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Everything posted by SkateZilla
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F-5EM / CF-5 Fuel Probe Mod by denissoliveira
SkateZilla replied to Melt-Down's topic in Flyable/Drivable Mods for DCS World
Because the fuel system in the DLL does not allow fuel transfer, as there is no code for it. Same for Wingtip Tanks, they can hold fuel, but the aircraft wont use it as there is no code to allow it to transfer fuel from those pylons. -
The Avionics Empty Line save is known (and once the new parser is fully integrated it will be fixed). I was still trying to pin point why the sliders are reporting incorrectly (removing decimals etc). I was looking at locale originally, I will look into it a little deeper now. of course parts have shipped for my rig, but it will take time for them to get here from AMD's warranty department, and I still have to re-build the rig and get everything updated.
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that is because the "3 Camera's" Lua left and right cameras are using Axis offset of 90 Degrees.
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The Easiest option would be would require decoupling of the players head/view controls and move the HMD to it's own axes controls (for trackIR at least). (Decoupling HMD Movement from Head Movement Axes) So Cockpit view would remain un affected while HMD would follow players Track IR Axis movements. This would work for players that want the cockpit view to remain static and only move the HMD with their head (Domes and Really wide View angles), This would not work for a player that wants to control both view and HMD with track IR. The problems with de-coupling and allowing the Tracking to control both Head/View and HMD at the same time would be Multiplier Values. Having TrackIR control both player's head and the HMD across ultra wide and 3 screen or dome setups would be extremely tricky as the Axes multiplier varies depending on screen size, orientation and resolution. So for one player a set value would equal player head and HMD movement in a 1:1 Ratio and the HMD stays centered in their view (w/ the head/eyes, not center on the screen/viewport), but for another player w/ larger displays and track IR view angles, that same value would only result in the HMD moving 50% off center etc. Despite the player looking over their shoulder the center of the rendered viewport is still going to be in front of them. Best case scenario if it could do both would be to have a "Ratio" setting to control the HMD Offset as the player turns his/her head (ie 45 degrees TrackIR Axis = 90 Degrees in DCS, Thus moving HMD at a 2:1 ratio, allowing it to move not only from the center of the screen but to the players physical viewpoint.) The issue after that would be vertical decoupling, most players run 3 screens wide or ultra wide, not 3 screens tall, or ultra tall displays, so looking up, the HMD would quickly shoot off the top of the screen, Full 180 / 360 Domes would likely be unaffected. So on top of "TIR Ratio" you'd also need Axis bounding limits so it does not render off the screen, or the option to only decouple specific axes. While X (Up / Down) and Z (Left / Right) would be the 2 axes to decouple, you can also decouple Y (Tilt L / R) Axis, and allow player to tilt his head and the HMD remain aligned to the player's head tilt, but again, the Multipliers would have to be set for each axis at that point, as TrackIR Head Tilt is pretty much 1:1 or close to it, vs Rotate L/R U/D being close to 2:1 At this point one can see the only real solution for TrackIR is to allow the Player to adjust HMD : Head Tracking Ratio for each Axis individually, As well as the option to De-Couple it entirely for someone in a Dome Setup and/or move the HMD to it's own Viewport like the HUD and allow them to render it through lens to display onto their own HMD Glass/Visor.
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A Switzerland Corporation = S.A.
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The company moved its official main base of operations to Lausanne, Switzerland in 2017
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Eagle is an SA Company now..
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IIRC We are getting a Tranche I Pre-Block V Upgrade, so no A2G/Surface.
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There's an Option to Change the App's Saved Games Path in App options (use Custom Saved Games Folder). I dont know how this would behave for the sim scan function though, you would also have to do manual path setting for those as well. Environment.SpecialFolder.UserProfile is supposed to return the windows setting being used.
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I believe that's a depreciated function, The move to the new UI does not allow application to restart as it did before, I just forgot to remove it. Could also been broken with the addition of Multi-threading and multi-forms. But I will check with MSKB and see if the command has changed for the new code base. If Saved Games Folder does not exist it will try to generate the file in a blank folder which causes the exception, it's been fixed internally to not crash but report file error.
