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davedontmind

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Posts posted by davedontmind

  1. While just messing around in the UH-1H over the runway during a fast mission, the game stopped working.

     

    Because I have Visual Studio installed I was prompted to debug the crash, so I did.

     

    Visual Studio showed the following message as the cause of the stop:

     

    Exception thrown at 0x000000005E013B1D (fw190d9_protect.dll) in DCS.exe: 0xC0000005: Access violation reading location 0x0000000017F4E8D6.

     

    The interesting thing is that the message refers to the fw190 module which, although I own it, I wasn't using at the time.

     

    Running on Windows 10 (64bit), with AMD 15.7.1 drivers, HD7990 graphics card, Intel Core i7-4770K CPU, 24GB RAM.

     

    Hope this info helps locate a problem!

  2. You can save your view with RALT + NUM0 after adjusting FOV. Just remember, it saves the last activated view so make sure to hit NUM5 first, to select center cockpit view.

     

    OK, that sort of helps, thanks. Is there a way to know what FOV the game is using? I know the size & positions of my monitors, so I know my real-world horizontal FOV is around 140 degrees, but how do I know what angle FOV the game is displaying if I adjust using the keys, so that I can match them up?

  3. Ah! Adjusting the FOV helped enormously. Don't know how I didn't think of that. (In my defence I've not played DCS for a long time...)

     

    But how can I set the default FOV for the Bf109 ? My searches of the forums show how to set default FOV in SnapViewsDefault.lua, but there's no entry for the 109 in that file (or for some of the other aircraft).

  4. How do you people with 3 screens have DCS World configured?

     

    In previous versions I've used a modifed monitor setup lua file, which configures one big viewport covering all 3 screens (which to my eye looks a lot better, even if there's some distortion on the far left & right), but this causes the whole UI to span all 3 screens, and makes using the menus and map more awkward.

     

    If I use the 3-Cameras setting, the viewports for the side screens are pointing directly left and right, but my monitors are angled at about 45 degrees, so the view is rather bizarre - e.g. in the BF109, I can see my left and right wings in front of me pointing away to my 10 and 2 o'clock (ish) positions, like this:

     

    m0YCS6R.jpg

     

    That may look ok when your side monitors are actually 90-degrees to your side, but when they're at 45 degrees and slightly in front, the view looks just wrong.

     

    Having searched the forums, I found a post which said that the viewDx value in the viewport specification of the monitor config file (...\DCS World\\Config\MonitorSetup\3Cameras.lua) was the angle of the viewport, so I changed mine to 0.5(right)and -0.5(left) and, indeed, the view angle changes (to a much more accurate one), but I end up with multiple views of the cockpit, like this:

     

    Sf5l6nT.jpg?1

     

    Is there any way to correct this? Is there some better way to configure 3 screens? Or is there a way to limit the UI to the middle screen when I use the one-big-viewport approach?

     

    I was hoping 1.5 would have somewhat better multi-screen support, given that I imagine that multi-screens are more common amongst the flight sim community that in other game genres, but so far that doesn't seem to be the case.

  5. Most mods I've used support JSGME , which will manage your mods and install them for you.

     

    I installed JSGME, changed its shortcut to start in <my DCSWorld folder>, then in my DCSWorld folder, created a folder called _MODS, and put all my mods as subfolders inside _MODS, so I have:

     

     X:\
     |
     +-  DCS World
          |
          +-  _MODS
               |
               +-- Some Mod
               |
               +-- Another Mod
                     
    

     

    Then just run JSGME & enable the mods you want.

     

    NB: This only works for mods that are designed to be used by JSGME. Check the mod you have to see if there's a README file.

  6. no worries guys, i fixed it :) thank u for your time

     

    Imagine the scene; someone at sometime in the future has exactly the same problem you had, so they google the problem, and end up in this thread. But do they find the answer? No. All they know is that there's a fix. How frustrating!

     

    If you've found the solution to a problem, help the person from the future who can't solve it by posting the solution here for posterity.

