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Thermal

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Everything posted by Thermal

  1. You guys are funny. You cant even decide on a complete definition of heat, yet your insisting that ED "do something" about how they have modeled a FLIR, within the confines of an existing 3d engine. IR is tricky to model. More tricky than normal visual wavelengths, because the IR emitted is both temporal (time) based and physics based. You want ED to not only model IR based on the running time of a tank, but also store those textures in memory, and modify and map then in real time as well as the visual textures? Wow. I'd like to have your systems :)
  2. i didnt know that. Slightly easier to program into the hotas, with the added bonus that other kepresses to control the sim wont get poisoned by the held down LWin key while in the view!
  3. For snapviews you have two options 1. RCtrl+KP0 turns on the snap view "mode", then KPx for the various views. RCtrl+KP0 reverts. 2. LWin+KPx (press and hold to stay in the snapview, release to revert) KP = KeyPad. KP4 is the left mfcd, KP6 is the right. KP2 is the CDU.
  4. I think there is, in the offical eagle wiki. http://en.wiki.eagle.ru/wiki/Main_Page
  5. You should be able to use the Targetting Pod out to 20 km. Might need to get closer to identify vehicles. Using the snapviews to display the mfcd fullscreen also helps alot.
  6. Thanks for asking :) Nothing jumps out as an obvious solution :( I'd add to your suggestion though in that if there could be a new "mode" of radio communication, based on a POV hat. i.e. Bring up the menu, then left, right, up, down drills down into the next menu. On first inspection, if the Trim function could be co-opted to this (so if comms menu is open, then trim input = comm options) we'd have a start. Having 12 options as a base makes HOTAS selection harder. Some FPS shooters have had similar menu systems (SWAT4?). Another idea would be to have the comms menu pop up in a menu bar at the bottom of the screen (using the same code as the bar at the bottom of some of the external views). I have a TIR4 and moving my head from the top right of the primary view to the keyboard to identify a function key, and back, then steady view, read new options, move head to keyboard, identify function key etc etc is a bit disorientating. Have the menu at the bottom would lessen that. And another idea would be for us TIR users is to freeze the current view when the comms menu is open, and use the TIR position to select the menu options with a confirmation key. The other option would be to open up the comms system to us, having editable xml or whatever for the menu structure/tree, and the ability to bind the corresponding menu options to our own keypresses. (Maybe thats just putting together some technical info on how we can do that ourselves). Also have a concept of an up/down/left/right/select/back commands to navigate the menu, and also hard selection options (like the current system) and let us come up with/evolve a good system (which might also make VAC etc easier to implement for users too). Finally, being able to export the comms menu in realtime via export.lua system, with the above modifications would speed development. There has been some good work like Helios, HawgTouch and iPad menus already. p.s. export the CDU display for us too! :)
  7. Is there any reason why we cant just use a screenshot for the UFC? Would ED have a problem with it if its a (free) community effort?
  8. Have you bought the in-app purchase for autohotkey? Thats required, on your iPad/iPhone to enable keypressed to be generated on the server (i.e. your gaming PC). The other thing I found invaluable was running TARGET for my TM Cougar and using the "Event Tester" to show the keypresses being generated by the TouchIR server/autohotkey combination. I had syntax errors initially with autohotkey when I rolled my own UFC for my iPad.
  9. Correct. LWin+KPx snaps to the view for as long as the key is pressed. With a HOTAS however, using this is ill advised, as you'll be watching the MFCD/Snapview and issuing commands while the LWin key depressed, possibly causing randomness. Its probably better to make your HOTAS do RCtrl+KP0 (Delay) KPx upon button press and then RCtrl+KP0 to de-snap upon release of the button. (I have it set as a toggle, first press for snap, second de-snap).
  10. I've not flown at 250knots, but I have at 140 :) It feels really "nice". There is a good sense of control input becoming more sloppy at slow speed. The incipient stall behavior is pretty good too, aileron reversal, and high speed angle of attack stuff feels like you have a real aircraft under your seat. Also the clouds in the sim are absolutely awesome. Entering the fluffy cu-nim's on a 1/8th day is highly realistic (although the lighting there could do with a little tweak, it seems darker under clouds in real life).
  11. As one of our companies network engineers, I can configure up a new network to get around your restrictions, and upload like a banshee :megalol: I was seeding 6 hours after release, averaged about 30mbps upload for the first 24 hours (peaked at 100mbps, which was line rate for the seeding box), it dropped to about 10mbps and stayed that way for most of the week, and for the last 24 hours its jumped back to about 20mbps. 580Gb uploaded :)
  12. RCTL+KP0 toggles the keypad Snapview "mode". Then the Keypad 1-9 keys snap to various panels. e.g. KP4 snaps to the LMFCD (and stays that way after release). You then need another RCTL+KP0 to toggle back and resume your last view.
