

Munkwolf
Members-
Posts
455 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Munkwolf
-
That's right.
-
Yeah, it's different there. If you modified the original LUA file and put that in OVGME, then when ED updates keybinds, and you re-apply your modified file, then the updated keybinds from ED would be missing. You'd have to manually update your modified module LUAs after each update to account for updated binds from ED. Using Quaggles mod in that scenario, when ED updates keybinds, the new keybinds are there in the core game files, and then Quaggles mod layers the custom binds from Saved Games on top of the ED binds. So then you would have the updated binds from ED along with your existing custom binds, with the only action needed being toggling Quaggles mod off/on after the update to re-apply it. If ED adds a bind that is in the keybinds project, then ED's bind will show in game (Quaggles mod doesn't apply custom binds that match existing binds).
-
That's the advantage of using Quaggles mod - the custom binds are stored in your Saved Games folder, so they stick. If the edits were made in the module LUA files, then they would be reset. So after updates happen, if you are using OVGME for Quaggles mod, you just need to go into OVGME and toggle Quaggles mode off and then on to re-apply it. No need to do anything with the binds, they will still be in your Saved Games folder.
-
Yeah, sorry, I should include more detail on these update posts. I'll get there eventually First step is to get Quaggles mod installed. On it's main page, you should see a 'Releases' section in the sidebar with 1.0.4 as the current latest. That's where you can grab the download, and then the instructions are on the main github page. I use the OVGME method. https://github.com/Quaggles/dcs-input-command-injector https://github.com/Quaggles/dcs-input-command-injector/releases (zip file available there under Assets) Once you get Quaggles mod going, it'll look for an 'InputCommands' folder in your <user>\Saved Games\DCS folder when DCS runs. If you want all the keybinds project binds across all modules, including the Hornet ones, go to the main keybinds project page on github and click the green 'Code' button, then download zip. https://github.com/Munkwolf/dcs-community-keybinds That'll have the latest stuff. The 0.6 release doesn't include the Hornet binds. Inside that zip file you'll see an 'InputCommands' folder - put that in your <user>\Saved Games\DCS folder... and that's it. Then in DCS you should see a 'Custom' category that has all the custom keybinds in it from the project (they are also assigned to existing categories too). If you just want the Hornet binds, then you could use the InputCommands_Skeleton version (or the InputCommands.zip available in Quaggles mod - they are the same blank folder/file structure for all modules). That'll go in your "<user>\Saved Games\DCS" folder named as "InputCommands". Then go to the link to the LUA I pasted for the FA-18, and click the 'Raw' button at the top-right of the file contents. That should load just the file contents into the browser where you can then do 'Save file as' or easily copy-paste them to get those Hornet binds saved to "Saved Games\DCS\InputCommands\FA-18C\Input\FA-18C\joystick\default.lua". The folder/file structure of "InputCommands" matches that of the DCS install at "DCS\Mods\aircraft", where the Input configuration files are stored for modules. For just hornet binds, you'll also want to browse to the keyboard version of the file and do similar thing: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/FA-18C/Input/FA-18C/keyboard/default.lua
-
Ha, funny you mention the launch bar. I noticed that as well. I did add an inverted "RETRACT else EXTEND" option in the keybinds for that reason. Seemed to work ok when I tested it. Around line 84-ish: {cockpit_device_id = devices.GEAR_INTERFACE, down = gear_commands.LaunchBarSw, value_down = 0, name = _('Launch Bar Control Switch - RETRACT'), category = {_('Left Vertical Panel'), _('Custom')}}, {cockpit_device_id = devices.GEAR_INTERFACE, down = gear_commands.LaunchBarSw, value_down = 1, name = _('Launch Bar Control Switch (Toggle)'), category = {_('Left Vertical Panel'), _('Custom')}}, {cockpit_device_id = devices.GEAR_INTERFACE, down = gear_commands.LaunchBarSw, up = gear_commands.LaunchBarSw, value_down = 0, value_up = 1, name = _('Launch Bar Control Switch - RETRACT else EXTEND (2-way Switch)'), category = {_('Special For Joystick'), _('Left Vertical Panel'), _('Custom')}}, There's a few commands in the Hornet, and LaunchBarSw is one of them unfortunately, where it's kind of setup halfway as a toggle. Sending a value of 0 does retract it, but then 1 will toggle it instead of being an absolute 'EXTEND'. So the "RETRACT else EXTEND" isn't totally how I'd want it (same with the other commands you'll see in there with "(Toggle)"... also ideally there could be an absolute "EXTEND" command available separate from the toggle.. but what's possible kind of boils down to what module commands are available in the LUA and how they are wired up to the DLL.
