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Everything posted by galevsky06
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TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
Well, will see with full-immersive googles. I don't have a look specifically to my mouse, but it is so easy: I have eyes opened, the mouse is on the field of vision, with other parts as references like my screen... with eyes closed, I fail to put my hand directly on the mouse when going back and forth, with other situational information into my eyes, could be even worse... OR is awesome when you have a single stick in your hand that you don't leave, but with many..... waiting for a fix :joystick: And now: imagine life for hardcore-gamers that use that (e.g. my Squad lead): Picture from Tacnoworld They will need a dog..... :doh: That is why I said that OR is not -for sure- the best way to go ahead in advanced simulation until some issues become solved. -
TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
Ok, I think you forget something.... I was not talking about F-10 Com menu to call Ground Electric Power Assistance, but all the knobs inside the cockpit: How do you do your ramp start ? How do you use your MFDs ? You take the mouse, or press keyboard short-cuts, or press physical knobs of your real cockpit. Your hands have to leave the HOTAS to go somewhere around you, to reach whatever chosen device, but you have to do it when blind. So, it is not convenient at all. Even more when you are in the battle, with need to change some weapon settings quickly to continue your strike. Don't I understand something ? -
TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
LOL, because you are either flying FC3 only with all commands mapped on HOTAS, or flying in Arcade mode..... Go with all click-able cockpits, and you have to choose your method: mouse to click on switches dozen of keyboard shortcuts to learn real cockpit In all cases, you don't make your ramp start because you are blind and you cannot switch on electrical power. -
TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
How ? Can you see outside without breaking the immersion ? You need something to switch off the in-game display to let you find the real button to press through the device !?!! Tell me.... The single other way I see is to have your arms modelled in-game, sensors on gloves, and display virtual hands.... but you have to build up your cockpit to have the real button location matching the one in-game. Well, let's say impossible :( What about keyboard usage ? Mouse ? -
TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
So what ? Don't strap the cables, unclip it at will. and take the risk of tangling. You can't have all advantages together, boy ! -
TRACK IR IS Outdated
galevsky06 replied to ZQuickSilverZ's topic in PC Hardware and Related Software
Oculus does not provide the ideal solution for hardcore gamers nowadays. We will see in the future how it goes. What about actual HOTAS, MFD and cockpits ? Could we use both ? How ? Until now TIR does the job, and does it very well (accurate, light, reliable, fully-compatible with other devices....). TIR v2/v3 PRO/v5 owner who can't fly without. -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
@Abburo: added. I am out, call you back in one week ! Gal' -
Would it kill DCS to convert SU-25T to SU-39 sim.
galevsky06 replied to DaveRindner's topic in DCS Wishlist
+1 -
Hi, wrong section, you are talking about the MP client, not the server side. But you are right: improvement can be done in that way.
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Enroll to recruiting team with your favorite language: you will progress and be supported as you could not expect !
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[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
My statuses: into the back-log || once planned V designed || once all tech. details are cleared in mind V implemented || once all unit tests are OK + manual testing like a short QA campaign V beta released || once no more issues detected in a reasonable time slot V stable released The current version has been implemented, and will be beta-released (to testers only) in less than a month. It includes: Everything said done in post#1 (smart install/uninstall of JGSME + DyMOD .dmz mods in as many applications as user want, flexible Mods Library, dynamic-computation of statuses, anti-collision check at installation stage, automated application updates check..) Mods Ownership tool Mod Creation wizard (based on a ready-to-zip folder to select and .metadata generation) What is currently implemented (more unit testing/improvement required): php5 application to host DyMOD files The .DyRep format that applies changes instead of replacing files. You will get these two features AFTER the beta release above. Other questions ? :) -
How to restore your corrupted DCS_Update.exe
galevsky06 replied to joker68's topic in DCS World 1.x (read only)
Thanks a lot :thumbup: -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
News inspired me... :D -
Does not work... Means ? What about a repair ?
