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Munkwolf

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Everything posted by Munkwolf

  1. You're welcome. Only need to run software for config
  2. I never had any twist on my TMWH, but after getting FSSB + angle adapter and using WH stick on it, it did have a little 'pop' where it would slightly shift when crossing the vertical center. Tightened the heck out of it, tried shims, tried a second WH stick... not sure if it was the WH attachment mechanism or the RealSim angle adapter that was the root of it. Ended up getting the RealSim F16 grip, and really like it over the WH for the FSSB. The attachment mechanism is way better than the WH. Plus all the buttons/hats are 5-way hats, and that opened up my input config options beyond what the WH could offer.
  3. You can just add those lines in the default.lua... but a downside of that approach is that after DCS updates you'll have to redo edit(s), because updates or repairs will reset those default lua files. I'd suggest using Quaggles Input Command Injector mod: https://github.com/Quaggles/dcs-input-command-injector That mod allows you to put custom binds in an InputCommands folder in your Saved Games\DCS folder, where they don't get wiped out during updates or repairs. All the files in the keybinds project are formatted for use with Quaggles mod. The base InputCommands zip file in Quaggles mod is the InputCommands_Skeleton folder in the keybinds project, where it's got the folders and files for all modules, but with no custom binds defined (blank canvas for your own binds). Then the 'InputCommands' folder in the keybinds project has lots of extra binds in it. You can download the latest full set of keybinds by clicking on Code > Download on the keybinds project page. Copy the InputCommands folder from that download into your Saved Games\DCS folder, and if Quaggles mod is running you should see extra controls available in DCS. https://github.com/Munkwolf/dcs-community-keybinds
  4. Here's how I've got it setup in gremlin, using macros. Buttons 27 and 28 are the up/down buttons for the LASTE 3-way switch on the WH throttle. Button 125 on virtual device is what I use for the middle position. Same macro is on buttons 27 and 28 as a pulse event. A key part is having it activate when the button is released, in the Macro event Condition tab (ie, when button 27 is released vjoy button 125 is pushed for 0.1s) If you want the middle position to be 'held', using above screens as a reference, you could move the release event to a 2nd macro that activates when the button is pressed (and remove the pause event). Also, depending on what modules you're flying, I've got a bunch of LUA edits in the keybinds project to add 'else' versions of controls to modules if they don't exist. Example from Huey: {down = device_commands.Button_9, up = device_commands.Button_9, cockpit_device_id = devices.WEAPON_SYS, value_down = 1, value_up = 0, name = _('Gun Selector Switch Right else All (2-way Switch)'), category = {_('Armament System'), _('Custom')}}, {down = device_commands.Button_9, up = device_commands.Button_9, cockpit_device_id = devices.WEAPON_SYS, value_down = -1, value_up = 0, name = _('Gun Selector Switch Left else All (2-way Switch)'), category = {_('Armament System'), _('Custom')}}, https://github.com/Munkwolf/dcs-community-keybinds
  5. P-38 for me, by far. It's the reason I bought a different WW2 sim and would love to see it in DCS. I would have to figure out a way to mount a yoke in my rig. Bf-110 because it's an iconic part of WW2 ETO.. but maybe as part of an effort to build out more early war stuff. Same with Ju-87. What about the Me-410 Hornisse? Beaufighter would be cool, but I feel like a second UK twin-engine should be fairly low on the priority list before we have some twins for other countries developed first. Betty would be amazing... (as would Zero... and really anything related to PTO)
  6. Nice, thanks @Quaggles I don't think that'd work.. the kneeboard commands are currently part of the modules. It'd be cool if ED did move them up to be global like they did with the zoom commands a few releases ago (or maybe I'm wrong and that would work). Does anyone use different buttons for kneeboard controls per module? Having the UiLayer work as part of the command injector mod will allow custom binds for different zoom levels and such. At least those are the keybinds davidp57 added a few months ago (had to check github - was thinking "isn't that the same username for the uilayer keybinds?"): https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/UiLayer/joystick/default.lua
  7. Who wants to build it with me? (mostly kidding... i am decent with code though...) flyable Ornithopter mod Some assets for harvesters, worms, etc use Syria until ED approves us to use map tools to build Arrakis
  8. For anyone looking for one of these at retail price, B&H got some stock yesterday. Just placed my order. They seemed to have been out of stock or at scalper prices everywhere I've been checking over most of this year. https://www.bhphotovideo.com/c/product/1598688-REG/honeycomb_aeronautical_hc003042_bravo_throttle_quadrant.html
