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winghunter

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Everything posted by winghunter

  1. Using https://github.com/shauleiz/vJoy and https://github.com/c0redumb/midi2vjoy, plus modding more axis control bindings to the F-14. This works very nice in VR as the buttons can be felt and are illuminated, so I can glance down while wearing the G2 headset. The Novation circuit has 2 sets of Synths, each with 8 rotary encoders and 64 physical buttons plus a large Filter knob that can also be mapped. I am attaching my config script in case you have the same unit lying around. Besides 128 switches I can now control altimeter baro setting radar altimeter setting HUD brightness HUD trim HSD brightness VDI trim VDI brightness HSD Course HSD heading gun ammo count with the rotary encoders. For altimeters, course and heading, I needed to change the midi2vjoy code to simulate rotary encoders rather than absolute position from 0 to 127. Script attached. The knobs can be configured to emulate rotary by setting Rot1, Rot2, Rot3, Rot4 as axis. add these to Mods\aircraft\F-14\Input\F-14B-Pilot\joystick\default.lua -- MODS {action = device_commands.LANTIRN_XAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN Slew X')}, {action = device_commands.LANTIRN_YAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN Slew Y')}, {action = device_commands.LANTIRN_TriggerAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN Trigger Axis (Latched, Lase, Designate)')}, {action = device_commands.LANTIRN_S4_XAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN S4 HAT X Axis (QDES)')}, {action = device_commands.LANTIRN_S4_YAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN S4 HAT Y Axis (QSNO, QHUD)')}, {action = device_commands.LANTIRN_S3_XAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN S3 HAT X Axis (WP-, WP+)')}, {action = device_commands.LANTIRN_S3_YAxis, cockpit_device_id=devices.LANTIRN, name = _('LANTIRN S3 HAT Y Axis (AREA, POINT)')}, {action = device_commands.WINGSWEEP_EmergencySweepLever, cockpit_device_id=devices.WINGSWEEP, name=_('Emergency Wing Sweep')}, {action = device_commands.RADIO_ICS_Vol_Sidewinder, cockpit_device_id=devices.ICS, name = _("ICS Sidewinder Volume")}, {action = device_commands.RADIO_ICS_Vol_ALR67_Pilot, cockpit_device_id=devices.ICS, name = _("ICS ALR-67 Volume")}, {action = device_commands.RADIO_VHF_VOL_PILOT, cockpit_device_id = devices.ARC182, name = _("ARC-182 Volume")}, {action = device_commands.RADIO_ICS_Vol_Pilot, cockpit_device_id = devices.ICS, name = _("ICS Volume")}, {action = device_commands.LIGHTS_Console, cockpit_device_id = devices.COCKPITMECHANICS, name = _("Console Light Intensity")}, {action = device_commands.LIGHTS_ACMPanel, cockpit_device_id = devices.COCKPITMECHANICS, name = _("ACM Panel Light Intensity")}, {action = device_commands.LIGHTS_Formation, cockpit_device_id = devices.COCKPITMECHANICS, name = _("Formation Light Intensity")}, {action = device_commands.LIGHTS_Instruments, cockpit_device_id = devices.COCKPITMECHANICS, name = _("Instrument Light Intensity")}, {action = device_commands.AoA_IndexerStrength, cockpit_device_id = devices.AOASYSTEM, name = _("AoA Indexer Light Intensity")}, {action = device_commands.Temperature, cockpit_device_id = devices.COCKPITMECHANICS, name = _("A/C Temperature")}, {action = device_commands.TACAN_Knob_Vol_Pilot, cockpit_device_id = devices.TACAN, name = _("TACAN Volume")}, {action = device_commands.RADIO_UHF_BRT_Pilot, cockpit_device_id = devices.ARC159, name = _("UHF ARC-159 Display Brightness")}, {action = device_commands.RADIO_UHF_VOL_Pilot, cockpit_device_id = devices.ARC159, name = _("UHF ARC-159 Volume")}, {action = device_commands.ARA63_Chnl_Knob, cockpit_device_id = devices.ILS, name = _("AN/ARA-63 Channel Knob")}, {action = device_commands.RADIO_VHF_VOL_PILOT, cockpit_device_id = devices.ARC182, name = _("*ARC-182 Volume")}, {action = device_commands.RADIO_UHF_VOL_Pilot, cockpit_device_id = devices.ARC159, name = _("*UHF ARC-159 Volume")}, {action = device_commands.VDIG_HUD_bright, cockpit_device_id = devices.HUD, name = _("*HUD Brightness")}, {action = device_commands.VDIG_VDI_contrast, cockpit_device_id = devices.VDI, name = _("*VDI Screen Contrast")}, {action = device_commands.VDIG_VSDI_bright, cockpit_device_id = devices.VDI, name = _("*VSDI Screen Brightness")}, {action = device_commands.HSD_Knob_Brightness, cockpit_device_id = devices.HSD, name = _("*HSD Brightness")}, {action = device_commands.VDIG_HUD_trim, cockpit_device_id = devices.HUD, name = _("*HUD Trim")}, {action = device_commands.VDIG_VSDI_trim, cockpit_device_id = devices.VDI, name = _("*VSDI Trim")}, {action = device_commands.HSD_Knob_Heading, cockpit_device_id = devices.HSD, name = _("*HSD Heading")}, {action = device_commands.HSD_Knob_Course, cockpit_device_id = devices.HSD, name = _("*HSD Course")}, {action = device_commands.RADARALT_Knob, cockpit_device_id = devices.RADARALTIMETER, name = _("*Radar Altimeter")}, {action = device_commands.ALTIMETER_Knob, cockpit_device_id = devices.BAROALTIMETER, name = _("*Altimeter Baro")}, {action = device_commands.WEAP_Gun_Ammo_adjust, cockpit_device_id = devices.WEAPONS, name = _("*Gun Ammo Knob")}, Modified midi2vjoy script and config for Novation midi2vjoy.7z
  2. Ok so that may be then due to the current bug. I thought i needed to engage NWS to activate it, cause it can set you on a dive even if the physical switch on AP panel is engaged
  3. Yo mean AP ref ? Thats hardly showing the real status of ap engagement. Unless its a bug and supposed to work differently
  4. Since there is no visual indication if autopilot is engaged, I'd like Jester to say "Autopilot engaged" or "Time to relax" or something like that.
