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ivanwfr

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Posts posted by ivanwfr

  1. 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:

  2. 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.

  3. 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])
       ...
    

  4. 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?

  5. 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 ;)

  6. 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¢

  7. 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.

  8. 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

  9. 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)

  10. 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...

  11. (...)

    In controls it shows me the Warthog stick & throttle, but in start-up procedure Im not able to move the throttle until I started the corresponding enginge by keyboard input.

    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 ?

  12. 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.

  13. 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);
    

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