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MadKreator

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Everything posted by MadKreator

  1. Ran this last night, worked good. ( I had an issue with ovgme install, but it was my fault. I forgot I had model viewer open and minimized ) It reduced the texture files from around 140 gigs down to 61 gigs. However performance-wise I didn’t notice any difference. I’m sure that’s very system dependent. Visual quality-wise I also noticed no difference ( which is good). So I will 100% jump on the train. Even if it’s just for space saving I do believe that ED could reduce the texture size with no ill effects. I run a 48” 4K oled screen, msaa x4 and graphical fidelity looked identical to me - took about 20-30 minutes to run/convert 4000 files.. not including downloaded liveries -Great job on the script @zbysiek!
  2. For me, in 2D it runs fine, but hopped in vr on Mariana’s and fps was in the 40’s and 50’s, and jumping around all over. Hopped in the Huey and fps locked at 72 and smooth as can be, even down low in the trees. Other maps the Chinook never went over low 60’s. Not a breaker for me as I prefer 2D but I notice the same thing as others in VR. Curious to try changing the textures in paint.net down to 2k to see if that is the cause of the performance, or if its something to do with the tandem rotor flight model.Having fun with it so far although there isn’t much to do in it. But a good relaxing flier for now.
  3. GitHub can be a pain in the ars lol I always have to have bluefin hold my hand when getting Helios profiles up on there Its a great platform for things that may need updated and changed around, but for a one time use kind of thing , more hassle than it prob worth.
  4. I was flying it a couple days ago and had no issues with it.
  5. Tried this last night for the fun of it. It works quite well. The majority of ghosting with DLSS is gone ( significantly reduced).
  6. Couldn’t agree more. Hopefully that comes along with the AI-re-vamp.. sooner than later.
  7. https://gyazo.com/174b5846188bcb1ae12e460a60812732 Just for fun, ED’s Internal API for exports that the dev mentioned “could” be exposed to the user end. Doesn’t help our situation, necessarily but nice to know the possibility is there for some advancement in the export realm.
  8. The only answer/response I’ve ever seen regarding the export brightness is “ It’s part of the UI Layer, and that would require a complete overhaul to fix the exported display brightness issues”…. Whatever that means. Yes reshade, kind of “fakes” it, but it does get the job done. As for hiding the viewports, natively, like when switching seats in a two seater, thats coded in the module somewhere. A video in another thread from an ED Dev, shows their internal API is a pop-up/ drag and drop method. He mentioned ( vaguely implied) the possibility that he “could” enable that on the user side several months ago, but so far no word since. If something like that was implemented, there could possibly be more control of them… or maybe it would simply see where they are and write the monitor file accordingly, like Helios currently does. It was a hopeful showing, but it also took 3 or 4 years from the initial post for a dev to open an ear to it ( exports violating IC). So maybe by 2030 it might get revamped? Hopes high, expectations low. As @rob10 said, the priority is likely very low as “we” are a small army compared to the total number of DCS players. Unless the native export API starts to interfere or affect the game itself it doesn’t seem like they’ll be changing anything about it any time soon
  9. I think it’s loosely based on a Swiss model also. While building some Helios parts for it there was a specific gauge or two that I could only see on the Swiss version for some references. The other cockpits I found were slightly different, although that could have been different versions/(blocks?)/ timeframes too I suppose
  10. Oh also slipped my mind, on CZ’s discord in the “share your profiles” section , user Klismell posted a small quick and dirt profile he made. not a full interface but I believe the mfd’s ( pilot’s and center) as well as pilot CDU are function in his interface.
  11. Bluefin has them working in the Helios dev build that I have while building the parts. I have not looked at the interface yet since I’m in graphic mode right now. I will check it soon and let you know what I see in it, to get you on the right track. I think it will ship with Helios soon though. The mfd’s are done and functional, I’m building the CDU now, the two analog gauges are in progress, interface and viewport patches should be done in a couple days. The interface may only ship with guaranteed working mfd’s, cdu’s and gauges right at first. It will take me some time to go trough everything and clean it up while building the rest of the switches and panels. It will be at the mercy of what bluefin wants to do, of course, but I think pushing out these main components first is a good idea since they do the brunt of the work. Everything else ( main functions like hook and winch controls) are easily bindable to hotas controls for the moment
  12. I thought of this too if they are just manual ramps, they would most likely be opened and dropped to the ground, but closing they would probably be a bit more careful and slower with them.. Not a game breaker by any means. If nothing comes of it then I’ll still be having fun! It won’t hurt my feelings
  13. ~Minor “issue” Noticed on the final stage of the cargo ramp animation, the three ramps flip out really fast when opening. When you close the ramp they fold in they move nice and smooth at an even speed. I would assume the opening animation should match the close animation. I’ll gladly provide a track if necessary.
