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Posts posted by peachmonkey
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8 minutes ago, ISantus said:
Wow! Learning so much. This is a rabbit hole isn't it? Thank you for the recommendation. I have 24 hours to prove to myself I can get the Mega to do what I want. If that fails, I am going to try to get one button to work on the Leonardo. If I still struggle with that by the end of the week, Im sending them both back to Mr. Bezos and switching to Bodnar, since it is all clearly above my head. Thanks for the recommendation
no sweat, it's easy-peasy with bodnars. Check out the pic below, the bottom of it shows the bodnar board with the plastic wire snap-in holder, as you can notice - no soldering
For me the biggest 'challenge' with building button boxes was to get the proper buttons/toggles, i.e. like in my case below I connected 30 x 2-position toggles to 2 x bodnars (32 button ones). In my case the toggles are "MomentaryON-Off-MomentaryON", i.e. the lever springs back to the center. There are toggles with "ON-Off-ON", meaning that you switch the lever to either side it will stay there until you move to the center (OFF), or to another side (ON).
So in my case, the MomentaryOn-Off-MomentaryOn toggle had 3 wires, 2xsignal and 1 ground. If you look at the board you can see B17/GND, B18/GND, etc. So the one toggle uses two buttons B17 and B18, however only B18 has GND connected.
With a single button you'll just plug 1 wire in to Bx (button) and another wire in to GND. For 2 position toggles you'll split them, as long as GND is provided via one button the whole toggle will work... etc etc etc..
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you can take the easy route and use Bodnar boards. It doesn't need any programming. The ECU on it is recognized as a generic USB Joystick and you can hook up 32 or even 64 buttons to it, it's all plug'n'play really.
Wiring with bodnars is simple. Every button has 2 connectors, so the board provides a plug'n'play way for it, no need to solder anything, just plug the wires in and the board holds the wires in place via plastic tabs.
Encoders are basically button emulators, i.e. with every twist it emulates a button press, so a continuous turning of the knob will result in a subsequent button presses. Turning the knob to the right with emulate buttonX and turning to the left will emulate buttonY. With bodnar board you simply plug it in to 2 slots (one for each button). Encoders have 3 wire connectors, signalY-ground-signalX. With bodnar you'l connect SignalY-ground in to one button slot, and the remaining SignalX in to another button slot..
https://www.ricmotech.com/leo-bodnar-32-input-button-box-interface-board
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1 hour ago, Inforoelnet.nl said:
yeah, you are right, no fuel...
thx!
just FYI a lot of MP servers have "HOT, No fuel" description for A8 (and P47 as well) in the role slots. It's due to the lengthy warm-up of the radial engines in-game, sort of a speedy way to get up and fly these birds
So they give you a warmed up engine, all you need to do is ask the ground team to fuel it up and off you go.
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32 minutes ago, zildac said:
Do we still need to use the "cross eyed" tool from ED? I cloned left to right (I'm right eye dominant) but swapping "Top and Bottom" puts me way too high in the cockpit. I don't notice any issue without the swap. Just received my Aero today so still trying to get everything dialled in. It's a very different beast to the G2!
if the in-game picture doesn't skew when you tilt your head then no need to run it.
The 'position' of your head using OpenXR does put you way above everything. I need to 'recenter' my VR view using Num5 every time I launch the game. Recenter has nothing to do with the cross-eyes WMR tool.
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7 hours ago, grafspee said:
2500rpm rather hardcore engine run up, i do run up at 30' per manual.
right on the manual
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I do my run ups to see if DCS won't falter... it's wrong.. but this way it doesn't die since it's a game and all.. with bugs and stuff..
7 hours ago, Tinysnipe said:Right, I do the run up to test for that exact reason, and everything seems fine, so I guess I'll see how I get grilled by Grafspee
I think we need a 'failed take off' track from you to try it and see if we achieve the same result..
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in my experience the only times when it quits on take off is when I didn't wait long enough for the oil pressure to be within the allowed limits.
nullBefore the take off always do an engine run up to the 2,500 rpm whilst observing the OIL pressure gauge making sure the need stays in the Blue, i.e. below 100.
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These topics are extremely engaging for me personally but at the same time it is rather discouraging to participate in them due to lack of any engagement from ED itself.
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12 minutes ago, dburne said:
Varjo has identified the problem with 3.6 and hopefully a hotfix on this next week. I have not yet updated to 3.6 and won't till the fixed version is out.
https://discord.com/channels/839478779256897546/953295284841115709/984841195203219547
yup, btw you can use the latest HMD firmware (can't remember the release version) with VB 3.5.1, no issues with running it like that.
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7 hours ago, Brainfreeze said:
Always wondering that too
hey, guys, @Brainfreeze, @fastf1nger
i'll update the first page to reflect the changes, however they are minimal and non-impacting. The overall approach is pretty much the same, except for an updated .dll and the .ini files, however the files referenced in the first page still work with the current DCS releases.
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1 hour ago, alfred2704 said:
Hi, I didn't notice anything strange in the image quality.
I have to mention that I'm using steamVR since openXR mode being OK in performance but not in image quality.
make sure you turn off V-sync in Varjo Base with OpenXR, otherwise everything will look super blurry...
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1 hour ago, Silver_Dragon said:
The bomb fuze overlay has not ready yet, but fuzing has implemented and working on develop versions.
thank you for teh info, @Silver_Dragon, I've missed this video, didn't realize there are updates being posted in the roadmap thread.
