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Everything posted by Katmandu
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Reworked Cockpit Views with proper Neck
Katmandu replied to PeterP's topic in Utility/Program Mods for DCS World
You're absolutely right! Massive thanks (although the answer was staring me in the face all along )! The following solves the issue with the TrackIR virtual head: add these lines to \Saved Games\DCS.openbeta\Config\View\Server.lua : ViewSettings["FA-18C_hornet"] = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,110.000000}, CockpitLocalPoint = {3.533,1.156,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.16000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } -
Reworked Cockpit Views with proper Neck
Katmandu replied to PeterP's topic in Utility/Program Mods for DCS World
But the camera position is exactly the same - same Server.lua, I reset the view in the beginning, everythin is the same. Opentrack neck transitions the camera so as to avoid the seat, and if this option is disabled (and if using TrackIR) the transition cannot avoid the seat. To be concrete, the question is: how to initiate forward transition of the virtual head sooner without relying on Opetrack? -
Reworked Cockpit Views with proper Neck
Katmandu replied to PeterP's topic in Utility/Program Mods for DCS World
Thanks for the tip, but it doesnt work even with 0.75 shoulders. Just to be clear, I am trying to make the transition so that there never a view like in the screenshot, with the seat covering view: The weird thing is that if I use Opentrack instead of TrackIR then this option does EXACTLY what I want (and it actually makes this whole thread pointless as it works even with default views). Here is a quick vid (everything is the same as above, but I'm using Opentrack with "Neck" option set to 15cm) The big question is how to achieve the same effect without the Opentrack option (I wish TrackIR hardware supported Opentrack, or that they updated theirs with new features like this neck option!)... -
Reworked Cockpit Views with proper Neck
Katmandu replied to PeterP's topic in Utility/Program Mods for DCS World
Could someone help me to finetune my settings to avoid the seat corner obstracting 1/3 of my screen when I turn my head? Here is a quick video with what I mean. I'd like to keep the default head position as far back as possible, but to move the virtual eyes' position forward earlier as I turn the virtual head. I tried increasing the shoulder width, but shoulders only kick in once I turn past 90deg by which time I already have seat corner in my face... Here are my current settings in Saved Games\DCS.openbeta\Config\View\Server.lua ViewSettings["FA-18C_hornet"] = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,120.000000}, CockpitLocalPoint = {3.533,1.156,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } -
It's only training, so skip the mission in the main menu and play the next one. Bugs and imperfections are there, but I absolutely LOVE the training campaign by Cothesis, it's such a massive addition not just to the (also brilliant) Rising Squall, but to DCS F-18 in general. It's concise and to the point, funny ("Relax, it's totally scientific that you can rearm in mid-air..."), has nice hand drawn pictures, voiceovers - all set in the quirky Ace Combat atmosphere that Rising Squall also so brilliantly captures. Cothesis, I salute you for your wonderful art!
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Танки в ДКС не подходят под движок игры - плоская\скучная рельефная сетка, нет физики взаимодействия танка со стенами домов, заборами, деревьями, колесной техникой и проч. Нет грязи и деформации почвы. Нет окопов и подходящего танкового и пехотного ИИ. Конечно на КАКОЙ-ТО уровень Combined Arms тянет как игра\сим, но до уровня авиации в ДКС -мирового лидера- ей просто не достать Это факт ДНК движка ДКС. Зачем гнаться за вторым зайцем (танко-сим), когда заранее понятно, что он болезный и опустит общую арифметическую планку ДКС?
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Yep, that's the email I used. He sometimes replies on the same day, and sometimes you have to email him again after a coup[le of weeks... Just the way it is, but apart from that I have nothing but good things to say about him - nice man and excellent products.
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Так я не про обзор вовсе, а про толстую полоску на стекле которой нет в реале (и БМС). Вот эту
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May be this is another thing you could discuss with Rel4y? I'm sure he could make one and add it to his shop inventory. What is your take on the step issue in Winwing FSSB? Do your graphs have it or has it been resolved? Would be curious to hear your (from memory) comparisons to Real Simulator - apart from the missing 12deg rotation and 13deg incline.
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It may be worth emailing Rel4y as well, just from my personal experience -I've ordered some CH upgrades from him in the past. He's a great chap, but does not frequent these forums as much as he possibly should
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Апну старый графический баг с толстой нижней кромкой стекла. Обсуждение на 2й странице этой ветки с кучей фото из реала, здесь добавлю скриншот из БМС просто как пример решения. ДКС Реал БМС
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Рассинхрон треков элементарного ганзо боя если использую нашлемку Ф-16 и Ф-18. Треки посадок и взлетов на порядок реже ломаются чем раньше, но нашлемка их по-прежнему ломает. F16 helmet sight 2_9 desync.trk
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DCS 2.8 не стимовский перенёс с одного диска на другой. Как установить?