-
In general, the keybinds project is about adding in additional keybinds for controls. "If it's clickable it should be bindable" could be the motto. For some modules, this means adding binds for things like the power switch for the HMCS in the A-10CII. It's clickable, but not bindable to a button by default. For other modules, like P-51, it's adding in discrete ON and OFF commands for controls that only have a toggle by default. Also useful for the WW2 modules is having different trim speeds available - by default some users find the speeds too fast, or like using a modififer to have fast and slow speeds available. Adding controls into the axis options that were only button by default is another thing. For the hornet, ED did a good job with the binds, so the main thing these custom binds provide is different speed options for rotaries and such. Example would be rudder trim dial, where there's slow and fast speeds available: {cockpit_device_id = devices.CONTROL_INTERFACE, pressed = ctrl_commands.RudderTrim_EXT, value_pressed = -0.5, name = _('RUD TRIM Control - CCW/Left (Slow)'), category = {_('Left Console'), _('FCS Panel'), _('Custom')}}, {cockpit_device_id = devices.CONTROL_INTERFACE, pressed = ctrl_commands.RudderTrim_EXT, value_pressed = 0.5, name = _('RUD TRIM Control - CW/Right (Slow)'), category = {_('Left Console'), _('FCS Panel'), _('Custom')}}, {cockpit_device_id = devices.CONTROL_INTERFACE, pressed = ctrl_commands.RudderTrim_EXT, value_pressed = -2, name = _('RUD TRIM Control - CCW/Left (Fast)'), category = {_('Left Console'), _('FCS Panel'), _('Custom')}}, {cockpit_device_id = devices.CONTROL_INTERFACE, pressed = ctrl_commands.RudderTrim_EXT, value_pressed = 2, name = _('RUD TRIM Control - CW/Right (Fast)'), category = {_('Left Console'), _('FCS Panel'), _('Custom')}}, Originally the project was collecting useful binds based on what I ran into mapping controls, or useful/common ones from the forums for a few modules (A-10, F-14, Viggen). For the current round of updates that started with Mosquito EA release, it's going through the clickabledata file for each module and comparing it to the commands available in the default joystick and keyboard LUA's to see what can be added.
-
5-mode selector on Virpil SharKa-50 Control Panel 3
Munkwolf replied to bmbpdk's topic in DCS: Ka-50 Black Shark
Sorry! I was working on keybinds for the Harrier -
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/FA-18C/Input/FA-18C/joystick/default.lua Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
5-mode selector on Virpil SharKa-50 Control Panel 3
Munkwolf replied to bmbpdk's topic in DCS: Ka-50 Black Shark
Those commands (and a lot more) are in the keybinds project: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/Ka-50/Input/ka-50/joystick/default.lua -
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-19P/Input/MiG-19P/joystick/default.lua Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-21bis/Input/MiG-21/joystick/default.lua Normal speed for Intercept Angle and Target Range both show as yellow but seem to be working as intended. Some of the (2-way Switch) commands are a double toggle. They won't have an 'else' in the name. There isn't currently a way to assign discrete On and Off commands for them, but having a double toggle seemed useful vs having to double-throw a switch for those with certain switch types. Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
- 1 reply
-
- 5
-
-
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/M-2000C/Input/M-2000C/joystick/default.lua Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MiG-15bis/Input/MiG-15bis/joystick/default.lua Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/AV8BNA/Input/AV8BNA/joystick/default.lua Please let me know of any bugs, or controls I should add. File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
- 1
-
-
It's a big upgrade all around imo, including the depress. It's basically the same as a stick on a gamepad controller.
-
One thing that helped me was setting up button presses to do next/prev tab for the kneeboard. I went that route at first because I was having issues getting some of the tabs to switch based on voice command... but then I also found I preferred having buttons instead of voice commands for the kneeboard. (Also make sure the NS430 module is disabled if you own it). You should be able to setup your own voice attack commands using these plugin commands for whatever word you want to say, or to go the button press route. Commands are listed in the manual around page 81:
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/JF-17/Input/JF-17/joystick/default.lua Please let me know of any bugs or controls I missed or should add! File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
- 3
-
-
Is there some kind of demo or try-out day for helicopters?
