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Everything posted by Wile E.
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How can I create an explosion? That could work if I can tune the severity in the ME.
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I'm about to start a campaign with a lot of ships. If we get an enemy to half health, I want to be able to start the next mission with it at half health. Is there a way to do that? I had guessed that the condition percentage box meant the condition of the ship, but apparently it's the chance of the ship spawning in. Is there a way to start a ship at partial health?
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I disabled the windows directory protection security feature and that fixed it. I'll see if I can create a exception for Tacview. I'm guessing it's not as simple as chmod or chown on windows. It's weird that this popped up after installing the MT update. Thanks.
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When I installed the MT update today and started playing DCS in MT, TacView stopped recording. I reinstalled TacView, verified that the acmi export path is correct, and verified that the exports.lua script calls the adjacent TacView lua script. I checked my dcs.log file and it looks like TacView is starting. Here are the relevant lines. I searched for "Tacview error 29", but didn't get any results. 2023-03-11 05:27:12.959 INFO TACVIEW.GUI.LUA (Main): Tacview 1.9.0.200 C++ flight data recorder successfully loaded. 2023-03-11 05:27:12.959 INFO APP (Main): Loaded C:\Users\Jason\Saved Games\DCS.openbeta\Scripts\Hooks\TacviewGameGUI.lua 2023-03-11 05:31:10.143 INFO TACVIEW.EXPORT.LUA (Main): Loading C++ flight data recorder from [C:\Users\Jason\Saved Games\DCS.openbeta\Mods\tech\Tacview\bin\] 2023-03-11 05:31:10.143 INFO TACVIEW.EXPORT.LUA (Main): Tacview 1.9.0.200 C++ flight data recorder successfully loaded. 2023-03-11 05:31:11.657 INFO TACVIEW.DLL (Main): Tacview Flight Data Recorder 1.9.0.200 Loaded. 2023-03-11 05:31:11.657 INFO TACVIEW.DLL (Main): Config={tacviewModuleEnabled=1, tacviewFlightDataRecordingEnabled=1, tacviewSinglePlayerFlights=2, tacviewMultiplayerFlightsAsClient=2, tacviewMultiplayerFlightsAsHost=2, tacviewBookmarkShortcut=0, tacviewAutoDiscardFlights=10, tacviewDebugMode=0, tacviewTerrainExport=0, tacviewRealTimeTelemetryEnabled=1, tacviewRealTimeTelemetryPort=42674, tacviewRealTimeTelemetryPassword="", tacviewRemoteControlEnabled=0, tacviewRemoteControlPort=42675, tacviewRemoteControlPassword="", tacviewExportPath=""} 2023-03-11 05:31:11.657 INFO TACVIEW.DLL (Main): Running in single player mode. 2023-03-11 05:31:11.657 INFO TACVIEW.DLL (Main): Tacview is set to [Record All Available Data] 2023-03-11 05:31:11.657 INFO TACVIEW.DLL (Main): Export path: [C:\Users\Jason\Documents\Tacview\] 2023-03-11 05:31:34.036 ERROR TACVIEW.DLL (Main): Failed to create flight data recording [] (error: 29) 2023-03-11 05:31:34.040 INFO TACVIEW.DLL (Main): Export rights granted by the host: PlayerPlane=[1] PlayerSensors=[1] OtherObjects=[1] 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): During the last 600.0s an average of 0 units objects and 0 ballistic objects have been active per frame 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): The average frame rate of 82.0fps would have been 82.0fps if the flight data recorder was disabled 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): DCS World simulation is taking 100.0% of CPU 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): DCS GetWorldObjects is taking 0.0% of CPU 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): Tacview recorder is taking 0.0% of CPU 2023-03-11 05:41:11.776 INFO TACVIEW.DLL (Main): DCS Lua heap size: 617 KiB 2023-03-11 05:50:29.803 INFO TACVIEW.DLL (Main): End of flight data recorder. 