

PiedDroit
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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
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Track IR just stops
PiedDroit replied to Delareon's topic in Release Version Bugs and Problems (Read only)
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. -
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).
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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
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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?
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Cool video but the title is a bit misleading :D
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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.
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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
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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).
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I think more FC style modules would be cool
PiedDroit replied to aidanw2000's topic in DCS Core Wish List
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. -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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. -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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? -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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. -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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. -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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. -
TM Warthog and a10C : just some binds ?
PiedDroit replied to dureiken's topic in PC Hardware and Related Software
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 -
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).
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It's a different rendering engine, it has the same issue, but maybe the lower FoV used in that sim would make you think it is different, or the position of the viewpoint would trick you into thinking you have a higher FoV than what you actually get. You can try moving the view back a little (RCtrl+RShift+KP/) to get a better view on the cockpit, without getting too much distortion. Anyway, this is no place to make comparisons, you should put your DCS screenshots and your request in the wishlist forum. P.S.: An interesting article on the subject, where the author suggest to add barrel distortion to mitigate the high FoV distortion in video games: http://www.decarpentier.nl/lens-distortion
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I'm not very good with this technology, but I understand the reason behind the distortion so I'll try to explain it. This is due to the way the graphic engine creates the 3D view. What is does is that it consideres a flat plane (a slice) taken in the 3D world, all from a single point in the 3D world (the view point). What you see on your screen is how that slice is seen from the view point. The FoV angle corresponds the angle at the view point to the edges of the slice being rendered. The problem is that this slice is flat, so there is distortion as soon as you move away from the center (imagine you're close to a mural painting, what you see in front of you looks good, but the far edges of the painting are distorted). I guess the 3D engine doesn't allow rendering a non-flat slice, ideally it should consider a spherical slice to map on the screen to eliminate these effects. ps: I found this picture that explain that 3D rendering is done by projecting the objects on a flat plane. When the FoV is small, there is no issue but if you make the projection plane very wide by increasing the FoV then try to squeeze it on your screen, you get funny effects on the sides. The projection plane should be spherical to eliminate these issues, but then there will be some processing needed to adapt the spherical plane to the flat screen (similar to what transformations are done for VR rendering), this would still generate some graphic anomalies but that would still be much better on the sides. https://gamedev.stackexchange.com/questions/136757/how-do-modern-game-engines-achieve-real-time-rendering-vs-blenders-slow-rende/136776 (not directly related question but it explains some stuff) In this article the guy also explains that modern hardware is designed around this technique, which explains that trying to do something different might not be possible or cost extra processing power. p.p.s.: The other technique to avoid this is to render from more that one viewpoint, by fragmenting the view into multiple viewports side to side (in DCS you can do it with 3 viewports with the 3 cameras monitor setting). The problem is that it increases the work on the graphic engine to render 3 viewports instead of one, with makes FPS drop significantly.
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You can filter by forum ID, this would need to be update everytime a new forums pops up though: ED Forums new posts I remember finding this here:
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How to Deactivate OLD Ka-50 Versions
PiedDroit replied to SnowTiger's topic in Payment and Activation
Did you try this: It's the same question, dunno if the solution is still valid. -
SU25T general performance
PiedDroit replied to Idle_Wild's topic in Release Version Bugs and Problems (Read only)
You should post a short track of your turn, SU-25T is quite nimble when empty. Empty, you should easily reach 400 knots, which is 730 in the HUD (airspeed displayed is in km/h, not knots). If you struggle to reach 500 (I assume km/h), I'd check the throttle axis. Even loaded it goes to 500 without too much a struggle (except with extreme load maybe, however it is much harder to maneuver once loaded). By any chance are you using an A/B detent? That could be the issue. You can display the controls (RCtl+Enter if I'm not mistaken), to see if throttle goes to the max. -
test test
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Hehe in my case I'll need to upgrade both systems, mine and hers - double the price :D The image is collimated to a higher distance which means you’ll need some kind of correction. Glasses or lenses