Munkwolf replied to JetCat's topic in DCS: AH-64D
I think if somebody really wanted to fly helos and get good in them, some form of head-tracking, either VR or TrackIR stuff, does help. But it doesn't have to be VR. Personally I'm very much into VR. I like the immersion, which makes it more fun to me, and that keeps me interested. I think a TrackIR approach might be better than VR for some people. VR is a trade-off of clarity for immersion (no current VR headset is as clear as a good monitor), and some people value clarity more. Spotting, etc, is better on monitors. Depending on the VR headset, sometimes even cockpit gauges aren't easily readable. Then there's the extra setup, the drag on performance, not being able to see your hotas and buttons pads... To me, that's all worth it though. When I'm flying (or driving) around in VR with music going, even just sight-seeing, it's an experience. -
Thanks @jonsky7! When checking into the ones you did, I noticed a few more. Also I used IT-23 in place of SHKVAL for the brightness and contrast knobs. Those are now added to github. Also, sometimes adding an axis can be a bit funky depending on how the module is setup for it. Many times, the module command accepts a range of 0 - 1 values, but our input devices provide -1 to 1 values on an axis, thus them only working for half the range by default. That can usually be fixed up with axis tuning and curves in DCS. https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/Ka-50/Input/ka-50/joystick/default.lua {cockpit_device_id = 9, action = 3008, name = _('ABRIS Brightness')}, {cockpit_device_id = 7, action = 3001, name = _('HUD Brightness')}, {cockpit_device_id = 7, action = 3002, name = _('HUD Modes Reticle/Night/Day')}, {cockpit_device_id = 20, action = 3029, name = _('PVI Lighting')}, {cockpit_device_id = 8, action = 3002, name = _('IT-23 display brightness')}, {cockpit_device_id = 8, action = 3003, name = _('IT-23 display contrast')}, {cockpit_device_id = 23, action = 3001, name = _('Helmet device brightness')}, {cockpit_device_id = 31, action = 3001, name = _('ADI Zero pitch trim')}, {cockpit_device_id = 51, action = 3006, name = _('Lighting auxiliary panel brightness knob')}, {cockpit_device_id = 51, action = 3008, name = _('Lighting night vision cockpit brightness knob')}, {cockpit_device_id = 51, action = 3002, name = _('Lighting cockpit panel brightness knob')}, {cockpit_device_id = 51, action = 3004, name = _('Lighting HSI and ADI brightness knob')}, {cockpit_device_id = 46, action = 3006, name = _('ADF Volume')}, {cockpit_device_id = 49, action = 3002, name = _('R-828 (VHF-1) Radio Volume')}, {cockpit_device_id = 20, action = 3026, name = _('NAV Master modes')}, {cockpit_device_id = 25, action = 3014, name = _('Datalink self ID')}, {cockpit_device_id = 25, action = 3015, name = _('Datalink Master mode')}, {cockpit_device_id = 12, action = 3007, name = _('Laser code selector')}, {cockpit_device_id = 8, action = 3005, name = _('SHKVAL Optics adjustment')}, {cockpit_device_id = 32, action = 3001, name = _('ATGM Temperature selector')}, {cockpit_device_id = 12, action = 3023, name = _('Unguided rocket and gun pods ballistics data settings selector')}, {cockpit_device_id = 32, action = 3003, name = _('Systems BIT selector')}, {cockpit_device_id = 12, action = 3014, name = _('Weapon system mode selector')}, {cockpit_device_id = 8, action = 3006, name = _('Shkval auto scan rate')}, {cockpit_device_id = 4, action = 3011, name = _('Rotor Brake')}, {cockpit_device_id = 50, action = 3002, name = _('SPU-9 Radio communicator selector')}, {cockpit_device_id = 49, action = 3001, name = _('R-828 (VHF-1) Radio channel selector')},
-
https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/C-101/Input/C-101EB/joystick/default.lua https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/C-101/Input/C-101CC/joystick/default.lua + 'On else Off' and 'Off else On' variations for many switches. + Different speeds for rotaries. Please let me know of any bugs or controls I missed or should add! File is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
-
- 3
-
-
-
[Official] SimShaker for Aviators
Munkwolf replied to f4l0's topic in PC Hardware and Related Software
That stack trace points to an error parsing an XML configuration file... maybe one was corrupted when your computer crashed? I'm seeing a folder holding config stuff in "<user>\Documents\SimShaker for Aviators", that has a "Soundmodule.cfg" that is XML... and then a config file in the install directory that is XML (SimShaker for Aviators beta.exe.config).. could you try moving those to your desktop (as a backup, vs deleting) and see if it runs ok? -
Is there some kind of demo or try-out day for helicopters?
Munkwolf replied to JetCat's topic in DCS: AH-64D
Agree with this for the most part. Imo it parallels sim-racing well, where you have Timmy Hill (pro NASCAR driver) and Ty Majeski (very good iRacer) both using cheap setups: https://www.reddit.com/r/iRacing/comments/ecl1pt/pretty_impressive_that_ty_majeski_10k_plus/ https://www.reddit.com/r/simracing/comments/fu0w3g/timmy_hill_the_poor_mans_hero/ My experience after buying a decent amount of sim and flight gear over the years has been that better gear definitely makes things more immersive and more fun, but doesn't necessarily translate to being better. Somebody with a cheap twist stick can be a better pilot than someone with all the best gear. Like most things worth doing, first it boils down to motivation, practice, patience, and skill. All that said, after a certain point of competency, better gear _can_ make help you be better, either via more precision or more feedback (stick extension is main thing that comes to mind for flight.. for racing it's having quality pedals for braking) -
@skunk160 Do you happen to have the NS430 module? I was getting strange issues with Vaicom until I deactivated it.
-
Nice.. this could be a fun little project over holiday break after i get current keybinds project update wrapped up