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PiedDroit

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Everything posted by PiedDroit

  1. PiedDroit

    ILS FPM

    What I mean is that you will not have the FPM used as a pointer for a fixed point in the HUD. You will have either: - a fixed point in the HUD matched against HUD-centric cues, or - the FPM matched against FPM-centric cues. Not a mix of both. Your mileage may vary I guess (mine in that case). I also saw my share of flight directors, HUDs and stuff alike (I work with avionics, not for as long as you did though), never saw anything that requires you to put the FPM into something that is not relative to the FPM. Anyway, for the ILS we're talking about, what I'm saying is that the box is FPM-related, so asking to put the FPM in the box to obtain zero deviation is normal.
  2. PiedDroit

    ILS FPM

    Everything looks good, The manual clearly states that the box shows glideslope and course deviation. It indeed says that for a perfect approach you have to place the FPM inside the box, but you have to read this as "you have to maneuver so the FPM is inside the box". The box is not a flight director (also no flight director would work by using the FPM as pointer anyway, it would be a fixed point in the HUD). Actually the box is displayed relatively to the FPM, so when the FPM is in the box, deviation is exactly zero, so you're on flight path.
  3. Can you grab some pictures from the inside of the HMD? I'm curious to see how ligible the instruments are. Bonus for visble bogeys. Thx :D :music_whistling:
  4. There is a way to do it, it's not buggy at all. https://forums.eagle.ru/showpost.php?p=3212573&postcount=8
  5. The link is incorrect, can you please fix. Sorry to pry you out of it ;) Edit: nevermind, found it:
  6. No, I don't know what makes same speed contacts disappear from scope but this is not ground clutter filtering. Same speed makes you distinct from ground clutter. Only having the same relative speed as the ground will make you similar to ground clutter. Example, let's say your radar frequency is 100MHz, a ping to the ground will return a frequency higher than 100Mhz. The doppler formula will return a relative speed for this contact. Same return frequency makes relative speed 0, higher frequ makes relative speed >0 (closing in), lower frequ makes relative speed <0. The formula to calculate the ground speed (in one axis) of the contact is: [ownship ground speed] - [relative speed calculated with doppler formula]. If the relative speed of the radar return is equal to your own ground speed, the result for the ground speed of the contact will be 0 (or lower than a certain threshold to account for inaccuracies), it means that you're pinging something that didn't move relative to the ground. That's why a defender will maneuver perpendicular to the attacker trajectory, to make a ground speed 0 so the radar rejects the return as ground clutter. If you ping something that has same speed as ownship, the frequency in return will be exactly 100Mhz, so the doppler formula will return 0 for the speed differential. So you can deduce that the ground speed of the contact is equal to your own ground speed, therefore it's a moving object relatively to the ground.
  7. I know there are solutions, and I also considered them for the Rift. I'm wearing rather expensive prescription lenses because I work all time on computer screens, and I don't want to use cheap lenses for flying nor pay the price for a second pair of lenses, just for VR. I can't wear contacts either, they suck my eyes dry. I'm just asking if the Odyssey's design includes sufficient room to accomodate for glasses, that's all. I consider that to be mandatory for any VR headset to be adopted by the masses, because I doubt that more than a small percentage of glasses wearers are willing to go through the hassles of making a custom pair just for that. Measurements would be even better, if someone can get some numbers that'd be great. Cheers, P Thanks for the info, may I ask what is the size of your glasses ? I'm due for a glasses change soon so I'll take the size into account when selecting the frame. Thanks 8)
  8. Are there any glasses wearers among the Odyssey's owners here? I'm pretty interested about that, comfort with glasses is one of the major reasons I never bought a Rift after trying it. Thanks
  9. Out of curiosity, are you using USB 3.0 or USB 2.0 ? TrackIR has compatibility issues with USB 3.0. I personally used my TrackIR only on USB 2.0, through an unpowered usb 2.0 hub with on/off buttons without any issues (4 years), I'd unplug it throught the hub's on/off button when not in use. I've been using the latest s/w version all the time, no issues there. Before this one I had plugged my previous TIR5 on a USB3.0 hub and it just fried.. dead camera, I sent it back to Natural Point and got a new one.
  10. I don't know, only someone with first hand knowledge on the sensor could answer that. I'd naively say yes, as a FLIR is nothing more than a camera which detects IR gradients, so in theory it would be possible. But that's really something to be checked. There can be numerous factors, maybe the sensor will only react to a S/B ratio that cannot be obtained with an aircraft, or is only strong enough with land vehicles, lots of exhaust gaz, etc, large spots (like a thermal in the sky). Also, I know that depending on the maturity of a system (in general), there can be a rejection of targets that would appear above ground, maybe the version that is on the video doesn't have that but the one you're modelling has it (if at all).
