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zarthrag

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Everything posted by zarthrag

  1. 0.7.0.0 is required, iirc. However, there seems to be a bug that keeps you from the cockpit - only the vr menu works. ...and yes, it's got a very low framerate compared to the mirrored screen.
  2. I also want to note that the module manager in 1.2.6 is also exhibiting the exact same error. (It was my intention to get my serial numbers to input manually, after copying the aircraft folders ...doesn't appear to be an option) Server issue?
  3. I think you misunderstand the point. I'm already running my own voice recognition software in the background. To interact w/Jester, I'd rather pipe a command to an interface, than add even MORE keys being simulated/pressed. Direct keybinds are okay, but designing a menu isn't the same as designing a speech recognition grammar.
  4. It seems pretty neat to have a RIO, but will you guys provide some lua hooks, (and spoken dialog) that might make it *easy* to use voice control. Personally, I'd prefer to be able to have very consistent options/menus (e.g. when contacting an ATC the menu choices are (re)ordered based on distance from your current location....that's bad.) You don't have to provide a voice solution at all, but being able to pipe commands INTO jester in a straight-forward way could make for some interesting mods.
  5. If you're using the Rift, turn this on ...then send someone up that you don't like. Keep a bucket ready. ;-) OTOH, using it with the rift does make you a bit more ...conservative with your flying style.
  6. THIIIIIS! When learning new systems, I *used* to use active pause. Now I just start the mission over.
  7. Zipped up my profiles, there's a simple one, and slightly more complete ones. (Disregard the ATC commands, though, I never realized that they change order based on distance :-/ ), (I had been using VA until I eventually got dwVAC). I can say VA's interface is a bit friendlier and is being actively developed. DCS Full Radio Commands-Profile.zip
  8. I'm sure EDGE doesn't *just* consist of a DX9->DX11 migration and a level/map format. ...Or it would have been finished long-ago. Though this post is just adding fuel to the fire, it seems we've spent years on this forum debating about how EDGE is going to be the savior that finally fixes bug (your #1 gripe here). The truth is that DX9, and thus, DCS, is quite CPU-bound. That one change will relieve a lot of other problems and probably enable the majority of DCS users to enjoy a better optimized engine. I myself, am hoping that OR support will continue - those same improvements mean that I can squeeze performance out of my AMD/nVidia/OR setup. IF edge does seek to take advantage of multiple cores, the IPC advantage that Intel has can lead to being able to experience max framerates at max-settings. AMD cpus should enjoy a dramatic performance increase compared to the doldrums it's currently in. (IMO, this makes more sense than pursuing multiple GPU support - what percentage of people here doesn't have a minimum of 4 cores?) That means more capacity for physics, AI, voice recognition, and other bits of interactivity ...mind control notwithstanding. But if I had to make a wish/xmas list - I gotta say, having more/better AI would be nice (Enemies respond as a group to threats, no more "all seeing" enemies). And a plug-in architecture to extend/add features to different parts of the engine. Oh, and a Super Hornet...all before xmas, please-and-thank-you.
  9. I'm working on a mod to optimize some rift settings, but I'm having a time finding where the "subtitle" panel is rendered. (The place where mission subtitles appear, in the top-right corner of the screen. I'm assuming that this element is handled in Lua... I just can't find it. (The goal is to resize the font, and improve the placement so that it can be seen inside the rift)
  10. Interesting convo, just wanna interject with a few questions... Is it possible to script the mission builder? It might be possible to have some external program/tool take your mission log and "build" a set of missions to provide a "good enough" DC. Personally, I'd love to see a DC that would present a variety of missions each "day", single and multiplayer both. If I wanna do SEAD in an F-18, I can. Once the mission is complete, the DC takes the logs, regenerates all of the missions, and presents a set of new ones. A dedicated server could do something similar, but I don't think DCS is really equipped for that right now... Also, what about combined arms? Couldn't an AI technically "play" it to react to players more realistically? Just a thought.
  11. Old code Pushed to github, https://github.com/zarthcode/SimpitX (doesn't include all the executables and such. Just the code.)