Katmandu replied to Kspeh's topic in Баги и Проблемы
Если все работает, то и ладно. Можно еще прогнать восстановление из ДКС папки на новом диске https://www.digitalcombatsimulator.com/ru/support/faq/repair/ Если предложит разные типы восстановления, то самый медленный.- 1 reply
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What about Thurstmaster 13deg adapter? https://www.shapeways.com/product/EJ6QMG7EW/tm-warthog-cougar-tailpiece-13deg-v2-plastic Interestingly, the guy who makes the adapter also just finished his take on FSSB module, and allegedly it's as good/better then Real Simulator's
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Was the Winwing FSSB step issue ever resolved? I mean the step/dead zone when transitioning from stick movement to stick force sensing. Here is a video from a RL pilot, with his view on the problem. His two RL F-16 pilot buddies agreed with him in the comments, one ended up getting Real Simulator FSSB to replace Winwing FSSB (John Raahauge). The step issue discussion starts at 2:20 Here is this step in the joystick movement graphs (present in WinWing only, RS FSSB and, allegedly, RL F-16 does not have these step issues):
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Could you not use Real Simulator tailpipe for this? https://realsimulator.com/f-16-c-angle-adapter/ I could never understand how Thrustmaster and now WinWing market their A-10 handles as F-16, when the angle is completely wrong for the F-16 handle. And yes, A-10 grip needs to be angled like below to match F-16 sidestick ergonomics. The actual (and Real Simulator) F-16 grip is more banana-like, so it does not need tilting of course.
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Did anyone try a simple guns only vs one AI with the latest beta? I wonder if there've been more updates to the replay system.
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See my posts above, in DCS 2.9 the F-14 replays work only for general flying, take offs and landings (yes, even carriers!). Combat always desyncs the AI. Still a massive, massive progress and more to come with future updates I hope. Here is a replay of a carrier take off, and 3 (!) landing attempts with no desync whatsoever. Try that in any DCs version prior to 2.9 and the F-14 would be deep under water rather quickly.
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Добавлю что рассинхрон только влияет на ИИ. В этом треке я на Ф-14 сбил ИИ Су-27 и выполнил посадку. Повтор боя не стыкуется, но посадка и рулежка в конце полностью совпадают. То есть у Ф-14 НЕ накапливаются ошибки в течении миссии, ошибки только у бота. Track: https://app.box.com/s/3d9kcuup6ias9ldbs1q7ps6u95hgz9vp Видео:
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Создать файл autoexec.cfg в Saved Games\DCS.openbeta\Config и вставить DotRendererExperiment = False в этот файл?
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Yes, but the same AI decision making syncs correctly in replays with player planes other than the F-14. What is truly weird, is that despite combat being desynced, the F-14 does NOT accumulate positioning errors! In this fight, I chased and shot down AI Su-27 and then landed my F-14. The replay gets the dogfight completely wrong, but the landing is spot on. So yes, the F-14 makes only the AI planes to desync and the situation is looking VERY promising. Track: https://app.box.com/s/3d9kcuup6ias9ldbs1q7ps6u95hgz9vp Video:
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Треки сходятся намного лучше в 2.9 - даже Ф-14 теперь может взлететь и сесть. Но простейшие миссии ганзо Ф-14 против 1го ИИ Ф-5 по-прежнему стабильно приводят к рассинхрону повторов. Треки: https://app.box.com/s/enwgxxax23idh7yv6ccvef3fwzd8anot https://app.box.com/s/rykn2grcpy9sdo184620cb02knn2pm5e
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Argh, high hopes crashed somewhat Getting nothing but desyncs with guns only 1v1 against F-5 AI. I attach a couple of tracks in the bugs thread Still, it's a massive step in the right direction, just hope the new DCS 2.9 replay system can be improved further.
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Поторопился я Повторы действительно намного лучше - Ф-14 стабильно теперь может взлететь и сесть (это было немыслимо много лет подряд до 2.9). Но в простейшем ганзо против ИИ Ф-5 у Ф-14 опять рассинхрон. Треки приложу в ветку с багами.
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Argh, high hopes crashed somewhat Getting nothing but desyncs in short missions guns only 1v1 against F-5 AI. I attach couple of tracks- I won in both of them but not according to these: https://app.box.com/s/rykn2grcpy9sdo184620cb02knn2pm5e https://app.box.com/s/enwgxxax23idh7yv6ccvef3fwzd8anot Definitely a very-very good progress, but no cigar just yet. Hopefully this new 2.9 replay system can get better still.