds/tree/074eadb4111d5bb376102aeb365aa8b3d6854955/InputCommands/Mi-24P/Input You'll want to copy-paste 'Mi_24P_AimingStation' folder and rename to 'Mi-24P_Gunner'. Then in the new 'Mi-24P_Gunner' folder, go into joystick folder and edit the default.lua so it looks like: return { keyCommands = { }, axisCommands = { {action = weapon_commands.Gunner_SIGHT_UP_DOWN_AXIS, cockpit_device_id = devices.WEAP_SYS, name = _('Gun Up/Down')}, {action = weapon_commands.Gunner_SIGHT_LEFT_RIGHT_AXIS, cockpit_device_id = devices.WEAP_SYS, name = _('Gun Left/Right')}, } } Basically copying over those 2 commands from the mouse configuration to the joystick configuration. I haven't tested that to see if it works. I will try to do so after work today, and add them to the keybinds project with some other updates I have pending.
  21. yes, it supports axis commands. using hind as reference, see the axisCommands section from keybinds project: https://github.com/Munkwolf/dcs-community-keybinds/blob/074eadb4111d5bb376102aeb365aa8b3d6854955/InputCommands/Mi-24P/Input/Mi_24P_pilot/joystick/default.lua#L1574
  22. A new release of the community keybinds project that includes some extra binds for the Mirage F1CE: https://github.com/Munkwolf/dcs-community-keybinds/releases/tag/22.7.23 Please note that currently for them to work in Quaggles command input injector, I've been having to load into any other module first, then quit to menu, then load into the F1. So if you don't see the custom keybinds as expected, please try that. Seems that some commands were built to be absolute, but then were wired up as though they were relative. That explains the min or max behavior of some of the stock keybinds. Highlights of the custom binds are probably the improved options for the slat/flaps lever and radar commands. Slat/flaps lever and radar function dial both work well when bound as an axis.
  23. @Quaggles I'm running into a strange issue while working on keybinds for the Mirage F1. For them to show up, I have to load into any other module, then quit back to menu, then load into the F1. If I go straight into the F1 after game start, the custom binds usually won't be there. A couple of times they were, but it was either the Mirage F1 common binds, or the F1CE binds, but not all of them. I've done a repair and tried some different file setups for the binds but the behavior continues. https://github.com/Munkwolf/dcs-community-keybinds/tree/main/InputCommands/Mirage-F1/Input Also I went through and updated the InputCommands_Skeleton files in keybinds project to add the device-specific lua files and Mirage F1 files, if you'd like to update the InputCommands.zip in the command injector repo with it.
  24. Nope. I have the lua edits for different trim speeds available in the keybinds project though: https://github.com/Munkwolf/dcs-community-keybinds Files are formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector/releases Bf 109 https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/Bf-109K-4/Input/Bf-109K-4/joystick/default.lua#L37 FW 190 A8 https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/FW-190A8/Input/FW-190A8/joystick/default.lua#L121 FW 190 D9 https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/FW-190D9/Input/FW-190D9/joystick/default.lua#L128 Mosquito https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/MosquitoFBMkVI/Input/MosquitoFBMkVI/joystick/default.lua#L96 P-47 https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/P-47D-30/Input/P-47D-30/joystick/default.lua#L22 P-51 https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/P-51D/Input/P-51D/joystick/default.lua#L272 Spitfire https://github.com/Munkwolf/dcs-community-keybinds/blob/e5efc10fff0a77d398cb83f1dcfc320fcfcd54a1/InputCommands/SpitfireLFMkIX/Input/SpitfireLFMkIX/joystick/default.lua#L6
  25. Check out Joystick Gremlin. No real fps hit. Easy to do - I just did a test with triggering multiple buttons with one. Took about a minute to try. http://whitemagic.github.io/JoystickGremlin/ With Gremlin, you will also install vjoy. This sets up a virtual joystick on your computer (in DCS it'll be "vjoy Device"). Then in Gremlin, you'll setup remap actions on your encoder. The remap actions allow you to send your device inputs to the virtual joystick. You can set as many of them up as you want. Probably easier to explain with a screenshot from the test I did: Button 1 is the trigger on my VKB. I've got 2 remap actions assigned to it, one to the Button 1 on the vJoy Device, and one to Button 8. So each time I pull the trigger, buttons 1 and 8 on the vJoy device get pressed. In DCS I'm then able to map buttons 1 and 8 on the vJoy device to separate controls, both activated by one pull of the trigger. So in your case, you'd add remap events to your encoder pointing to the vJoy device you'd have setup. Then in DCS, you'd bind the light dial controls to the vJoy device and whatever buttons you remapped your encoder(s) to. When doing the control setup in DCS, you might want to have just one remap action setup or active in Gremlin. Having both remaps active during setup might make it a coin toss as to whether to get the right input assigned. With the encoders, also look into the macro action in Gremlin. You can control the duration of the encoder events that way, to control the 'speed' of the encoder. Plus that speed can be different per encoder, or shift-mode, or whatever. Like in your case of having one encoder control two dials - you could use macros to have the encoder turn those dials at different speeds.
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