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[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
Sure, welcome :) -
DCS 1.2.10 Update 1 / Change Log discussion
galevsky06 replied to Raven68's topic in DCS World 1.x (read only)
My Godness... it is possible to get a clean environment without disturbing/hacking the normal setup ? I was redirected from dedicated moved threads to post#1 of this thread, the whole first page does not contain the word 'aircrafts' and I had to browse the thread for solution, with opposite info inside. So messy. I finally fixed it by the only safe way: delete aircrafts folders and launch a repair. This is the clean setup: /Mods contains only 2 sub-folders: /aircraft /tech So, I suggest you to do the same thing: delete the folder Mods/aircrafts, and launch a repair (to be sure that your setup is OK). What about hypothetic broken mods that could use Mods/aircrafts ? => they need to be adapted to the new releases, period. -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
So true. ;) -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
Nice, you are 2 at that time. I am currently preparing the release 4 test. I will leave on next Saturday for my summer vacations. Do not expect to get it before October. Thks for you help ! :thumbup: Gal' -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
Nice :thumbup: -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
What don't you understand in post #1 ? -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
For sure you don't have to care about it... this is the very first feature I wanted into DyMOD ! Who remember to disable mods before clicking YES on the DCS Update pop-up ??!? :D You will ALWAYS be able to either install a not "installed" mod, or uninstalled a mod which status is not "uninstalled". Yep, fix it in your own if you can, and encourage the mods author to publish a new version. If not... let's fork ! If the guy wanted his mod to be private, he would have shared it within his closed circle only.... :) -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
There is two different people in my mind: - mods users that should live safe with DyMOD + avoid to touch/modify/put hands on applications files (they could do things that would be considered as trustable as DCS Update changes). Trust DyMOD, trust mods author, and if you regret... let's uninstall via DyMOD ! - mods makers that should not ignore how to put relative files paths into a folder then zip it and rename the extension. I don't want to cope with the mess of what I can trust or not from external modifications. It is out of DyMOD soft scope. If you deal with applications files, it may impact mods statuses, so you do that at your own risk. Well, the whole application may be broken... I hope that you understand my point :) -
[dcs-tools.com] DyMOD: modern mods manager
galevsky06 replied to galevsky06's topic in Community News
Not directly. The idea is: installation is smart (does back-up), easy :D, but uninstallation also: - For additional content (file or folder), the removal is done only if the file matches the one extracted from the mod archive. If not, I prefer to let it, that means that something external (DSC Update for example :D) decided to replace it and that file or folder does not belong only to the mod anymore. - For replacing files, same thing: I remove the file only if it matches the one from the mod. If an newer version was created since the mod installation, I cannot remove it. If I can remove, I replace it by the back-up file. This way, I remove properly the mods: no break ! If it is secured to uninstall, it is secure to install. But it was not sufficient, I mean, when I do some changes into a .lua script file, I strongly dislike to see my modifications scratched by DCS Update. So, I wanted to know what to do in that situation, and that is why these 2 statuses exist: - repairable: DyMOD soft is telling me that files were rolled back to the state it was before the mod first installation => I can re-install the mod directly. - broken: I want to know which file has changed, in order to fix my mod and make it compatible with the new version. I can try to reinstall with no special care, but I prefer to compare files and do it the right way. (You can use WinMerge or any dedicated software for further investigation) Another interesting feature that I missed.... It lacks another one, the best one in fact: the regexp-replacer. Instead of providing the whole file that will scratch an original one, it is more powerful to describe what needs to be changed. In *nix environement, I would write it this way: sed -i -e 's/some_regexp_to_replace/the_replacing_text/g' theFileToModify So I am coding another type of file in the archive that will be: some_path/someFileName.extension.DyRep The extra .DyRep extension means 'do not scratch the file with this one but apply regexp replacement instead'. Let's see an example: Scripts\net\events.lua.DyRep which content will be sort of (I am not fixed to the grammar): ##DyRep_REPLACE## local report = function(msg, ...) net.recv_chat(string.format(msg, ...)) end ##DyRep_WITH## local report = function(msg, ...) --net.recv_chat(string.format(msg, ...)) end ##DyRep_DONE## I am sure that you have understood the meaning. Thus, the collision risks with another module about the same file is smaller (I have to check that the impacted text differs), It is more robust to new DCS versions, because even if the new version does modifications on other lines, I consider it as repairable if I still find the searched text. With a whole text replacement, the status would be "broken". My first motivation was the lack of features in JSGME. -