2023-03-11 05:51:45.646 INFO TACVIEW.EXPORT.LUA (Main): Loading C++ flight data recorder from [C:\Users\Jason\Saved Games\DCS.openbeta\Mods\tech\Tacview\bin\] 2023-03-11 05:51:45.647 INFO TACVIEW.EXPORT.LUA (Main): Tacview 1.9.0.200 C++ flight data recorder successfully loaded. 2023-03-11 05:51:47.007 INFO TACVIEW.DLL (Main): Tacview Flight Data Recorder 1.9.0.200 Loaded. 2023-03-11 05:51:47.007 INFO TACVIEW.DLL (Main): Config={tacviewModuleEnabled=1, tacviewFlightDataRecordingEnabled=1, tacviewSinglePlayerFlights=2, tacviewMultiplayerFlightsAsClient=2, tacviewMultiplayerFlightsAsHost=2, tacviewBookmarkShortcut=0, tacviewAutoDiscardFlights=10, tacviewDebugMode=0, tacviewTerrainExport=0, tacviewRealTimeTelemetryEnabled=1, tacviewRealTimeTelemetryPort=42674, tacviewRealTimeTelemetryPassword="", tacviewRemoteControlEnabled=0, tacviewRemoteControlPort=42675, tacviewRemoteControlPassword="", tacviewExportPath=""} 2023-03-11 05:51:47.007 INFO TACVIEW.DLL (Main): Running in single player mode. 2023-03-11 05:51:47.007 INFO TACVIEW.DLL (Main): Tacview is set to [Record All Available Data] 2023-03-11 05:51:47.008 INFO TACVIEW.DLL (Main): Export path: [C:\Users\Jason\Documents\Tacview\] 2023-03-11 05:51:57.452 ERROR TACVIEW.DLL (Main): Failed to create flight data recording [] (error: 29) 2023-03-11 05:51:57.456 INFO TACVIEW.DLL (Main): Export rights granted by the host: PlayerPlane=[1] PlayerSensors=[1] OtherObjects=[1] 2023-03-11 05:54:40.405 INFO TACVIEW.DLL (Main): End of flight data recorder.
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Backstory: Because I use VR in my sim rig, I moved it off to the side away from my computer desk. This means I need a dedicated keyboard and mouse (a Razer that IDs as a keyboard as well) for it. I have a keyboard, mouse (another Razer that pretends to also be a keyboard), touchpad, and keypad connected from the desk side. In the sim rig, I have a stick, throttle, pedals, and homemade landing gear lever. I was having issues where some devices would not show up in windows (latest 10 update) or in DCS. I investigated and learned about USB endpoints. I was using about 150 out of the 96 that my xHCI can support. I bought a PCIe USB controller and distributed the devices evenly. So now windows can detect and utilize all of the devices simultaneously, but DCS wasn't seeing my MFG rudder pedals. I unplugged my keypad that I use for shooter games, scanned for devices in DCS, and was able to see the pedals. The pedals and keypad are on separate USB controllers, so it shouldn't be a USB issue. And I could see them simultaneously in windows, so I don't think it's a windows issue. If I have what is effectively five keyboards, three mice, stick, throttle, landing gear lever, and rudder connected, is that too much for DCS to handle?
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solved mouse control for external view no longer working.
Wile E. replied to buttcannon's topic in View and Spotting Bugs
I found the problem. When I set up an airframe, I bulk remove chunks of keyboard and mouse shortcuts. For example I'll filter the commands to axis only and remove everything, or to MFD and remove everything, before setting up my commands. I somehow managed to remove the mouse settings for external views. This was one of the first things I tried to check, using the in game "Adjust Controls" and checking "General" and "UI". I didn't find it though, because the external view controls are airframe specific (?). I ended up finding the file "Saved Games/DCS.openbeta/Config/Input/F-16C_50/mouse/Mouse.diff.lua", which only had adjustments to remove "Camera Horizontal View", "Camera Vertical View", and "Camera Zoom View". I deleted the file and that fixed it. So for anyone who runs into this problem: check your airframe-specific settings (not general for some reason) for "Camera View", and make sure you didn't remove them. -
solved mouse control for external view no longer working.