  14. Interesting, I haven’t messed with the CDU yet, thats the next project. Bluefin smashed out the entire interface already but I haven’t browsed it. Got a dev build already for helios with the mfd’s and gauges but the CDU will take some work Nothings ever the same aircraft to aircraft. Always a mystery trying to figure out a new module
  15. Using Multi Monitor. 2 issues: 1: Controls indicator only shows (R-ctrl-Enter) when in Alt-F1 view, not in standard (F1)cockpit view. 2: When it does display its down at the bottom of the 2nd monitor. Would like to see it positioned in the upper left of the main screen like the Huey. Anyone else have an issue wit hit displaying ?
  16. Oh no. Bluefin will have to go through them and see if he likes the way I did them/ named them. And he will have to get them programmed in. He has an interface pretty much done, will need tweaks still. He’s testing the couple gauges and I started on graphics for the toolbox today. I will build a full profile once all that is wrapped up and he can ship some things with the next Helios release. It’s all manual at the moment unfortunately.
  17. Have to find and Replace the default file with these in the game files.. some in …dcsworld/aircraft/GCBase( the mfd’s, cdu’s and chronograph) the others in dcsworld/aircraft/ch-47/cockpit/scripts ( rwr and SFD’s) then list them out like I did in the attached monitor file( heliosch47).. but the sizes and locations will be different. Kind of have to mutt it together.. you will have to make a copy then rename your “Helios” monitor file then add these. Since the patches aren’t part of helios yet, helios will just overwrite them, or not let you select the monitor file in dcs. Viewports are always a function of DCS, Helios just helps writing the monitor file for exports.
  18. Just ran into the same thing, having a multi-monitor setup the controls indicator renders way down at the bottom of the stacked screens, not in the upper left of the main screen where it should be… or is on most/ all others. Also on mine it only shows( with r-ctrl+enter) when in Alt-F1 view. It doesn’t render in the standard cockpit view, not on any monitor I tried forcing it to export as a viewport but that didn’t work. Seems odd for this function to have module-specific settings and not be a general UI-Layer thing.
  19. There's the last two "SFD's". Also the files that I re-wrote and my monitor setup file for reference, ( its a helios file so it may be formatted differently and scaling is not correct necessarily). All viewports are renamed from the originals so its definitely an IC breaker. But if anyone wants to fiddle with these, they are here. CH-47 Viewport Patches.7z
  20. K now all 5 mfd’s L and R CD/U, RWR and the Chronometer, I think just two more displays to go
  21. managed all 5 mfds and the rwr . In the APR39_init.lua ( assuming where you did the rwr export) line 8- "shaderLineDrawAsWire", set that to true instead of false and you should get a legible RWR.. the in-game one will prob disappear, but your export should be decent Also it does look like the device commands are listed as button numbers in clickabledata.lua for each device. and of course devices.lua gives you the device ID for each main category of devices. I've never trued to write one of CZ' lua interfaces. I've watched the videos, but then started messing with JSON interfaces and never gave CZ's way a shot.
  22. Yes the file structure is a bit odd. It seems every aircraft is a bit different in how they are presented.. they may be just listed in clickabledata.lua, like button 28 would be command 3028, button 5 would be 3005 etc etc, might check that out. A couple WW2 aircraft i worked on were like that. I’m just getting graphics cut ready now. Except for doing the CDU(s) the rest of it looks like a fairly simple job. Bluefin is writing the JSON interface for helios for it currently. I will wait for him to get done with that one since I’m very lua-stupid They’ll be squishy for sure 1.33333 seems to be the right aspect ratio for them. Currently at 600w x 800t px they look pretty correct.. of course I didn’t do any real scientific measuring.
  23. Good to know! Just got back in town and started on graphics for Helios profile. Shifted gears and started fiddling with exports, only saw the mfd and cdu folders and if you call them to export they put all of the displays on top of each other, kinda funny. I will mess with the GCBase files and see if I can make some working Helios patches.
  24. @Reflected Just finished up the campaign. It was a lot of fun! I have many campaigns for lots of aircraft but so for your campaigns are the only ones I’ve really enjoyed and look forward to playing. Keep em coming and I’ll 100% keep buying them.
  25. I use VD also.. I have one of the custom presets saved with all of system and the VR settings ( I switch between 2d and VR a lot) . I go to settings in the launcher first and select that preset when playing VR, back to home and VR is selected.. also you can click on the icon next to the launch button, in the launcher, to switch between launching in 2d and VR. The launcher should stay in whatever preset that was last used, next time it starts. DCS doesn’t automatically know you’re in VR ( if thats more of what you were referring to). But that would be handy
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