DyMOD - modern mods manager 1. Easy to install: Dedicated installer ! 2. Unique Mods Library Organize your mods into folders under the Mods Libray root one. You can also move mods inside the library whenenever you want (event for installed mods), with no bad impact. A mod is identified by a SHA1 (kind of hash-key on the file content), not by its name or path). Each mod should appear once into the library, and can be deployed to as many applications as required (let's say 2: Dcs World and DCS World Beta ;)). 3. Manage as many applications as you want You can manage mods for all your apps and switch from one to another in one click. 4. Smart mods installation/unintallation One button to install or re-install, another one to uninstall Installation will backup original content, if exists. Uninstallation will restore back-up in a smart way: only if the content is the one that has been deployed by the mod. 5. Easy status report Each refresh of the Mods tree checks the status for each mod regarding the current application. It can be: uninstalled installed (each file is identical to the one that have been installed by the mod = same SHA1) repairable (some mods files have changed *BUT* they are identical to the ones that were before the mod installation => It is safe to install again) broken (some mods files have changed and they differ from the original ones. It is NOT safe to install again, I mean it may not work as it did before) 6. Easy to create mods DyMOD mods (.dmz files) are just zip files, containing component to be deployed to some root path. Components can be: additional (empty) folder additional file (the file doesn't exists in the application) replacing file (the file will replace the original one to bring some changes) There is also a .metadata folder containing 3 files: info.txt description.txt changelog.txt The 2 latter are free-text displayed into the corresponding tabs. The info.txt is JSON with that structure: { "Author": "galevsky", "Organization": "dcs-tools.com", "Name": "DummyMod", "Version": "1.0", "Application": "For DummyApplication root folder (default is C:\\Program Files\\DummyApplication)", "UpdateUrl": null } All of them must use UTF-8 encoding. 7. JSGME compatible DyMOD is compatible with any .zip file containing stuff to be dropped into an application folder. 8. Easy to dig Each component of the mods has its own status, to allow you to look at the right files and check things quickly by hand if you want. 9. Anti-Collisions detection The first step of any new installation is checking that the mod will not impact files already modified by previous installations. Feature into the next release: a new feature will allow you to create a unique MERGED mod, and automatically uninstall the ones in conflict. 10. Website module Want to host your mods online ? A very small PHP application will be available to let you host you mods. It will build the URL to check for the latest version, and display mod information online for each version. 11. ABOVE ALL: SAFE !!!! Since the uninstallation is safe (means it removes only files that it puts itself), it makes the following scenario safe: Let's talk about ModOne, a mod designed for DCS World 1.2.10 ModOne have been installed. Then, an automated update of DCS happens -let's say v1.2.11-, impacting some files of the mod. Thus, the status of ModOne will be set to either repairable or broken. If repairable, just launch re-installation (if you still want to use ModOne), or remove it. If broken, DyMOD will point at files that have been modified by DCS Update and that differ from the v1.2.10. Here again you have the choice, both are safe: uninstallation => the "corrupted" files will remain in v1.2.11 since the restore of v1.2.10 files will be skipped thanks to the smart process. You have a fuly operational v1.2.11 without you rmod. re-installation, => the v1.2.11 files will be backed-up by the installation process, therefore you will be able to uninstall successfully in a second time. Broken just means "Hey dude, pay attention to that mod if you re-install, it may not work as before". After this short presentation, the aim of this thread is to ask for testers ! I would like to get it tested before the first public release in October/November. Thank you :) Galevsky
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I love your solution, dude. When you only have a hammer, all your problems look like nails ! :D