

rexehuk
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Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
We've just released support for the new Winwing URSA which can be found at https://www.digitalcombatsimulator.com/en/files/3337917/ https://www.digitalcombatsimulator.com/en/files/3337918/ Happy flying! -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Great you got it working. 1. The SVG file now has to be opened with something, right? It can't be used by DCS directly as a kneeboard for example. Correct, you can convert the SVG to an image format to use in a DCS Kneeboard. The current plan it to provide post-processing plugin capability to fill this gap via Joystick Diagrams but for now you must do this yourself. The simplest would be just screenshotting the SVG in your browser and saving it to your relevant DCS kneeboard location. 2. The text spills over the boxes and looks bad or even hard to understand. This is purely down to the template provided not having large enough boxes by default. This was actually one of the first ever templates made (same stick I own) so this template needs a refresh with better standards (text size / capability to have 2 rows of text / min 140px width). 3. Sometimes the names of the buttons have gibberish words/letters This is down to DCS loving to use characters that are evil to SVG. The latest unreleased build fixes this, so should be solved in the next version. 4. My stick for example is set up in Virpil software differently that what the program finds as default(?) so as a result the buttons are misplaced all over the place and the program This is the nature of Virpil and others unfortunately. I cannot ship every possible variant of the stick, because they are infinitely configurable. Users can change BUTTON_1 to be BUTTON_99, a POV to become a 9 buttons etc. In this scenario you need to edit the template, which is very easy to do https://joystick-diagrams.com/templates/custom/ https://joystick-diagrams.com/templates/resources/ -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
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Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Hey, have you tried the setup guide? https://joystick-diagrams.com/setup/ -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Hey all, Some fixes went out yesterday, full changelog at - https://joystick-diagrams.com/changelog/version-2-0-9-release.html These directly impact DCS World, so recommend you upgrade Happy flying! Rob -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Cougar MFDs are available in our discord actually! Have got the total controls MFDs coming. Creating templates is incredibly easy also, and we have a bunch of them in our discord too from the community. https://joystick-diagrams.com/templates/custom/ -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Hi Hoss, welcome to ask on the discord. I'm one human, and this is an open-source tool with all the documentation for people to make them. If you own the devices it would be fantastic if you could do it and share them back to others. Saying that, I will reach out to TM directly and see if they're willing to provide technical information now. -
Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Version 2 is now live https://joystick-diagrams.com/changelog/version-2-release.html -
Information on DCS default bind allocation logic
rexehuk replied to rexehuk's topic in Controller & Assignment Bugs
Yeah, those are the simple cases, but without knowing the true ordering of the layering it's very hard to programmatically assert the end state given an input device of X name. Any information the community can help with will make it possible to add to https://joystick-diagrams.com/ -
rexehuk started following 7950X3D testing and Information on DCS default bind allocation logic
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I'm currently trying to understand exactly how DCS World is setting default binds for devices, and a bit stuck on trying to understand how it is done as the binds are not explicitly stored in the users saved games/config/input files but seemingly inferred at runtime. From initial looks, there are several "default" bindings defined in <MAIN INSTALL>\DCS World OpenBeta\Config\Input\Aircrafts base_joystick_binding.lua common_joystick_binding.lua common\joystick\default.lua I've also seen binds defined in <MAIN INSTALL>\DCS World OpenBeta\Mods\aircraft\*\Input\*\Joystick default.lua multiple lua files each which device names that are presumingly some level of default for a particular device (keyed off device name only?) What I'm trying to figure out here is how for a particular device DCS layers all of these on top of each other to produce the current bound state for a device, and if there are more files to consider to build this complete picture. Does anyone have knowledge in this area?
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Joystick Diagrams - Automated DCS Joystick diagrams
rexehuk replied to rexehuk's topic in DCS Modding
Update: https://www.joystick-diagrams.com/changelog/2024-update.html -
Added frametimes
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I did some tests people might find useful. To be clear this is not at VR, this is DCS at all HIGH at 3440x1440. NO MT = No Multi Thread GB Active = Game Bar set to "Remember Game" (and rebooted) GB OFF = Game Bar set to not game null
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I saw that setting but didn't know what it does... remember this is a game... implies you need it open??
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Just an observation as been testing the new MT patch against the normal version and noticed that core parking IS NOT working with DCS at all. Anyone able to verify this? I'm seeing all 16 cores used, in an ideal world should only see CCD0 and have game bar running.