Wile E. replied to buttcannon's topic in View and Spotting Bugs
Are there more files that could be the issue? If so I can use a binary filter to diagnose the issue in log(n) time. -
solved mouse control for external view no longer working.
Wile E. replied to buttcannon's topic in View and Spotting Bugs
Going back to default settings allowed me to mouse again. Is there a way to diagnose which setting it is, or is my old version basically hosed? -
solved mouse control for external view no longer working.
Wile E. replied to buttcannon's topic in View and Spotting Bugs
I've been seeing this for the past few weeks. I can use the number pad 8, 6, 4, and 2 to move the camera up, right, left, and down, but nothing on the mouse moves the camera. I have the issue in VR (launching with `--force_steam_VR` for the Varjo Aero fix) and in pancake mode launching with the standard updater shortcut. I also made sure I don't have the TrackIR thingy selected. noMouseinF2.trk -
My HOTAS doesn't have a good stand in for the boat switch, but it does have a few buttons I don't have mapped. It would be nice to have a configuration setting to cycle through the three boat switch settings by repeatedly pressing a button.
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I have a three position switch on my throttle (WW Orion 2) labeled "Flaps", that I'd like to use for flaps in the Warthog. However the only controls I can find are to move the flaps up one setting or down one setting. I made this mostly work, unless I want to put the flaps fully down, by mapping the forward switch position to move the flaps up, and the middle one to move the flaps down. As long as I start with the flaps and switch in matching positions, and never go to full flaps, it's fine. Is there a way to map this correctly? I mapped the boat switch to another three position switch, but the boat switch control has specific inputs for going to the specific positions, rather than a relative motion.
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I ordered the finger lift kit, because I want the detents to use the throttle for the Warthog, Tiger iI, and Hornet. If you ever remove that AB detent, when switching to something like the Warthog, be very careful with the screws. I had mine loose while adjusting the detent, and the screw and nut fell into the throttle lever channel. I had to take out 15 or so screws to take the base off and get the screws out.
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That would probably work, since the mounting nuts sit in the same channel in the rail as the rail mounting nuts. I don't think it would provide any benefits though. The screws that mount the rail to the throttle base don't interfere with mounting the throttle to the plate. If you plan to unmount your throttle occasionally, it could be annoying, because the AB/idle detent riser would move whenever you loosened the bolts. I think cutting the rails (or sliding them to the left to make more of an inverted T shape with the vertical rails, rather than an L shape, if you have the space on the left side) is the best way to go. It exposes the right side mounting screws which is enough. I currently just have the right two screws mounted, and it's fine. It's a throttle, not a stick, so I don't put a lot of force on it, and the force I do apply is always low to the throttle and on the Y axis, never a rotational force on the X, which might cause the unbolted side to rise up.
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They said unfulfilled orders would automatically upgrade to the Orion 2. I feel sorry for the guys who ordered one day too early.
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I'm using the MonsterTech stand, which has a flat aluminum plate with screw holes for the Warthog and Orion pattern. I placed a plastic 11"x14" cutting board between the throttle and aluminum plate to use as a mouse platform. I drilled holes in the mouse platform to line up with the throttle mounting holes. If I didn't have this plate, I could probably use the 3M dual lock (that's what I use to mount the tablets and Track IR in the picture). I decided to use a separate F-18 throttle for twin engine jets, rather than trying to switch the handles between F-16 and F-18, so I will be swapping throttles. I'll probably use dual lock or double sided tape to secure the cutting board to the aluminum plate, then just run two screws on the right side. I ordered some thumb screws and wingnuts, so it should be pretty quick and toolless.