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could've just opened it and changed the Liveries window position / size so it's back on the screen.
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Funny, because I do it everyday, and as recently as this morning. I launch Oculus App and then Oculus Mirror without wearing the headset at all.
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I'll have to check on that. But according to EDs OptionsDB File, Both Forrest and Scenery Details Options have a Slider w/ Range of 0.1 to 1.0 w/ increments of .1. and 0.1 = 10% and 1.0 = 100%. The Parser Takes the Value and Applies it to the Slider Control Value, so You are likely not using the proper format for those values. The only way I can re-produce the issue is the edit the options.lua to read: ["sceneryDetailsFactor"] = 59, instead of: ["sceneryDetailsFactor"] = 0.59, in which it rounds up to .60 value on the slider. Please attach the options.lua file. I'd like to check and make sure DCS doesnt use different symbols in different region settings. The next version will list what's changed. 99% of the time it's the aspect ratio, as the app calculates to a set decimal number, where as DCS doesn't. ie: Aspect Ratio for 16:9 is: "1.7777777777778" for the APP, "1.777777777777778" for DCS. Once saved, DCS doesn't change it back, so the prompt wont occur after, I also have an internal debug function that I may unhide in the next public release, that will output a compare.lua file., that a user can open in notepad++ and use the compare plugin to do a line by line compare and notepad++ will show/highlight any changes. And for further demonstration, I'll change a whole panel's worth of settings, though I do believe I set the prompt max at 20 lines for the changed values list, after which it will simply state that there's more than 20 changes, I may increase the limit, as it was a limit placed just to test.
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The Parser is being re-written to resolve some issues (There is a few mis-linked items, and I have found some values are being mis-read randomly for an unknown reason)., The next version if no issues will arise will complete all the planned sections and use the new parser. Mis-read values may cause the splat/radar graph to not update correctly as well.
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My rig is on a shelf against the wall, I have 4 Screens on my desk, and my VR Headset, but I have my Cockpit seat immediately next to that, so I can leave the HMD on the desk until mission is loading and then get into the seat and put the headset on.
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I honestly hope we go the route of not putting the headset on until in the mission. I launch DCS with the HMD on my desk, use Oculus Mirror to navigate menus, and load missions, once the cockpit is loaded I put on the headset, re-center and click fly.
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APKWS II to be ported to F/A-18C Lot20, UH-1H etc etc.
SkateZilla replied to Fri13's topic in DCS Core Wish List
APKWS was Added in the last OFP for the Legacy Hornet (SCS-25X) in 2016, and Only really used by the USMC Legacy hornets, as the USN Legacy Hornets had already began their sunsetting to be mothballed or transferred to the USMC to be upgraded to C++ Standard. They are not part of the stores system for SCS-21A, A1, X, or 23X OFP. While they are simply plug and play, for most aircraft. Modern DFCS Aircraft (A-10C, F/A-18C, F-16C, F-15x, etc) need to have it in the stores management as the weights are different, and the FCS Limiter is governed by the computer, which takes into account stores weight. Having 2 wings full of rockets that the computer assumes weights 13 lbs each when they actually weigh ~33 lbs each and the CoG is Shifted on them, times 7 per LAU-68, x however many are loaded on each wing, Causes Incorrect Trimming, Incorrect G-Limit, Structural and Handling issues. The Computer knowing those rockets are equipped with the 20lb guidance insert adjusts the flight envelope and g-limit per the extra weight. -
The Global Presets are the Default Values for ED's Low, Med, High, VR Etc. To Use them, Select a Preset (Default, 1-4 or VR), Click the Global Preset you wish to import, it will change the controls to the settings for that preset, click save. Import from Profile, Allows user to import from one preset file to another. The Default Preset is the Options.lua DCS Uses if no preset is selected, Preset 1-4 and VR are stored in Sub Folders and Swapped into the main folder before DCS Launches. The Active Preset is Shown on the Main Home Page w/ the Missile Icon: As well as on the top of the App, if there's no Icon, and Selected Preset Doesn't State which one is active, then you should click on default (that's the glitch I'm trying to work out).