    • Like 2
  7. I've come back to Black Shark 2 after a long time of not playing it, and I've found that the comms menu doesn't work while I'm in the air.

     

    I did a forum search and found this post which says to use RALT+\

     

    However that doesn't work for me. The normal comms menu on \ (which is # on a UK keyboard) works fine while landed, but RALT+\ (which I presume would be RALT-# on my keyboard) does nothing, in the air or not. I also tried the real RALT-\ on my keybaord, also nothing.

     

    What is the name of the operation in the configuration menu, so I can bind it to my HOTAS? I looked through all the releveant sections (radios, communications, radio communications) and couldn't see anything obvious.

  8. the bit under the throttle is the collective throttle (twist grip) thingy (PgUp/Dn).

     

    I meant the bit below that - the top half of the vertical axis on the left is the collective position, the top half of the bottom half is the throttle, but there's an empty bit below that, which doesn't seem to indicate anything, as far as I can see.

     

    Anyway, this is what I have now, taking your previous comments into account:

     

    8ky0Tjs.png

     

    I figured out how to add graduations to the rudder, collective and throttle areas, and changed to the suggested red colouring.

     

    Get the mod here

     

    Caveat emptor. Use at your own risk. Batteries not included. May contain nuts.

    • Like 1
  9. I agree with your assessment of the colours (but you did say blue on green...). I can easily change those. But bear in mind that visual design's not my strong point, as I think I've already proved. :-)

     

    As for graduations on the other axes, the rudder is probably reasonably simple. Not so sure about the throttle & collective (and what's the bit below the throttle indicator? Never did figure out what it's supposed to represent, and the lua didn't help...)

     

    I'm busy today, but I'll have a go at tweaking it over the weekend if I get time.

  10. Well I had a play with it and managed to figure out the graduations for the pitch/roll axes, so added them, and changed the colours to roughly what I thought you wanted:

     

    KP2UToU.png

     

    Blue lines on green - I made the current control positions white, to stand out a bit more.

     

    If you want to tweak the colours, just look at the first few lines of the lua file in the zip - I put all the colours in one place so you can easily adjust the red/green/blue/alpha values of the background/lines/ticks/indicators.

     

    Here's the mod file.

    See the README.txt in the .zip file for instructions.

     

    NB: this is for DCS UH-1H Huey only. I could do other aircraft if there's a requirement, I believe - they're all very similar.

    • Like 1
  11. Funny, I was just looking at this yesterday, while I was trying to re-position the controls indicator for my 3-screen setup, so I can give you some pointers for at least changing the colours. It's not trivial, but if you have no problem editing lua files, then read on.

     

    The file you want to look at is "DCS World\Mods\aircrafts\<X>\Cockpit\Scripts\ControlsIndicator\ControlsIndicator_page.lua" where <X> is one of the aircraft you have installed (look in the Mods\aircrafts folder to see what's there)

     

    I suggest that, rather than editing the file directly, you set up JSGME (see http://forums.eagle.ru/showthread.php?t=98607), then make a copy of the ControlsIndicator_page.lua into your own mod folder, and edit that version so you have your own mod, but if you feel reckless go ahead and edit the default .lua file (just don't blame me if you break it! - make back-up copies before editing, just to be on the safe side).

     

    If you look at that ControlsIndicator_page.lua (the versions for the different aircraft are all very similar), somewhere around line 33 is this:

    local orange_mat = MakeMaterial("",{0,200,0,50})

    This is the red (orange) material used for the background of the controls indicator. Rather than changing that line to be green (I hate it when variable names don't describe the contents accurately), what you want to do is add these lines just after it:

     

    local background_mat = MakeMaterial("",{0,200,0,50}) -- colour for the background

    local line_mat = MakeMaterial("arcade.tga",{0,255,0,200}) -- colour for the lines

    local controls_font = "font_ARCADE_GREEN" -- colour for any text

     

    These lines define the new colours we're going to use to display the controls panel. The numbers in each line are values for the Red, Green, Blue, and Alpha values of the colour. The values should be in the range 0-255. Alpha represents the transparency (255 is opaque, 0 is transparent). So what I have defined above is a green colour to use for the background, mostly transparent, and a brighter green (fully opaque) to use for the lines, and a green font for any text.