  5. {action = device_commands.RADARALT_Knob, cockpit_device_id = devices.RADARALTIMETER, name = _("*Radar Altimeter")}, {action = device_commands.ALTIMETER_Knob, cockpit_device_id = devices.BAROALTIMETER, name = _("*Altimeter Baro")}, {action = device_commands.WEAP_Gun_Ammo_adjust, cockpit_device_id = devices.WEAPONS, name = _("*Gun Ammo Knob")},
  6. Someone added the missing bindings for wing sweep, HUD and HSD control axis as a mod https://www.digitalcombatsimulator.com/en/files/3318794/
  7. I have found 2 more settings for Heading and Course selecor. However note that these act as rotary encoders, not as absolute position. So its not easy to map them to a midi controller which goes from 0 to 127. Im changing the script in midi2vjoy so it can emulate a rotary encoder that would send 64 for counter-clockwise and 66 for clockwise movement. {action = device_commands.HSD_Knob_Heading, cockpit_device_id = devices.HSD, name = _("*HSD Heading")}, {action = device_commands.HSD_Knob_Course, cockpit_device_id = devices.HSD, name = _("*HSD Course")},
  8. Works so great with midi2vjoy
  9. Great work, thanks guys Finally I can use my Novation Midi controller for good with midi2vjoy
  10. Oh nice, someone found a solution for HUD, HSL, VDI bindings, see here
  11. Maybe this can be done via Export.lua
  12. Since I have a midi controller, I now have tons of rotary encoders mapped via midi2vjoy. But sadly I discovered I cant use them. Is there a way we can develop this via scripts ?
  13. So unfortunately I dont know how to make highres screenshots in VR. But I tried disabling/enabling the setting in NVIDIA CP while running the game, and saw no difference. Assuming that CP setting changes dont require a restart of the game/mission.
  14. Order some tire weights, they self-glue to the frame, easy to reverse
  15. Ok, i cant verify as the effect is very subtle if any. So myAA improvement may have come from ditching openFSR, rendering at full scale with MSAA 2x enabled in DCS.
  16. Motion Off. But this is not a scientific comparison as I had performance issues and glitches with the shader mods (simplex, kegetys). So it may have been my fault and deleting them may have helped. But now I feel happy without any mods and performance and visuals are good. Dont want to risk breaking things again, especially at night the VR shaders looked weird. And I couldnt stand the aliasing that openFSR would produce. Even with sharpening to 0.
  17. I recently updated to Nvidia 511.23, RTX 3070, latest DCS version Since some of the shader mods are really outdated, have artifacts etc I wanted to see what kind of native performance I'd get with stock shaders and no scaling. After uninstalling everything, repairing files and deleting the /metashaders and /fxo folders, the game recompiled shaders on first load of a map. Yet when the map started performance was still bad since some shaders still needed to be compiled. When I started the map for the second time however, I got the same FPS as I did with the shader mods and scaling, while having an overall better image quality, even though both tests used the same Nvidia driver. This was quite suprising. Maybe shaders have been improved with the latest DCS version or the Nvidia driver is more effiecient with those shaders. Setting textures to medium was the biggest performance improvement which seems to fix the leaky VRAM issue. Also restarting DCS after 2 missions, otherwise it gets slower and slower the more you hit "Fly Again" MSAA set to 2X and Nvidia control panel "Enhance AA" on and "multi frame sample" on
  18. The values arent in this file. But i found them here -- see Mods\aircraft\F14\Cockpit\draw_args.lua leftThrottle = MainPanel:get_argument_value(753) rightThrottle = MainPanel:get_argument_value(752)
  19. Is there a way to export the thrust / throttle position for the F-14 ?
  20. Is it possible to create a mod which removes all terrain and sky textures & shaders ? As to run DCS on old systems for flight path recording. I have an old PC with a GF 555M and it runs ok-ish on lowest settings but not great.
  21. When using the F10 map ingame I find it immersion breaking that there is no more engine sound. Imo it would feel much more immersive if we could still hear all the aircraft sounds while going to the map mid flight.
  22. I tried this but its not really accurate with leap motion. So you still need to fiddle around. Eventually you get better without leap motion and just muscle memory. The best solution would be AR passthrough, which is something the Quest is developing.
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