  11. For what it's worth, the V's can appear in the sky. It's not the most usual place but it can happen. See this video: at 23:09
  12. That's strange everyone here seem to link SDE to the PPI, am I missing something? I thought SDE was the space between pixels. So if you have the same PPI (number of pixel) comparing two displays, the one with smaller pixels (size of pixels), indicating un-filled space between them, will have more noticeable SDE?
  13. Cool video but the title is a bit misleading :D
  14. It's not that difficult to find if you use the device analyzer: - map trim to any axis (it's easier if you set the one you intend to use right away, as in my previous examples) - trim to take off position using this axis - start the device analyzer and pick the value that is outputted by this axis - divide it by 32 to get the corresponding trimming value. Example: I map the vertical trim to my throttle, trim to take off, check the device analyzer. The value is -1390. Divided by 32, this is -31. Now if I call TrimDXAxis(DX_YROT_AXIS, SET(-31));, it will set the axis to the same setting. After that I'll use the YROT axis for trim instead of throttle. I could have used YROT axis directly and trim with the buttons too.
  15. The second one is much less cheat-y, it uses the real trim axis but uses buttons to control it (if you're short of real axis on your stick) :D If you know what should be your trim setting for takeoff you can for example: MapKey(&Joystick, S4, EXEC("TrimDXAxis(DX_XROT_AXIS, SET(-21)); TrimDXAxis(DX_YROT_AXIS, SET(45));")); // Trim setting for take-off P.S.: Bear in mind that TrimDXAxis() range is -1024 to 1024
  16. Hi, There are two ways to handle the trim thing, you can use the example from the manual that allows to trim the output X,Y axis of the combined device (page 30 of 62 - Axis Trimming): MapKey(&Joystick, H1L, REXEC(0, 100, "TrimDXAxis(DX_X_AXIS, -5);")); MapKey(&Joystick, H1R, REXEC(0, 100, "TrimDXAxis(DX_X_AXIS, 5);")); MapKey(&Joystick, H1U, REXEC(1, 100, "TrimDXAxis(DX_Y_AXIS, -5);")); MapKey(&Joystick, H1D, REXEC(1, 100, "TrimDXAxis(DX_Y_AXIS, 5);")); MapKey(&Joystick, S4, EXEC("TrimDXAxis(DX_X_AXIS, SET(0)); TrimDXAxis(DX_Y_AXIS, SET(0));")); // Trim reset The other option is to have an axis dedicated to trim (will work only if the game offers a trim axis), that you control through button pressed - RY/RX to be assigned on vertical/horizontal trim axis (adjust the speed and repetition to your liking, I didn't try it so I'm not sure if the values make sense): MapKey(&Joystick, H1L, REXEC(0, 100, "TrimDXAxis(DX_XROT_AXIS, -5);")); MapKey(&Joystick, H1R, REXEC(0, 100, "TrimDXAxis(DX_XROT_AXIS, 5);")); MapKey(&Joystick, H1U, REXEC(1, 100, "TrimDXAxis(DX_YROT_AXIS, -5);")); MapKey(&Joystick, H1D, REXEC(1, 100, "TrimDXAxis(DX_YROT_AXIS, 5);")); It's the same as above except it trims a separate axis (RX, RY) instead of the stick axis directly (X, Y).
  17. Hi, I would personally not buy FC3 style aircraft, but I would definitely support something that makes current full-fidelity aircraft feel like FC3-Style aircraft. Something that keeps the depth of system simulation while allowing some ease of use for people who don't want to learn everything for each aircraft, I was thinking about the easy startup (Win+Home), applied to basic operations that are done during flight. Example, in MiG-21Bis, have a "next weapon" shortcut, when you press it to select IR missile, then all the selector will be activated in order, just like if the game does it for you and tells you what it's doing: "- Selecting pylon 1 - Selecting type IR - Setting sight mode to missiles" To me that would be the ideal solution, because everyone would be flying with the same systems and cope with the same limitations. In a sense it would be also more realistic, as when in the cockpit the pilot does not need to look at switches, this is something that is not well transposed in a computer sim. This kind of feature would require more than mere "macros", because it would need the knowlegde of the loadout and the systems state to press the correct sequence of buttons to achieve the desired effect.
  18. This something in DCS... What happens if you unplug all your devices, and try LCtrl+H again? TARGET can't interfere on it's own, the only thing it can do is create a virtual device called "Thrustmaster Combined" and also generate keyboard keys. Looks like you have controller conflicts, make sure an axis is not assigned on two different controllers, if you never used TARGET before, I assume the default axis are mapped on the Thrustmaster Combined device, which you need to remove in DCS control panel. Only once you sorted out the issues with DCS you can start fiddling with your TARGET profile.
  19. Hi, Before going any further you should make sure that your new keyboard assignment works, using the keyboard directly. If it doesn't work in DCS, anything you try (TARGET profile, VoiceAttack) will not work, even if it generates LCtrl+H correctly, because DCS won't even take it. Is it possible you made the keyboard shortcut assignment in "Game" instead of "Sim" controls section?
  20. At the beginning I was also doing crazy stuff with the TARGET software (chained defer calls, complicated logics and whatnot) for testing and exploring, but I quickly stopped doing that as nothing beats the good old K.I.S.S. principle (and time tinkering is time you don't fly). Also having clickable cockpits greatly reduces the need for complicated things in joystick profiles. With the FC3 ships you have no choice but mapping everything if you don't want to use the keyboard... I wonder why the filtered mode does not appear in the documentation, I guess it would allow too many thing that would break the scripts and it was not needed for the normal user, or maybe it was not fully tested. In the end it is the most useful feature of TARGET in my opinion, I don't have any issues with it as long as I keep things simple.
