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Metro

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Everything posted by Metro

  1. I am also a 1:1 pit builder and was looking for the answer also. Any progress on this?
  2. Hello, I am a 1:1 pit builder building the Hornet. I have made some good success in the projected graphics in DCS. I was wondering if there is anyone out there that knows if it is feasible to only have the refueling probe to appear in HUD only view. I have successfully exported every viewport to my external monitors and was able to export my HUD to my HUD monitor. When I select ALT-F1, I now get a completely clean outside view of the “world”. The one issue I am trying to solve is having the refueling probe, when selected, to appear on screen so I can see it for refueling. Has anyone been able To do this? Thanks. Sent from my iPhone using Tapatalk
  3. Haven’t been in here in a while. Took a break from my pit for the summer. Still looking for a solution. Sent from my iPhone using Tapatalk
  4. Hello hrnet940. Did you find a resolution to the issue in your bleed air switch. I have been having the same issue here. I took an eight position rotary switch and eliminated the stop so that the switch rotates without stopping. Then I located the 3, 6, 9 and 12 O'clock positions of the contacts and wired it up. The issue is that the switch in DCS is defaulted to the OFF position when it loses power and as you cycle the switch through the position and the signal is lost to the Arduino, the switch in the cockpit reverts to the default position of OFF. This is why the switch looks like it has a mind of its own. I just can't figure out how to stop it from defaulting back to the off position. Let me know if you solved the problem. Metro
  5. Hello all, I kind of asked a similar question on a separate thread but did not get any responses so I am asking for help here from any .lua file experts. I am building a 1:1 Hornet pit and I have run into a bit of a problem with exporting the HUD. I have a working HUD that is not Collimated and I am aware of how this works. I used a HUD for many years of real life flying. My pit is more for show than it is for combat mission flying. The pit is kind of like having a scale model for people to see and fly. All of my combat flying is done via VR so it is not important that the HUD is Collimated for an accurate tool in this pit. With that being said, I have successfully exported the HUD to the separate reverse image monitor to display the image correctly on reflective glass. When I select Alt-F2 to remove the virtual cockpit from my main screen, the HUD is not removed from the main screen with the rest of the virtual cockpit and the image on the separate monitor disappears also. I do not want this of course. I want the HUD to stay on this separate monitor. Here it is in a video I created. In this setup, I did not do anything to the HUD .init file and it is unmodded. The next video I took some information from a thread that was posted along time ago relating to the A-10 HUD export and modded the indicator_type = indicator_types from COLLIMATOR to COMMON and I got the results I wanted as far as removing the entire virtual cockpit and retained the the image on the separate monitor. Problem here is the text and symbology in the exported HUD is one big green blob much like the problem I had in exporting the RWR. I fixed the RWR to reduce the text thickness in the .init file to make it correct and readable. I cannot find where to do this in the Hornet HUD files. Does anyone have any idea how to fix this? Here is the second video. Thank you in advance!
  6. I know that Lalt+F2 gets rid of the virtual cockpit and leaves the HUD but is there anyway to do this but allow for the graphics to leave the wings and body in view? I am building a wrap curved screen with a full functional Hornet cockpit with a working hud. I have about 220 degrees FOV on the screen and would like to be able to see the the fuselage and wings on screen when I turn my head in the direction of the wings. Thanks! Sent from my iPhone using Tapatalk
  7. I am have the same problem. I followed exactly the The Warthog Project Guy did on his video. Fly -Elise support says that is all wrong. Wrong? He seem to get it right. This is what Fly-Elise told me to do and I did. It puts the two viewports correctly on the screens but they say not to warp the desktop and start DCS. Well, that just not able to work because you can’t see or click on any desktop icons on the screen. The Warthog project guy warps his desktop first, then loads the singlecalib file. When he is in his cockpit, he has 3 separate viewports displaying the left from and right windows like yours and mine we have only two viewports. He then pushes a warp3 button mapped in his cockpit and all three viewports merge as one. This is not how Fly-Elise said to do it and they are not much help. Here is what they told me to do. For DCS: 1. You must use a grouped desktop (2D surround enabled). You must group your outputs connected to projectors. 2. You must load the exported multi.procalib file (the largest multi.procalib file) in Immersive Display PRO. 3. You must copy the exported monitors.lua the corresponding DCS folder. 4. You must disable the desktop warping and make sure Windows warping stays enabled 5. Start DCS in full screen mode on the grouped display, make sure that the correct monitors.lua file is used. Anyone figure out the correct way? Metro.
  8. LOL. Hey, I was on Discord today but did not see you on. Is there something special to get your attention on the channel to let you know that I am on? BTW, I tried to update the firmware and it looks like it won't. I double clicked the white button, got the chimes but every time pushed a key the screen went away. Nothing.