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Is the shopping cart system not working? I tried to add items to my cart at wwsimstore.com, but my cart stays empty. EDIT: In case anyone from Winwing sees this: Old bookmarks from a few weeks ago appear to lead to a defunct storefront. Any URL that follows the pattern wwsimstore.com/p/347.html will not allow me to put an item in the cart, but a URL like https://wwsimstore.com/view/goods-details.html?id=347 will allow me to add the same item. Any link from wwsimstore.com/STORE uses the old format, but links from https://wwsimstore.com/view/shopping.html work fine. You guys should be able to create a script that redirects from the old format to the new, or at the very least deactivate the dead storefront and have 404 errors go to the new one.
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How stable is it with just the right two? I'm considering getting a second base for twin engine jets, since the base is only $215, and swapping complete units is less effort than swapping the handles. If I did that, I wouldn't be able to use the left side mount holes as easily.
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I bought the full F-16 throttle package and then just the F-18 handles. I've seen some review videos that say the throttle should have detents without fingerlifts, but they're all reviews of the Orion 1. On my Orion 2, I see the notches on the throttle levers, but can't feel any detents or see any way to adjust a detent's resistance.
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I bought an F-16 Orion 2 throttle as well as the F-18 throttle handles for when I want to fly a twin engine jet. I went to install the F-18 handles today and realized I need something between the handles and the throttle levers. Looking at their website it looks like the aptly named dual throttle connector will do the trick or the Orion 2 finger lift if I want finger lifts. Am I correct in assuming that I need one of these and no other parts? Also, does the basic connector include some form of detent for AB and cutoff? Or do I need the fingerlift version for that?
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WW says the new base has a force sensing option, but I haven't tried it out. I have the RealSimulator one and think it's fantastic. But it was $900 for the stick and base.
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I'm not sure if I'd want to split the boat switch between three different controls like that. If I can, I'd probably just map the bottom thumb button to toggle between the three boatswitch states. Or since the RealSimulator stick turns all the buttons into hats, I could map the three boatswitch positions to something like master mode forward, aft, and down. I definitely have enough buttons, I just wish Winwing had given this throttle extra features like they did the F-16 stick and throttle. But I think the F-18 throttle handle was one of their first designs, and the F-16 HOTAS is more recent, so they were able to add clever new ideas to it. It's still a great product at a good price. Compared to the TM Warthog it's replacing, I love all the extra controls on the throttle base, and the fact that they're more useful. The Warthog switches are more accurate for what's around the throttle. But the only ones I ever used were the flaps, autopilot, and gray wheel as a zoom. I can turn on the EGI, radar altimiter, or APU with the mouse, since I only do that during startup. On the WW, I use all the controls, except the wing folding, tailhook, and launch bar, which I'll use when I learn the Hornet.
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On June 25, I ordered an Orion2 F-16 and an F-18 grip set to swap between. They arrived on July 5. I haven't tried the F-18 setup, but I'm pretty happy with the F-16 setup. My only criticisms are: The detent rail for the F-16 makes mounting the throttle annoying. I had to custom cut some screws to length, so they'd be long enough to reach the nuts without being so long they hit the back wall before getting fully tight. The change to the manual range knob to add the extra 5-way hat on top makes the knob harder to turn compared to the antenna elevation knob. I wish they had added buttons and hats to the F-18 grips (maybe turn the button below the speedbrake into a 5-way hat), like they did with the F-16 throttle and stick, so I could map all the functionality for the A-10C (or that they'd just make an A-10C throttle grip set). I have the RealSimulator F-16 grip and base and love how they added buttons to all the hats and hats to all the buttons.
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I just installed the OpenBeta version so I can use the South Atlantic map. I tried running a mission with the Viper and went to boresight the mavericks on start up, but the boresight button is missing. I tried running the mission without it, thinking that maybe it's automatic in an OB update, but the mavericks wouldn't hand off in manual or auto mode. And it doesn't look like they're boresighted, because the maverick crosshairs are way off from the TGP.
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I put M4 nuts in the slots and they nearly line up. I opened that up by drilling it out. The annoying part though is the screws have to be within 2mm of ideal length. If they're too short, they won't catch in the nuts. If they're too long, they hit the top of the rail and can't tighten enough.