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MadKreator

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Everything posted by MadKreator

  1. Oh absolutely! Lots of views from different angles. I don’t usually have time even on MP for more than a single flight, but for sure the appeal is there for players that keep going, and especially squadrons that prefer full procedures. I should have kept my own use case out of it as I’m definitely on the outskirts of the player-base that wants, and will use these new additions Getting back on track, I would still like to see a pushback on the carrier even if I never actually make it that far. For the greater good!
  2. I would tend to agree. End it right there at the final stop, or let the player choose to reset to a new spot if they plan to continue on. Or even just another pop-up message “ salute to return to available parking spot”. Either way they did accomplish a long awaited feature (directors). I also wonder how many players will even follow the full parking procedure. I’d bet the majority would still land on the deck and end the mission right there. (Purists excluded of course). Thats probably what I would do
  3. I thought the directors were a nice touch, even thought I’m not much of a carrier ops guy. The fog off the carrier looked super cool. But then it got to the end and the teleporting started, I just had to literally face palm myself. I get the teleport to an entirely new free spot if necessary , but I 100% was expecting a pushback. Not even with the tractor, just the plane to move and at least simulate getting backed in. I’m no developer so I don’t understand if that is really that difficult to do, but imo that should have made the cut. The 180 or 90 degree teleport after stopping is VERY cheesy… but the fog and directors ,
  4. Updated... again. 1.0.4 Separated center console panel background so they can be picked apart easier.
  5. New version. Few fixes and additions.
  6. ... Or I could be completely wrong and that ScreenType.SCREENSPACE_TRUE, could just be referencing the "screenspace" of the cockpit Honestly just theorizing here
  7. -I think the whole root of these issues starts from here. (1st pic is huey, 2nd is ah-64)The multipliers an values are in reference to total "screenspace". When adding multi monitors dcs now sees the added monitors as part of the total screenspace (combined H and W). UI elements ( controls, kneeboard etc etc) I feel like, SHOULD be constrained to the main view. - I have tried changing this to like 'ScreenType.UIMainView_TRUE'... ' ScreenType.GUI_MAIN_VIEWPORT_TRUE' etc to no avail.. to try to constrain it to what is defined as the center viewport/ main screen/ gui main view. I'm sure its really not as simple as that( nothing ever is), but this is probably the culprit in our issues with these things. however, changes to this actual script in this location, may not be exactly correct for defining that screenspace. - as far as movement and sizing, it looks like everything is done in scaling like the above picture/ thread suggests. however the values may be wildly different on mine that's 3840X3240 over two screens, compared to 1024x768 on a single screen.. - also there's a chance that there is a more universal or a backend way for changing these things.. there are several things in the graphics.lua that do nothing anymore and are leftover lines of code.. as an example of things in the files that now don’t actually function. interesting line in the kneeboard init.lua " --TODO: to do it really configurable". These UI Elements all get very intertwined with the viewporthandling.lua for defining how and when to show them... all stepping a bit out of my range
  8. I think they hoped it would, and are still in denial that anyone use anything else besides that and VR
  9. I’ve never quite understood why these UI pieces ( controls, crew, kneeboard, compas rose on f-10 etc) are scaled and positioned off of the total screenspace instead of being locked to the defined screen for the UI… GUIMainview, or viewports.center… I mean the comms menu, chat window, messages windows all stay on the main screen no matter what monitor config you have.
  10. Enjoy! Please pay attention to the ReadMe file! Download Profile here---> https://github.com/HeliosProfiles/DCS-OH6A-Profile-by-MadKreator37/releases/latest User File Link---> https://www.digitalcombatsimulator.com/en/files/3341970/
  11. Good to know on the other message boxes! I wasn’t sure how to do them, so thank you, friend !
  12. ED Has changed a few device ID's in the module, literally breaking everything in the profile. ( v 2.9.9.2280) Bluefin has adjusted the interface to suit. Download the new interface from here--> https://github.com/HeliosVirtualCockpit/HeliosInterfaces/blob/main/Helios.CH47F.hif.json Until there is a new Helios release, place the new JSON interface in Documents/Helios/Interfaces/HeliosInterfaces folder.
  13. ED Has changed a few device ID's in the module, literally breaking everything in the profile. ( v 2.9.9.2280) Bluefin has adjusted the interface to suit. Download the new interface from here--> https://github.com/HeliosVirtualCockpit/HeliosInterfaces/blob/main/Helios.CH47F.hif.json Until there is a new Helios release, place the new JSON interface in Documents/Helios/Interfaces/HeliosInterfaces folder.