  9. Have you tried the options in UI Layer controls, in the UI group?
  10. It would be nice to have them in the base game. If you're cool with using a mod, I've got those in the keybinds project: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/A-10C_2/Input/A-10C_2/joystick/default.lua {down = 3001, cockpit_device_id = 75, value_down = 1, name = _('HMCS Power On'), category = {_('Custom'), _('HMCS Power')}}, {down = 3001, up = 3001, cockpit_device_id = 75, value_down = 1, value_up = 0.0, name = _('HMCS Power On else Off (2-way Switch)'), category = {_('Custom'), _('HMCS Power')}}, {down = 3001, cockpit_device_id = 75, value_down = 0.0, name = _('HMCS Power Off'), category = {_('Custom'), _('HMCS Power')}}, {down = 3001, cockpit_device_id = 75, value_down = -1, name = _('HMCS Power Battery'), category = {_('Custom'), _('HMCS Power')}}, {down = 3001, up = 3001, cockpit_device_id = 75, value_down = -1, value_up = 0.0, name = _('HMCS Power Battery else Off (2-way Switch)'), category = {_('Custom'), _('HMCS Power')}}, File is formatted for use with Quaggles mod, which allows you to put custom binds in your saved games folder: https://github.com/Quaggles/dcs-input-command-injector
  11. https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/L-39C/Input/L-39C/joystick/default.lua https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/L-39C/Input/L-39ZA/joystick/default.lua + Lots of separate front/rear cockpit controls. + '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
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  12. It really depends on how the module is wired for that control. Sometimes the iterator/rotary controls support +1/-1 for increase/decrease, sometimes they don't. I can't remember if I checked whether a negative value works for the intercom when I did an update for the Huey keybinds. If it's wired up for it, it'd be a matter of passing -1 for the value, like: {down = device_commands.Button_12,cockpit_device_id = devices.INTERCOM, value_down = -1.0, name = _('Intercom Mode Selector (rotary decrease)'), category = _("Intercom Control Panel")}, That may or may not work, it depends on whether the logic in the DLL for the Huey is coded to care about +/- instead of always just incrementing regardless of the value. There may also be a different device_command for the decrement, usually findable in the cockpit LUA's (command_defs and clickabledata), but that isn't the standard pattern vs having one command that accepts values that are +/- for increase/decrease. That one is a bit easier. I didn't include any 'else' versions in the keybinds project for that since it's a 6 position dial. You're looking to add an "up" command/value pair, like: {cockpit_device_id = devices.INTERCOM, down = device_commands.Button_8, up = device_commands.Button_8, value_down = 0.2, value_up = 0.3, name = _('Intercom Mode 1 else 2 (2-way Switch)'), category = {_('Intercom Control Panel'), _('Custom')}}, {cockpit_device_id = devices.INTERCOM, down = device_commands.Button_8, up = device_commands.Button_8, value_down = 0.4, value_up = 0.3, name = _('Intercom Mode 3 else 2 (2-way Switch)'), category = {_('Intercom Control Panel'), _('Custom')}},
  13. Just a heads up in case you didn't see it - there are some known performance issues with AMD on Win 11. There's supposed to be a patch this month. AMD "is reporting that its chips might have issues with the new OS that could cause performance drops of up to 15 percent in some cases." https://www.theverge.com/2021/10/6/22713310/windows-11-amd-ryzen-processors-performance-issues-software-update-october https://www.amd.com/en/support/kb/faq/pa-400
  14. Liberation is awesome. Heads up that it can produce some complex missions that can be a bit heavy on performance. That can be helped by running the Liberation missions in a dedicated server instance on same machine.