  21. Have fun, this all looks simple but there is a lot of sweat, swearing, trial and error behind it :D Also, to observe the result of your script, you can run the "Device Analyzer", then click on the topleft icon, select "Thrusmaster Combined". This gives you a nice view of both your normal devices and the thrustmaster combined.
  22. This mode is not documented, I found after some obscure nights of tinkering and net digging. As far as I understand, it activates the Thrustmaster Combined the same way as the normal mode, except the regular devices are still visible. Then it allows you to control the output (in my demo script, I prevent the throttle slider axis to generate any output because I'm handling it through a function, using TrimDXAxis). It's no pure C syntax, it's a bit confusing, so the best advice I can give is to try stuff and read the support files that comes with TARGET (the .tmh files that are included) :D I advise to avoid putting any fancy logic in EventHandle(), as it might break things big time. Note that I added a simpler file to be used at template, in my previous post, the demo one is still there, both are of use I think.
  23. Hi all, Sorry I'm a bit late to the party. Yes, you can totally do that, using MODE_FILTERED. Here is a sample script that I'm using it for the P-51D (I just tweaked it so it doesn't depend on other includes), in which I set up: - a few special commands that call keyboard shortcuts (for snap views, teamspeak, trackIR) - a customized axis (MAP_RELATIVE) to use the ministick for target range - a virtual axis that is activated through the Coolie switch left and right (for target size) - a filtered slider (through an hysteresis) because my throttle slider is a bit jittery. I just launch the script, the "Combined" appears and the other two stay and work as usual. In game I map the zoom on the SLIDER1 axis of the "Combined", and the RY for target range, RX for size. Everything else I map it directly on the "Throttle" and "Joystick" devices, in DCS. Except I don't map anything on the Joystick's S1, H2L, H2R and Throttle's CSL, CSR, MSP and MSU because these will trigger some keypresses that I set up in the script, but this is just an example, if you use the A-10C just delete these lines from the script and map the keys to your liking (as in your originial question). P.S.: This snippet makes the thrustmaster combined silent by default (no DX generated by the combined on button actions): MapList(&Joystick,&JoystickMap0); MapList(&Throttle,&ThrottleMap0); If you want the combined act as usual (by default, all joystick DX buttons available + a few of the throttle DX buttons), remove the lines entirely (this is default). If you want the combined to only act as the throttle (all throttle DX buttons available), replace with this: MapList(&Joystick,&JoystickMap0); MapList(&Throttle,&ThrottleMap1); P.P.S.: Adding a simplified script that doesn't have all the gizmos, to serve as template: include "target.tmh" define TeamSpeakPushToTalk CAPS define TrackIrCenter L_ALT+SCRLCK define TrackIrDisable L_ALT+BRK //////////////////////////////////////////////////////////// define TPULSE 70 define TDELAY 50 define T (TPULSE+TDELAY) define SHORTTEMPO 300 define LONGTEMPO 1500 //////////////////////////////////////////////////////////// int main() { /////////////////// Setup and initialisation /////////////////// Configure(&HCougar, MODE_EXCLUDED); Configure(&T16000, MODE_EXCLUDED); Configure(&LMFD, MODE_EXCLUDED); Configure(&RMFD, MODE_EXCLUDED); Configure(&Joystick, MODE_FILTERED); Configure(&Throttle, MODE_FILTERED); if(Init(&EventHandle)) return 1; SetKBRate(TPULSE, TDELAY); // Keyboard pulse and delay times in ms SetKBLayout(KB_ENG); /////////////////// Mappings /////////////////// ///////////// // TrackIR // ///////////// MapKey(&Throttle, MSP, TEMPO(TrackIrCenter,TrackIrDisable,SHORTTEMPO)); ///////// // Mic // ///////// MapKey (&Throttle, MSU, TeamSpeakPushToTalk); return 0; } int EventHandle(int type, alias o, int x) { int rc = DefaultMapping(&o, x); // GameOutput(&o, x, o[x]); return rc; } DCS_demo_filtered.tmc.txt DCS-template_filtered.tmc.txt
  24. Maybe there is a confusion? The AoA is your angle relatively to the air flow, it is indicated by the analog gauge on the top left of the intrument panel, if you look closely the 15-20 zone is yellow and there is a dashed block at 20, which indicates it's pretty much a no-go zone. If you go F2 view you will see the AoA as well on the bottom of the screen. The scale you see on the HUD (on the right, increments of 10) is your pitch angle relative to the horizon, it doesn't take the airflow in account. There are two circles, one is the deviation with approach path (small), the other one is your flight director (large), you should try to follow the large circle, as it tells you how to fly the aircraft, just not too aggressively, if the flight director is above, pull smoothly towards it a little then release, let it come to the center (increase thrust slightly to take the pull in account).
  25. No problem :) If it's not already there, this should be mentioned where it will be visible to the devs (e.g. wishlist) as we users can't do anything about it unfortunately.
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