"shortly" - is it, .. 2 weeks shortly, end of June, or end of Summer shortly?
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can we possibly get an update on the real ETA of the Delayed Fusing for the WWII AC's? It's been 3+ months since the announcement on Feb23, and all wwII fans are impatiently waiting for the actual release of this carrot.
I understand there are many modules and bugs your team is fixing, it's a lot of work, and the delayed fusing isn't the core feature of any particular module. But it's so crucial for WWII map/mission simulation that it prevents us from fully enjoying that time era. Mosquito. How can we truly appreciate this beautiful module without its core ability?
At least if you gave us the ETA it would prevent me from holding my breath with every OB patch.
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Just now, 81banana said:
Thanks mate! I appreciate the time you are investing. I am happy if I don't see the APP at all!
BTW does the Varjo Base software deliver a view to be captured for recording/streaming purposes?
no probs, just trying to be helpful!
so, the VB app has all that, check out this page to get acquainted with it:
https://varjo.com/use-center/get-to-know-your-headset/using-varjo-base/
Also, when you get the HMD join their Discord for any questions/troubleshooting, there's a bunch of rooms, one specific to DCS, another for VB app, etc.. -
13 minutes ago, 81banana said:
I thought the SteamVR app will show up because of the Base Station. Don't they???
nope, you can see the base station status inside Varjo Base application (you need to install it, without it Varjo headset won't work). It uses SteamVR service+libraries to get their status and the actual SteamVR app isn't running. When I say the 'app' I mean the small SteamVR window with headset/controller status + ability to get in to its settings. The whole steamVR framework is still running as a service and is accessible.
With the openXR mod for DCS when you launch the game there will be a pop-up warning stating that SteamVR is being bypassed (can't remember exactly what it says), just click OK and the game launches as per usual but without SteamVR "app". If you alt-tab out of the game, open Steam application, you'll see that SteamVR status in Steam will say "running", however again, there won't be a SteamVR app running that you can open/click/navigate to/thru. You could probably force launch it, but I don't recommend it as the headset/steamvr will get all screwy.. and it'll either crash or start showing the game in HMD as a 2d application
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7 minutes ago, 81banana said:
I was afraid of that. Thanks for the link! I can't wait!
for any consolation, when running OpenXR with Varjo, you won't see the actual SteamVR app running. Varjo software (Varjo Base) simply uses SteamVr's libraries "in the background", i.e. SteamVR service will still run.. just not the front end app
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4 hours ago, dburne said:
Can you elaborate on FSR? I too am using Open XR along with the Toolkit, main thing I use it for is resolution and couple of other minor adjustments. But yeah performance definitely better than Steam VR. Might have lost a little sharpness in overall image though.
in the tool-kit you have 2 options for resolution control:
- System tab / Override resolution: Enable overriding the overall OpenXR target resolution <-- you're using this option right now
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Performance tab / Upscaling: OFF (default), NIS, FSR
- allows you to reduce the 'size' of the screen, i.e. lower the resolution (you'll see ver/horizontal numbers there)
- then either NIS or FSR will then upscale it to 100%
- also allows you to modify the sharpness. I.e, even if you don't reduce the 'size' you can still add sharpness anyway..
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give OpenXR a try with G2 if you haven't done so yet. Huge bump in smoothness.
https://forum.dcs.world/topic/295123-update-155-final-openxr-guide-for-wmr-headsets/
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6 hours ago, razo+r said:
If you want to see the details of the mix, open "MosquitoFBMkVI.lua" located in \DCS World OpenBeta\CoreMods\WWII Units\MosquitoFBMkVI and also open "Weapons.lua" located in \DCS World OpenBeta\CoreMods\WWII Units\Weapons.
Then in the Mosquito lua, you'll find the guns along with their mix. Then look at the weapon lua, find the gun and then look up the number and then you'll see what they are.
Thank you for walking us through how to get that info, this is extremely useful (to me at least!). Now it makes total sense to me why the APIT and BaIT were so ineffective for ground attacks against armored/semi armored targets..
It's AG or go home for all AP related work.
-[[ AG ]] {6, 3, 3, 3, 3},
--[[ 3 ]] "Hispano_Mk_II_MKIIZ_AP",
--[[ 6 ]] "Hispano_Mk_II_AP/T",
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2 hours ago, swaps said:
Thanks, I did not read it. I just hit the download link. Do you know of any WW2 mods that work ?
Thanks Alan
hi, Alan,
unfortunately no, I'm still learning the wwii AC's we already have (along with the engagement tactics for each), and it keeps me occupied enough.. .. for now..
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Wiring diagram help
in Home Cockpits
Posted
if the manual I found is the correct one then looking at the diagram the KY-040 actually has 3 signals: 2 encoders + 1 button (pushbutton?)
I think the pushbutton function is electrical in nature and you need to use the software to make sense of it. As far as connecting it to Bodnar it'll be similar to Bnumber/GND, i.e. Encoder1/+ goes to B1/GND, and encoder B goes to B2, not sure about encoder C, i think it's some sort of electrical thingie than the actual signal..
You can try them with bodnar, and see if it works, some folks suggest using bodnar configuration software to define the lenght of the electrical 'pulse' so it registers as a button press, but the software is only needed if you want to modify the default behavior, otherwise it works out of the box.
Although, if you're going Bodnar route then I'd recommend you get the encoders from his website, as they'll be tested against the boards/software. Here's a link to one example: http://www.leobodnar.com/shop/index.php?main_page=product_info&products_id=192
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