  13. Thats exactly what I said in my post, bad ascii art and all.
  14. No, its not. I've proven that by the correct positioning of the MFCD in my crappy ascii art demonstration. I've also proven that the sim understands negative numbers, and when the centre viewport is set to (0,0) the centre viewport is displayed on the right hand display, where I expect it to. The issue is that the MFCD cant be displayed on the left hand monitor if the right monitor is the primary display, when (0,0) is in its as explained position. That has nothing to do with logic, that is factually where (0,0) is. If I make my left monitor the primary display, then I can get correct positioning of everything, because then (0,0) is move to top left of left monitor, where it should be. In that case however, all the start screens, mission editor and inflight notifications all end up on the left.
  15. Got a two monitor setup, a 24in and a 22in and one Nvidia GFX560 The 24in is my primary monitor and centre viewport. To the *left* of that is the 22in (and thats how it has to stay). So, in the Nvidia control panel, I have the 22in on the left (#2) and the primary 24in on the right(#1). This results is a desktop which is functional and works as expected. But when configuring my two monitor setup is DCS-A10, the origin point (0,0) is the top left of the primary monitor in all orientations, and my primary is on the right. Warning, bad ascii art follows: |---------------+----------------| | |` | | | | | | | |---------------+----------------| The ` denotes the (0,0) point. So when trying to put a MFCD on the left monitor, I need to have the Center viewport set to (0,0) in the .lua file (for it to be on the primary monitor), and that means the MFCD needs a negative x value to put it on the left monitor. But nothing shows up on the left monitor. If I give the MFCD a slightly negative number, so it straddles the two monitors (i.e. x = -200 and width = 400) then I get half the MFCD on the primary monitor, and nothing on the left. |---------------+----------------| |---------------+----------------| | | | | | | | |# | | #|# | | |# | | #|# | |---------------+----------------| |---------------+----------------| As displayed As expected So I know my positioning and co-ordinate system is seemingly sane. Anyone got any ideas? Already swapped the physical ports that the monitors plug into the GPU. Thanks!
  16. I cant play right now to check, but... RCtrl Num0 toggles SnapViews. Then either RCtrl KP{x} or just KP{x}, as default, snaps to these views (cant remember if you need the RCtrl modifier or not). Either way, KP6 is a dead ringer for your first custom view. I am pretty sure the other views are on the other keypad keys.
  17. Excellent work! I had airdisplay (an ipad app) exporting the two mfcd's to my ipad, but the update rate was maybe 2fps. And exporting MFCD's to another display device halved my main monitor fps.
  18. Isnt the final release also "Version 1.1.0", which was the same as beta 4 (on the main menu)?
  19. I was just playing around with the Snap views in the final release. (Either RCtrl+Kp0 then Kp(x), or LWIN+Kp(x)). This snaps to various internal views, specifically LWIN+Kp(4) snaps to a beautiful full screen of the left MCFD - which works whether my TrackIR is active or not. Is there a way to assign that function to a TrackIR Axis? What I am thinking is that I could use the TrackIR x-axis (after a suitable dead zone) to snap to either the left or right MFCD. I could use Track-IR roll to snap to the side instrument panels. I've had a look in the TrackIR.lua but thats mapping an axis to another axis, I want each end of an axis to result in a keypress. (Off to check out TrackMapper, which seems to do the right thing, but wondering if there is a cleaner way of doing things). ... TrackMapper only does Pitch and Yaw, not the 6DOF axes :( Any ideas? Thanks!
  20. Where is the fun in that? Your head gets all woozy from the lack of oxygen :music_whistling: (The calcs came out as 2.4km and that was ignoring any height difference, the pull to +45 deg would give you plus... 500ft?? which would give you another few hundred metres of range, so I rounded down a fair bit).
  21. 300knots at 45deg gives you +2000m range approx (very simple ballistic equation) - thats pretty doable in the A-10C 345knots at 45deg gives you 3km - you'd have to get a run-up :) If your +1000ft above the target, then you'll gain maybe 500m Still, +2km standoff range lobbing Mk82's? Sounds like not a bad option for AAA plinking if you dont have mav's.
  22. Seems like ED checked the "buttery smooth" flag in the code. GAU-8 slowdowns - gone, and I get 5-10fps everywhere else... and thats comparing to *before* I maxed all the config options. So I'm thinking I'm about 40% better off than before. The GAU-8 sounds... mean :)
  23. +1 Crashed 4 times on me doing that. 64bit version - each time was trying to assign something to my Cougar.
  24. I see 147 Seeders (those with complete copies), 660 leechers, and 270 "downloaded?" (which I guess is those that have received a complete copy). I've uploaded 20Gb so far, it only took me 80 minutes to download :)
  25. Feature Request? A persistent total of all the hours and stuff blown up in the sim? I'd like to know how many hours total I've done.
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