     

    That just defines some colours. Next you need to use the colours.

     

    First look for this line (around line 38-ish):

     

    base.material = orange_mat -- "GREEN_TRANSPARENT"

     

    and change it to:

     

    base.material = background_mat

     

    Then look for all occurrences of

     

    XXXX.material = "ARCADE_3_RED"

    or

    XXXX.material = ... something with red in it ...

     

    (where XXXX represents anything, it's not literally XXXX).

    and change them to

     

    XXXX.material = line_mat

     

    Also look for anything like:

     

    XXXX.material = "font_ARCADE_RED"

     

    and change to

     

    XXXX.material = controls_font

     

    ARCADE_3_RED and font_ARCADE_RED, font_ARCADE_GREEN etc are defined elsewhere, in Mods\aircrafts\<X>\Cockpit\Scripts\materials.lua - you can look in that file to see predefined alternatives you can use, or you can create your own using MakeMaterial as I did above.

     

    Changing the way the lines are drawn, to add graduation marks is trickier, and it look to me like it requires some lua programming. Perhap I'll look into it later if I have some time.

     

    If this is way beyond you and looks like gibberish, let me know which aircraft you want this for and I'll see if I can whip up a mod for the colour change (no promises or guarantees, caveat emptor, batteries not included, etc).

  12. OK, this is an odd one.

     

    I've just got the A-10A and the Su-25 modules, and I have the same problem with both, but not with any of the other aircraft in DCS.

     

    When I start in the cockpit of the A-10A or the Su-25, the view slowly zooms out to something reasonable, then jumps back to a zoomed-in view, far too close, and I'm unable to either zoom in or out.

     

    However, if I pause my TrackIR I can zoom in/out as I please. The instant I un-pause my TrackIR the view immediately jumps to the zoomed in view.

     

    In case it's relevant I'm running a 3-screen Eyefinity setup.

     

    What's going on and how do I fix it?

  13. Basic check: make sure you have enough free disk space to extract the files.

     

    Also check your hard disk for problems - if you've downloaded files from multiple places and they all show as corrupt, it's more likely to be a problem on your local machine that with the files (that everyone is downloading without problem).

     

    In windows 7, open Computer, right-click your hard disk -> properties -> tools -> check now.

     

    Make sure you have up-to-date malware/virus checkers and do a full scan of your computer.

  14. I use the paddle on the joystick as a modifier (a shift-key, if you like), which allows me to map more functions to the available buttons, e.g. I can put pause on a shifted button (paddle + left throttle button). I also use the slew-click button on the throttle as a second modifier, usually for modifying buttons on the stick (I find it's easier if the modifier and button being modified are on different hands).

     

    As for the jitter on the friction slider, the best solution I found was to put zoom on slider+modifier, which means holding down an additional button when using the slider to zoom, but at least the game then doesn't see the jitter unless the modifier is down.

  15. Target seems quite powerful and flexible, but my biggest gripe with it is that it replaces my separate Joystick & Throttle devices with a single combined virtual device.

     

    I understand why it's done that way, but it means that when you're running target your games suddenly see a completely different input device, so settings don't tend to carry over from when you weren't running Target. And due to DirextX limitations, the virtual controller has a limited number of virtual buttons less than the actual number of physical buttons, so you need to emulate keystrokes with the extra buttons.

     

    And it's not as slick as other joystick software either, in that you need to manually start the software then load and run the profile you want. Other joystick/mouse utilities I've had in the past just start automatically, sit in the system tray, and run a default profile which you can switch with a quick right-click on the icon. It'd be nice if Target did this too.

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