  15. It's something I have to do maybe once a month, after a reboot, and if the lighting is low. Really not that much of an issue. It's funny that you keep trying to make assumptions about my experience in order to be "right".
  16. Welcome back! Hornet is one of the most complete modules currently, and some good content with it. Raven One is great, it's also worth checking out the Serpents Head trilogy (Ford Trilogy?). First one is free in user files, 2nd one is a paid campaign, and the adventure continues in the Rise of Persian Lion paid campaign. https://www.digitalcombatsimulator.com/en/files/3302729/ https://www.digitalcombatsimulator.com/en/shop/campaigns/fa-18c_serpents_head_2_campaign/ https://www.digitalcombatsimulator.com/en/shop/campaigns/fa-18c_rise_of_the_persian_lion_campaign/ F-14 is great for sure. If you don't have a human to RIO with you the AIORIO extension of Vaicom is a pretty cool voice-command substitute: https://www.vaicompro.com/ Huey is a module I seem to always circle back to. Mi-8 is also good and has lots of content available for it. Both are can be a good change of pace. DCS WW2 stuff has made big improvements this year. Also, in case you missed it, there's a trial program available now, so you can try any of the modules for free for two weeks: https://www.digitalcombatsimulator.com/en/personal/licensing/trial/
  17. if there were faults with just re-calibrating instead of clearing environment data, why have I had no issues with that approach? Some like me may find it easier to re-calibrate (3 clicks and I'm back in DCS), some like you may prefer clearing the environment data cache. There are options - whatever works and seems easiest for the user.
  18. Cool man, glad that works for you. I was just posting what has worked for me for over 6 months now with the G2.. and seems easier and less clicks than having to clear the environment data, in case that is helpful to somebody else. Only time I've cleared environment data is when I was setting up the headset. Seems like a bit of overkill imo to get the headset tracking 6DOF, but again, whatever works for you.
  19. In my experience don't have to clear environment data and redo boundaries or such, either. When 3DOF happens to me, I can usually move the headset around maybe turn up the lights in my room and it fixes itself after a few seconds. If that doesn't work, I quit SteamVR, and WMR is usually asking me to look side-to-side and down at floor. After that it'll put me in the WMR house. I relaunch SteamVR and DCS and good to go.
  20. It's coming up on my list. Probably in another week I'll be working on an update for the Jeff and will take a look at those binds. Currently working on an update for the L-39. Current plan after L-39: C-101 JF-17 Viggen Mirage MiG-15 MiG-19 MiG-21 Mi-8 Mi-24 FA-18 F-16 F-14 Modules updated to latest patterns as part of this round of updates: A-10 Ka-50 P-51 P-47 UH-1 F-86 F-5 Mosquito Spitfire I-16 Bf 109 Fw 190 Christen Eagle II Yak-52 SA 342
  21. I added different trim speeds to the Mossie keybinds in the keybinds project: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/MosquitoFBMkVI/Input/MosquitoFBMkVI/joystick/default.lua You can search on that page for 'trim' to pull the bindings into your own file, or use the whole file with Quaggles Input Command Injector Mod
  22. Scanning the LUA's there's a small chance. The default bindings that work relatively for extend/deploy use hotas_commands.THROTTLE_SPEED_BRAKE. There's a THROTTLE_SPEEDSPEED_BRAKE_EXT listed further down in the command defs that might be absolute. That would likely just be the axis for the button though, not the speed brakes themselves. I'll have to try it later. But if you just want to control the button with the axis, like @Raven (Elysian Angel) wrote, software is likely the better play here. I use Joystick Gremlin to map 7 virtual buttons to the slider on my warthog throttle, 1 button for middle 10%, and then 3 buttons for upper/lower ranges of the axis. Seems like an approach like that would work for you with the speed brake.
  23. I use VRK with a wacom tablet velcro'd to my thigh
  24. https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/Christen Eagle II/Input/joystick/default.lua + 'On else Off' variations for switches. + Different speeds for rotaries. + A few additional axis binds. Please note that the file is formatted for use with Quaggles mod: https://github.com/Quaggles/dcs-input-command-injector
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