

ivanwfr
Members-
Posts
351 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by ivanwfr
-
LUPO AA batteries are too heavy to be comfortable, so I equipped it wih a 30cm wire so I can put it into my shirt pocket... it's nice to be unhooked for 10€ ;)
-
Another way to look at it would be to consider how you have not been shot at first sight out of disrespect for this holly piece of simware. Take care man, you don't seem to realize how close to a banishment at first post you were. Sometimes, a single misplaced word can hurt around here. That would have been another missed approach! You've just crossed the line so fast that no one had a chance to be offended quick enough and now, it's just too late, it's part of history :thumbup:
-
I'm pretty sure there is some uncharted LUA way to use the mouse as a joystick replacement. If you're good at it you can look into DCS/Config/Export/Export.lua as a starting point to inject axis values the way you want. The sky is the limit, if you're ready to start here. I've never seen any software opened to such a level of customization.
-
or more ;)
-
Hi Meta, Look for arg_number in lua files of Aircrafts/A-10C/Cockpit folder, for instance: AirspeedIndicator/device/AirspeedIndicator.lua maximum_IAS_needle.arg_number = 50 ... LightSystem/LightSystem.lua ConsoleLight = { [b]arg_number[/b] = [color="Red"]800 [/color]... } ... mainpanel_init.lua pilot_draw.arg_number = 540 ... NMSP/NMSP_param.lua light_HARS.arg_number = 606 ... StandbyCompass/StandbyCompass.lua heading.arg_number = 6 ... Then, in your Export.lua: local LightSystem = GetDevice(0) local v = LightSystem:get_argument_value([color="red"]800[/color]) ...
-
Frostiken, if your HOTAS is a TM Warthog and you're not against using TARGET script you can get exactly what you want and even better. But, as most simmers take good care to keep away from input scripting for some reason, I won't get into any level of details before I know it would not be useless. Curve and deadzone can be reliably tuned real-time, based on some user action or even lua-exported sim's events. All kinds of features can be tested and improved. And realism is just an fancy idea when you look at what we're doing in front of our screens and keyboards. I'm rather looking at all those "not so realistic adjustable input" as some means to compensate for all that we miss from the real thing. So what'll be?
-
Good to hear it's useful! And I like playing with is too.
-
Your TARGET code would show what is the issue. As for the in game version, I have no idea about how modifiers are implemented. If you go on the trial and error way, you will eventually find a solution. What is also missing is how you describe your 2 modifiers combination rules. TARGET has the IOUMD logic that deals with 3x2 modifier states but I've never seen any description about games own logic... you have to guess, try and re-gess and re-try and ... That's why I do the TARGET way! A documented tool rather than quick undocumented bindings "logic". If I can see your TARGET code, I'm pretty sure I can tell you what's wrong with it and even how you can add to IOUMD if you need more layers ;)
-
Thanks! :thumbup: ...ordered! BTW, for those like me who wear glasses and did not give that a try., I use to attach my TrackClip Pro to left branch and I can get used to it. Now, I don't know if the extra weight will be an issue (23g + 2xAA batteries')...
-
Two issues: EAC switch and sticky nosewheel
ivanwfr replied to CaptainCernick's topic in DCS: A-10C Warthog
Speaking of 2 controlers axis fighting each other, I can see exactly what it does with RightCtrl+Enter when I activate both of my Logitech G27 pedals I currently use like a rudder. But it's quite OK when I take care to keep one inside it's dead zone at all times. Input sampling does not make any average value from 2 inputs from the same DX axis, it takes one or the other at random! -
Two issues: EAC switch and sticky nosewheel
ivanwfr replied to CaptainCernick's topic in DCS: A-10C Warthog
2 guesses worth checking as it will be easier than packaging a track: 1 - "banking / rolling" looks alot like lift problem (unlikely as you're not noob it seems) 2 - "sim sync" AFAIK, only gives you a chance to match your HOTAS switches to what you see on your screen during sort of "ACTIVE PAUSE" you get into after your first hit on PAUSE key... Only the second hit will get you in control. my 1¢ -
How could I have missed this feature? ... some stuck manual pages ? :book:
-
You can redefine all of KP0-KP9 snap views this way: Adjust some Cockpit FOV Hit LWIN KP# snap view numpad key Hit RALT KP0 to redefine this snap view ...done As I had to integrate this "On the fly snap-view tuning" into my TARGET programming, I ended up with this simple commands sequence. Here are the rationales: RCTL KP0 (Toggle snap views) This is good if you want to go from one view to the other with a simple Numpad key stroke. LWIN KP# (Snap View #) Ths also works if you only need to have a look. It does not put you in a "SNAP VIEW MODE" you would have to toggle off later. This stated, both ways have the side effect of selecting THE LAST SNAP VIEW OF INTEREST. And here you go! whatever is your current camera FOV, it will be saved by RALT KP0 as being the geometry of this view. This could have been documented by ED but I think they are not satisfied with the current implementation to make it a feature for some reason.