  14. In the cockpit/scripts folder for each aircraft, all will be listed in clickabledata.lua( buttons switches indicators etc) and mainpanelinit.lua ( gauges axes etc). Just pop them open in notepad++, or the likes and ctrl-f to bring up the search/replace window and find the functions you are looking for. Yeah it’s not as good as a straight up list, but it’s definitely better than moving every slider ( been there many times). If you have streamdeck, there is a plugin called DCS Interface which has pretty decent lists… at least for a lot of aircraft, maybe not all though. * some aircraft might have separate folder for things like Lamps/ indicators, but not very many
  15. Apologies, I just saw this.. you can use the touch elements, but you need to add the ch-47 interface to your profile from the Profile Menu—> Add Interface…. If you add it BEFORE you dragged anything from the toolbox, then all of the buttons will auto-bind to the controls. However if you add the interface to your existing profile, you must bind everything manually. I would suggest deleting the current one ( or moving out of the Documents/Helios/Profiles folder and creating a new one.. Add the ch-47 interface and DCS Additional Viewports first, then drag the mfd’s and things out and size them… when you go to re “configigure” in DSC Monitor setup, you will need to remove the old profile from the “combined” monitor setup( if thats where you have it, using the (-) next to it, then the trash can to delete it, then configure the new one…. Oh when you first add the interface it will have you “setup dcs”. That will write the driver file for it to communicate. just a note, if you join CaptnZeen discord, that is the best place to get Helios help
  16. @MAXsenna It will auto- pop up for me at times. I’ve never paid attention to which scenario: mission , module etc. Usually it will when i start to taxi after a startup. I have not used Viacom in a long long time. But for the last couple years, most of my play time is testing Helios profiles and interfaces. I never thought about easy comms maybe having an effect.. I have always had it on, as constantly tuning radios isn’t something I care to mess with all the time lol Also I’m never alive long enough in DCS to warrant a full list procedures. I’m not a taxiway heathen or anything, I do use the runways, and park and shutdown and stuff, but as soon as I takeoff, its usually not in my plan to return home
  17. It’s not having issues necessarily. It’s working as it should ( always has). I just want it to stay open until I hit the command again that opened it. I always use the ( \ ) to open it. Then once I go through and get to the final item, even rearm/refuel, or requesting wheelchocks be removed, it closes automatically. Does it work differently if bound to PTT controls( radio menu) ? I would just like it to stay opened on the screen until I tell it to close. … the coordinates request was just an example. On Burning Skies servers, after you view the missions, then read them again because you missed the code to dial, then go back through to see it again, then go back through and dial it, then go to the sections to get mission coordinates ( it pops it up in the messages display for 30 seconds or so) then go back through because you weren’t as ready to punch them in as you though..Or when loading things in the Chinook. Lots of menus to go through to load infantry, then the menu closes, then go back through it all 5x over until you get all loaded lol It’s not closing at random or anything, I just want control of when it closes. Just being picky because I have nothing else to complain about atm
  18. Curious if anyone knows of a way to get the comms menu to stay on until you manually exit? Gets a bit monotonous in say MP having to go through the comms menu, get the list of missions, then it exits. The open it go back through all the f-keys, select one, then it exits, then go back through to get coordinates, then it exits. Oops wasn’t fast enough, go back in and through all the f-keys to get coordinates again, then it exits, and so on. Would be nice to have it just stay on the damned screen until you manually exit
  19. In the 1st pic, the first number moves it left that many pixels, the second moves it down. In this odd case 0,0 is the top right of the screen not the top left. So mine offset 1300 pixels to the left and 300 pixels down.
  20. for the comm menu: <drive:>/eagle dynamics/dcs world/scripts/UI/RadioCommandDialogPanel/CommandDialogsPanel.lua edit line 182 as follows in the pics. ( one pic(3rd) is default, the other(1st) is the way I edit it on my screen now) I had a 49"er previous and just adjusted to suit. take note of the exact wording, spacing and character changes from the way it is by default... I made an ovgme mod out of it so I don;t have to re-do it every update or repair.
  21. Interesting, I guess I’ve never noticed any glitching.. Maybe worse on some maps. I will have to push it to its limits and do some trials for fun. Thank you for this. I messed around with all sorts of values in that LUA the other day ( admittedly not knowing what any of it does), just to see what effects the various settings had. Nothing I changed seemed to have any real noticeable affect. Again just haphazardly changing things for fun. I was trying to see if there was a way to make the Highest level LOD’s( LOD 0?) for buildings, appear farther away, so you don’t have rooftop details just appear when your right on top of them in a heli. ( excuse my lack of correct terminology). And to see if I could get night lighting LOD’s to do the same.. reach full level/ intensity at a farther distance. Although, I’m sure its more complex than a simple value or multiplier
  22. No prob. There’s lots of numbers and things to fiddle around with in the graphics.lua.. most of them don’t seem to do much of anything, oddly enough. I’m sure a lot of the files that really change things are hidden/ inaccessible. But this one at least does something. Although like I mentioned, it’s not a really huge effect. I’m sure there is some other equation or setting/ value the graphics engine takes into account when using these multipliers. The LOD distance is another one that can be bumped up. ( in graphics.lua) But from what I saw, its effects are also very minimal and only affects the distance that the initial LOD starts coming into view, and ONLY for places units/ objects in a mission etc. It doesn’t affect the overall scenery or baked in object in a map. This setting also seems limited too by something else in the engine. It won’t make units appear 20 miles away or anything.. we’re talking (maybe) in the hundreds of meters. Makes things a little nicer for sub 1000’ flying in helis, but for aircraft/ higher alt, it’s not a significant enough change to really worry about.
  23. In the core game files, find the "graphics.lua". scroll till you find the visibility distance multipliers for each of the different presets. Bump the extreme one up and see how it works. I run mine at 3 instead of the default 1.5. I don't know where the limits are to this. Even doubling this doesn't necessarily double the distance. Bumping this to 3 gives the cockpit view about the same draw distance as you see in the f2 external view.. so maybe 30% increase...( depending on your fov/ zoom level). This prob breaks IC and will get written over each update or repair so using ovgme or the likes is recommended, of course.
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