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Trigati

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Everything posted by Trigati

  1. OK, update to draft v0.3 which includes a simple (rough and working but not fully tested in full use) version of displaying the UFC variables. F-15ESE.lua
  2. Hi all, not had time to work on the UFC, Radios etc for the more advanced stuff but I was able to re-format the BIOs data so this version 0.2 now includes the indicator lights and the raw gauges. F-15ESE.lua
  3. That's great, has most of the info I've not found yet, just needs some conversion which I think I can do via scripting tonight!
  4. Once I’ve got a draft done with the UFC working I’m happy to compile any updates people made to my draft into a file. I can then see if it can be pushed to the fit repository Edit….hope to get some coding done later tonight. Sent from my iPhone using Tapatalk
  5. The folder should be F-15ESE Sent from my iPhone using Tapatalk
  6. I didn't find the lamps/gauges in the mainpanel_init ...so it might be a case of using the model viewer to adjust each argument number to find them one by one....not a fun task... I might start next on the list indicators, write some functions for getting the UFC and radio data to display...anything to avoid having to track lamps
  7. Not sur ehow much time I'll have over the weekend but always happy to collaborate. One thing I did just notice, some of the rotary controls should be 2 decimal places to work correctly, so .2f not .1f but I've no time to test them all right now.
  8. Here is my first cut of the ExportScript file. I've just taken the Clickable Data items so far. If no one beats me to it I'll look into the lights/lamps/gauges etc. early next week. F-15ESE.lua
  9. Patch notes state it’s not currently possible. Sent from my iPhone using Tapatalk
  10. I’ve gotten round this by asking them to place them (even though they are there) then asking them to remove them. That seems to work. Sent from my iPhone using Tapatalk
  11. I think that slow horizontal wave of the wand is the run up signal. Sent from my iPhone using Tapatalk
  12. Only gets complicated where a key bind already has a long press function…F18 Raid/Flor button for example….which changes tpod from TV to IR with a long press… Sent from my iPhone using Tapatalk
  13. Main reason is so that a button on the device can more easily be mapped/bound to different things in different games/modules using a single script. But if you set it to a keystroke it will only be that keystroke. For example, F18 AA mode is ‘1’ and AG is ‘2’ on the keyboard but in the F14 those two keys switch between pilot and RIO seats rather than switch the HUD mode AA or AG. Sent from my iPhone using Tapatalk
  14. If it really is only a few buttons you want to be special something like joystick gremlin might be a better option for you. I dont use it but lots of people do and swear it’s the best Sent from my iPhone using Tapatalk
  15. Yeah, any button/action that is not declared in the script does nothing once the script runs.
  16. Pretty much yes. I dint like using it to send keyboard commands so I set every switch:button etc to send a DX button…and some are just pulses, some always on till release (standard) and some with TEMPO or other things like the AP function. I recommend the code that allows it to send more than 32 DX buttons, it’s here in the forum somewhere. But it means everything can be used as flexible as you want. The only thing I’ve never managed to get Target to do is send a different action on double tap…but apart from that it’s worth a little time to setup a simple, generic alacrity of your own. Sent from my iPhone using Tapatalk
  17. Yeah, APDIS button is pointless. To do what you want I suggest the TEMPO function. Which send one action in short press and a different one on long press (length of press can be set in milliseconds). Sent from my iPhone using Tapatalk
  18. That’s an odd one as it is shown as 2 separate hardware triggers in the TM gui software but it’s pretty pointless unless you want to trigger one action on press and a different action on release….which you can do on any button with the Target Mapkey and MapkeyR combination anyway. Sent from my iPhone using Tapatalk
  19. Not sure I fully understand what you are asking as you mention 2 buttons but 1 action then talk about 1 button having 2 different actions based on the position of a different button? Either way, you can do either. The Target Script programming guide has a great example of how the AP engage button can send a different key press based on the position of the Autopilot 3 way selector switch. Away from my pc right now but find the PDF on the TM site and search through it, should be somewhere in the advanced section. Sent from my iPhone using Tapatalk
  20. I'm guessing here...but maybe the 'mod' affected the correct update to the logbook.lua so DCS doesn't know it's supposed to display the next mission as Active? I don't have your campaign so do not know exactly what you need to change but if you open your logbook in a txt editor and look for the campaign you should be able to see the results so far....here is my example of from Raven One campaign. What you can see is that I have only completed mission 1 with a result of 70 and that the 2nd entry just shows the path to the next mission file. [15] = { ["created"] = "Thu Mar 30 12:11:02 2023", ["player"] = "Trigati", ["campaign"] = "./Mods/campaigns/FA-18C Raven One/Raven One.cmp", ["status"] = "Active", ["history"] = { [1] = { ["datetime"] = "Thu Mar 30 15:04:01 2023", ["aaKills"] = 0, ["agKills"] = 0, ["stage"] = 1, ["deathsCount"] = 0, ["result"] = 70, ["mission"] = "R1 M01.miz", }, -- end of [1] [2] = { ["stage"] = 2, ["mission"] = "R1 M02.miz", }, -- end of [2] }, -- end of ["history"] }, -- end of [15] My bet is that if you looked at yours it would just show the entries for the completed missions and not show the basic entry for the next mission....so DCS doesn't know to display it. So I think if you added the section (whatever number is next in sequence... [3] maybe and in the { } put stage = 3 and mission = 'whatever the next mission filename is" then it would appear as Active in DCS and you could continue. [3] = { ["stage"] = 3, ["mission"] = "PUT THE FILENAME HERE.miz", }, -- end of [3] (I also guess that if you replayed the last mission fully it might then unlock the next one properly unless you still had whatever mod/issue with your install that stopped it)
  21. I think, and only trying to be helpful here, that the settings override option only overrides the mission makers settings if they have not selected ‘enforce’. For every setting they can 1. Not set it, so it’s as per client settings or 2. Set a value, which gets used unless client has selected to override or 3. Enforce their settings. So I think this is a mix of the client settings screen not being clear it wont/can’t override an enforced mission setting, normal users not knowing mission makers can enforce their settings and I would guess some mission makers (maybe) not fully aware of the impacts this can have… Sent from my iPhone using Tapatalk
  22. Trigati

    Target view?

    Although the options menu gives you a checkbox to override mission settings the mission maker also has an option to ‘force’ their settings and ignore your overide. You can get round this, but not using the mission editor as that wont save changes ( you can fly it from there with your changes). So… find the mission file in the install directory open with a zip utility, extract the mission lua. Edit that with text editor to the permissions you want and copy it back into the zipped .mix file. Now you can file the campaign/mission from DCS in the normal way but…. The next update will restore the original version. Sent from my iPhone using Tapatalk
  23. Two ways I can think of....first is in DCS Binding which allows you to set Button OFF as a binding....for example...landing gear...find the Gear Up control and bind that to flipping the EAC (left switch) ARM. Take note of the DX button number it senses. Then go to Gear Down and manually set that to the same DX button number but the 'OFF' version in the drop down list. Other way, which is what I do, is program the throttle using Target Software from Thrustmaster (I use scripts but the GUI works) so that flipping switch up create one DX button press and flipping it down creates a different one...then bind them as normal. Other ways to so this would be using something like Joystick Gremlin software etc.
  24. I got the same today, my first time in the mission so just circled till I ran out of fuel. Sent from my iPhone using Tapatalk
  25. I sometimes get that message but I worked out it only applied to modules I originally bought in Steam and linked back. Going into the licence management and re-linking steam let me authorise the licences again. Happens only once or twice in a year. Any chance you originally bought those modules in Steam? Sent from my iPhone using Tapatalk
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