  12. Additionally, I've bundled up the code for the MFD solution I had. It's a year old, and untested with DCS world, but it did successfully hook DCS automatically under both windows XP and Win7 (32 and 64bit). It could technically (and was intended to) hook ANY game via a profiler that watches for game startup (also fully-functional!) There's likely some code-rot going on in there, but here's a snap of the code, as well as it's git repo, for those interested. (Given my pursuit of VR, I see no need to keep this under-wraps.) https://www.dropbox.com/s/jt0uj0qq5cw1djt/SimpitX.zip
  13. Balloon juice, indeed! While I managed to get an image export going. I decided to give-up on the custom MFDs: due to their expense and complexity. The Oculus Rift devkit I got opened up a whole new world when it comes to interface development. The Rift provides (a potential for) situational awareness (once it's HD, at least). But input is far from being solved. I decided to undertake an approach that DID NOT involve 3 monitors, MFDs, direct3d hooking, and custom panels...just to replicate exactly ONE cockpit.... I digress. Here's a (long overdue) update of what I've been working on this past year. (You should be able to see where I'm trying to go with this.) December of last year, I made those gloves as a proof-of-concept (literally done over the course of two weeks). I've since trashed that design and reworked them from a model that uses flex-sensors, to one that uses accelerometers. Then, I reworked that to include gyroscopes, as well. My latest prototype even has pcb that I should get back in 2 weeks or so. Once it's soldered and working, I'll be offering a limited number of dev units. I've already developed a basic API that provides a skeletal model (as shown in the demo from the first prototype). It's meant to be uses along with STEM or kinect to obtain the body's pose, and the gloves simply provide further skeletal information. Simple as that. The second prototype (only wired a few of the fingers as a functional test, breakout pcbs made it way too bulky to possibly wear) [ATTACH]90196[/ATTACH] I'm willing to provide a set if someone is interested, and can prove that they are capable of creating an interface into the virtual cockpit - preferably with a skeletal hand, rendered in-cockpit. (This especially includes you Eagle Dynamics guys!) And, if you're (still) skeptical (which I can understand), just wait until you see the production model in operation ;-)
  14. I've been working on a USB MFD solution that goes along w/this project. (There will also be a helios-compatible solution, but it isn't my highest priority atm.) I was hopeful to obtain some 5" square displays, but they are....pricey. Also, there's some rework necessary to get things working properly w/DCS world. I plan to make the hooking source available, once the hardware is finished. Not sure on the MFD specifics though, as it isn't yet complete - as I've got at least one other project that may go along w/this. (Hint: it's an interface device that will be a companion to the oculus rift.)
  15. I can confirm that I'm having this EXACT same issue in DCS world, as worded. I turn to 040, and nothing. However, if I stray too far from 5000ft, I get a warning, but the tutorial doesn't advance.
  16. I've recently done a custom recognizer in C#, it's open source, and was very easy: http://zarthcode.com/products/eespeak-a-voice-based-lookup-tool/ It has a limited grammar, and is very accurate. If you have set commands, I imagine it would be easy to implement something similar to VAC, but customized for DCS. Personally, I use VoiceAttack to play the new Wing Commander, it's MUCH simpler to use. The real challenge is designing/creating a great grammar. You want it to be easy to remember/use, difficult for the recognizer to misunderstand. The choices need to work well, and friendly to running alongside teamspeak (if listening all of the time), or require a button to activate/listen. (It helps to allow the user to customize all of this). If you start work on such a project, I'll gladly help wherever I can.
  17. Oh, and the capture plugin is 100% working already, (minus the transport piece). Tested against both x86 and x64 on DCS:A-10C in full-screen. Full framerate. (proof upcoming, once I get the transport done.)
  18. lol, I've been wrapped up in other things this past few week! But I'm back on it this week. Currently working on the network communication and remote display client.
  19. I finally got a REALLY rudimentary proof of concept going (video tonight, after some more experimentation. Unfortunately, the render is done in multiple steps, *AND* requires a shader. First, a RTT operation snaps the MAV/TGP camera. To create the gimbal effect, it's RTT'd into a new texture, via rotation. Followed by some shader voodoo*, and then another texture layered on top for the MFD interface*. *Denotes speculation At the moment, I'm reading/writing files to disk. My playback app (written in about 15 minutes) simply watches for a new file and displays it. Enough allow me to surf through textures. I need to stop and build the real transport, and a real playback client. So it'll be a while yet. @Sobek - Confirmed that they still render, instead of being optimized/occluded away...Whew!
  20. @PeterP - I've been working on it pretty hard on this, polishing as I go along. I should be extracting images by tonight or so, I'll throw up a youtube video once it's alive. I'm purposefully leaving room to expand/add plugins for "additional capabilities" :thumbup:
  21. It's *already* rendered once, for the in-cockpit MFD. Instead of rendering it again, simply retrieve the finished texture/surface *from* the GPU back into system memory. I don't anticipate this being picked up by ED ...so, in my spare time, I started writing my own plugin to make the proper DirectX calls during these past three weeks or so. :smartass: It's a system tray application should work in both x64 and x86, and could support others plugins, also!) It's going to take a bit, as I've been dolling it up to be very pretty and easy to use. But the end result should be that you can use ANYTHING as an MFCD. Getting it working w/BS2 should be a breeze, once complete. I'll film and post a demo here once it's more functional. It's nearly functional, I've managed to get access to (realtime) renderdata - I'm currently hunting for the rendersurfaces. So far, the frame rate impact is exactly zero (unless I start logging those calls to disk). And that's on a triple-monitor eyefinity.... in fullscreen. It's my goal to maintain that speed.
  22. PeterP, I've got a 32/64 bit environment up/running. PM/email me sometime to discuss what you need done. (removed)
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