-
Well, everything I could do to hurt your two lines of codes below, I did! [b] KeyAxis(&o, axisX, 0, AXMAP2(3, USB[0x36], 0, USB[0x38])); KeyAxis(&o, axisY, 0, AXMAP2(3, USB[0x33], 0, USB[0x37]));[/b] with: RDR_X RDR_Y for HCougar SCX SCY for my Warthog Throttle as axisX and axisY: ... they never failed to do their job :noexpression: Anyway, I've attached my own painstick functions below... 1- You can see what I could do with my Warthog in axis\axis_THR_SC_KEYS.tmc file. 2- You can have a look into those TM system include files where everything is defined: ...see: %ProgramFiles/Thrustmaster/TARGET/scripts. (I've extracted relevant lines as comments into map_Slew_Control_with_KeyAxis() function. 3- Monitor what happens in EventHandle function ...my DCSW_main.tmc has some logging facility you could use to monitor axis activity. DCS_ivanwfr_axis_THR_SC_KEYS_110703.zip
-
I can't test that as I only have the Warthog but if no one can help, I can check what you did with my HOTAS. Hardware differences aside, there could be some coding issues I can check...
-
:thumbup: now we can quit the sim without risking breaking a leg every evening
-
You have it attached to the first post in DCS_ivanwfr_110629.zip No layer involved... S3 does it all: - Hold S3 = Joystick Precision temporary mode (like TrackIR does) - Hold S3 + Friction Control : Adjust and retain Joystick zoom (Full forward = 100% deviation) - ... no curve adjustment for TM Warthog HOTAS, only zoom is adjusted by SetSCurve(,,,,,,zoom=-5..0)
-
This has crossed my mind too as this is precisely why those axis CURVE and ZOOM tuning functions are there. Trick is only about the way we are going to choose which axis is to be adjusted when the slider is activated. This is no technical issue, it's about user friendliness. Aren't we going to turn all these modal activation into a nightmare ? Currently we have: [color="Red"]Friction-Control[/color] -- (no modifier, meaning Middle-OUT layer) ...Slew [color="red"]Keys [/color]sensitivity - MFCD/HUD/COCKPIT ...Slew [color="red"]Mouse [/color]sensitivity - MFCD [color="red"]S4+Friction-Control[/color] -- (S4 modifier, meaning Middle-IN layer) ...FWD 95% = [color="red"]Gear Down[/color] (L_SHIFT+ USB_G) ...BWD 05% = [color="red"]Gear Up[/color] (L_CTL + USB_G) What next? :doh: ...OK, that's crazy enough for me to give it a try! Let's pick DOWN_OUT layer which is activated by Micro-Switch Down for me. Left thumb can still adjust FC slider while the right hand can play with the stick to feel what happens. ...looking into it right now...
-
You see, it could not be anything else! your arrival will be remembered :thumbup: and glorious Klingon songs are on the way. And yeah, there is so much so say about this controller that I'm pretty sure all has been already said everywhere in these forums... we've got much to read there!
-
I would even say that if you take good care to express your issues the way you wrote your 2 posts, I'm pretty sure you will get a compassionate reaction from ED support. It seems you've just taken this "game" for something else, just a mistake.
-
It really looks like you haven't noticed you can lift both throttles UP and pull them further back past IDLE point to turn engines to OFF... could you check and confirm ?
-
When I want to make sure something won't escape, I use UHU Tac Removable Adhesive - Phone, Hub, Fellowes (not gliding at all) palm support... and TM HOTAS :thumbup:
-
Cool version 8) So cool DCS version! 1.1.0.8) ...that is if you put the right parenthesis too close to the last 8 ;) It looks more respectable with a space: 1.1.0.8 )
-
This too is possible ;) ... what a wonderful world isn't it ! If you associate tmc files to the script editor, I think you can drop a tmc file into the star-up folder: XP version would be this one: C:\Documents and Settings\All Users\Start Menu\Programs\Startup But I don't know whether the idea of a shutdown folder has crossed the MS wizard's mind... ? If our world was ruled by Unix laws instead of MS's, it would be a piece of cake, just a question of runlevel with the init system process... ;( But I'm sure a reader can suggest something to play our trial and failure usual guesswork.
-
Well, I did not use those ActKey() commands for LED until now as I found a simpler lower level function call for what you are willing to do and you have it in BackLightOff.tmc of DCS_ivanwfr_110613.zip archive attached at the end of this thread's first post. There is a script doing exactly that and the Pinky switch lets you toggle backlight on and off if you keep it running. But, if you uncomment //return 1; in the main function, the interpreter will terminate after having turned all lights off. This is simpler, quick and it works (from util\util_led.tmc file in the archive): GameOutput(&Throttle, OUT_ID_LED_1 , 0); GameOutput(&Throttle, OUT_ID_LED_2 , 0); GameOutput(&Throttle, OUT_ID_LED_3 , 0); GameOutput(&Throttle, OUT_ID_LED_4 , 0); GameOutput(&Throttle, OUT_ID_LED_5 , 0); GameOutput(&Throttle, OUT_ID_LED_BACKLIGHT, 0); And you can play with intensity like this: GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 0); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 43); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 86); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 129); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 172); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 215); GameOutput(&Throttle, OUT_ID_LED_INTENSITY, 255);