  9. Hey Miles..Thanks for getting back. Probably not able till Monday. I'm retired so what is a good time for you?
  10. Hello Miles, This may of been asked before and if so, I apologize. I purchased one of your point controls a while back and used it for a while. Although it is nice, the problem I have with it is that the cursor moves not only with the hand movements of the FCU but with the movement of your head in relationship with the FCUs. Now I know that this will happen and to ensure that the cursor only moves with the FCU, You must keep your head very steady so as to not make it move in two different planes. One with the movement of your hand and the other with the movement of your head. Now the question is, can you prevent this from happening by locking the movement of the HMD sensor? Another word, kind of like how trackIr works the sensor stays stationary while the reflectors move only allowing the cursor to move in relation to only one of either the sensor(HMD) or transmitter(FCU). Thanks.
  11. Hello RomeoKilo, I am looking at building a 180 projection screen and I am building a Viper pit. What are the dimensions of the 180 screen? The Diameter and what is the width of the widest portion of your pit? I need the Eye to screen distance also. Thanks Very much!
  12. Ok. Thanks for the help! Sent from my iPhone using Tapatalk
  13. Yes and I do have to delete the file in script folder Sent from my iPhone using Tapatalk
  14. Ok. I is VR so keyboard is out. Sent from my iPhone using Tapatalk
  15. I have VA but never thought of doing that. Is there anyone here done this?
  16. Hello all. Before everyone starts to jump on me for using autostart, I am an RL pilot that has started Jets for over the past 27 years of my life in the Military and Civilian world so yes I use auto start in my home sim. Just because I get tired of doing it and in RL. IRL I can't do something else while starting up a jet. In my house, I can. Like, go get a cup of coffee or drink a beer! LOL! I know there are a lot of people who love to problem solve So here is my question to all of you that use SRS with DCS. I have done a little research and messaged back and forth with the developer of SRS and the problem I am encountering seems to be a DCS issue. This is what I've experienced in different scenarios. 1. Use auto-start and SRS will not show frequencies on the overlay and just shows 0's and SRS is useless as no other cockpit input will alter SRS frequencies and cannot transmit or receive. 2. Manually start the jet and when the battery switch is turned on, I, of course, get radio 1 working and continue with the startup manually and when engine #1 is online radio 2 comes alive. Everything works fine. 3. I turn on the battery manually and get SRS radio #1 up and working and then initiate auto-start and soon as the auto start sequence starts and runs the checklist, at the point, it turns the battery off in the cockpit checks, SRS reverts to 0's and it will no longer work until I back out of the pit and start all over again. So, please don't tell me to just always start manually because every once in a while, Id like to start automatically and go get me a beer! :smilewink: I think the remedy and I do not know how to do this is to edit the start sequence for the auto-start to eliminate the battery switch being turned off in the cockpit checks. I would like to be able to turn the battery switch on manually and run the auto start and eliminate the auto battery turned off. Once in-game and SRS is running. Selecting the battery on will get SRS running but you cannot turn the battery back off because the only way to get SRS running again is to back out of the game and re-enter. Any help would be greatly appreciated. Except for the smart ass one! :megalol::helpsmilie: Metro
  17. I have found auto start fails if both throttles are at cutoff. Both throttles must be in Idle at the beginning of the auto start sequence. I have run into another problem with auto start though. I started to use SRS. Radio connect and work great in manual start but when performing an auto start, somewhere in the sequence, the SRS radios reset to 0.00 from 305.000 and will no longer work. Anyone know why? Thanks!
  18. Check your PM. Sent from my iPhone using Tapatalk
  19. Ok. Thanks. I am currently out of town on a trip and will experiment with it when I get back. Thanks! Metro Sent from my iPhone using Tapatalk
  20. Yes it is parallel. I am currently out of town from my house so it will be 4 days before I’m home. I don’t use discord so I’m not familiar with it. Everything seems to line up except the vertical. I tend to have to lift my head and raise my arms higher than naturally normal when clicking or manipulating and controls. The vertical axis for me needs to be lower. Sent from my iPhone using Tapatalk
  21. Hello Miles, Let me start by saying the pointCTRL is pretty awesome. I would of PM’d you and I tried but your mailbox is full. I have a quick question about calibration and re-centering the clicking area while in game. The calibrations that we’re already done is higher than I would like. Another words, I have to raise my hands to a height that is unnatural for pointing at a particular switch. How would I go about moving the whole clickable area about 5-6 inches down. I would like to move the horizontal center point down. Does that make sense? Thanks Metro Sent from my iPhone using Tapatalk
  22. Hello Miles, I received my Pointctrl and set it up and it works great! Only one question. When running through the instruction PDF on you website it explains the process of charging the FCU. It states that if you do not have the FCU plugged in and the red light is on, that the charger is defective. Well, after using them for a couple of hours I decided to charge the units. both chargers had red lights on without the FCU plugged in. If I am reading the instruction right, the chargers are defective. Am I correct? If I plug the FCU's in the red lights go out but in the instructions it says to use caution. Can you give me a little insight to this and whether I am doing something wrong? Thanks Metro
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