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About Purzel
- Birthday 02/04/1971
Personal Information
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Flight Simulators
DCS A-10C II Warthog
DCS AH-64D Apache
DCS AV-8B Harrier
DCS F/A-18C Hornet
DCS F-16C Viper
DCS F-15E Eagle
DCS Flaming Cliffs 3
DCS Black Shark 3
DCS Combined Arms
DCS Huey Teppichklopfer -
Location
Nürnberg, Germany
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FlightSim
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@Rapti I cannot open that .cmd-file with Notepad++, either by rightclick and "open with", nor by dragging the .cmd-file into Notepad++. How do I get this done? Cheers Purzel
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### SKUNKWORKS-Installation Note > The process for updating DCS-BIOS is exactly the same as installing it. 1. Go to the [latest release][latest-release-url] 2. Download `DCS-BIOS_x.y.z.zip` 3. Extract the zip file 4. Within the extracted folder, copy the `DCS-BIOS` folder into the previously mentioned scripts folder. 5. **If your Scripts folder does not have an `Export.lua` file**, copy the `Export.lua` file over 6. **If your scripts folder _does_ have an `Export.lua` file**, add the following line to the end ```dofile(lfs.writedir() .. [[Scripts\DCS-BIOS\BIOS.lua]])``` Tip Still having trouble? Check out our [wiki][wiki-url], ask a question in [Discussions][discussions-url] or get in touch on [Discord][discord-url]. ## Usage #### Connect DCS-BIOS stream to your serial ports Both `socat` and [DCSBIOSBridge](dcsbiosbridge-url) can be used to connect to your device. This is the only part I don't understand: Which files are meant?
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Purzel started following Arduino-code to get the F/A-18C instrument-panels LEDs lit. , Skunkworks BIOS and DCS , Showing new waypoint after flag = true and 1 other
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Hi folks, for my cockpit I've ordered an IFEI and an UFC from tekcreations a few years ago, when DCS-BIOS (the original Hub) was the real hot <profanity> back then. Now I've bought some newer stuff rom tekcreations (left and right brain-controllers, MasterArm and IRcool-panel), which requires Skunkworks BIOS and I've installed Skunkworks-BIOS step-by-step (see next post) as described by TekCreations (https://tekcreations.slab.com/public/posts/dcsbios-installation-skunkworks-byjgzhpu). Export.lua is updated and the new stuff is running. My older IFEI and UFC weren't running anymore (only, if I started the old DCS-BIOS parallel). As far as I understand Skunkworks is running in the background and does not have to be started everytime I start DCS (as the old BIOS). But I have to do everytime the following steps: Read out the COM-ports (4,5,9 and 13) and then I have open the "connect-serial-port" 4x and put in every window each of the four COM-port-numbers. Only after that I can use my hardware-panels. Randomly I've found out that the older IFEI and UFC are running under Skunkworks when I use the "connect-serial-port"-part as described above. Now my question: How can I spare this part with the four windows? Is there an automated way to go? Greetings Purzel PS: A I already asked Kieron from TekCreations, but he can't help me with that.
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Excellent work! Outstanding! That's exactly, what we need.... Thank you and your team for all that efforts you put in this!!! Must be a lot of work... As far as I understand, you build a dedicated voice-setup for only NTTR, but wouldn't it be easier to generate just the names of all known airfields on all maps and just do the rest of the voice-lines in a generic way (giving runways, directions, heights, etc.), so you can mix them depending on what airfield you are? Correct me, if I'm wrong - I don't have any clue how your approach to this is or how it has to be programmed...! Do you consider a version without using "Voice Attack"...? We already have so many external tools running (as SRS, any-joystick-software, TrackIR, DCS BIOS, TacView, etc.) so another software would use resources again and I would like to have running as few as possible software in the background... Apart from this the "export.lua" needs a certain order of it's command-lines to work properly, so that could be a problem at the end... (I don't know if AI ATC will go into the export.lua, but you know what I mean... ) And if you need someone to test it, here I am... Greets Purzel
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Hi, I've got an F/A-18C with two waypoints (1: airfield, 2: orbit). When a certain vehicle enters a certain zone the F/A-18 should get a new waypoint (WP3). Is it possible to get the new WP into the HSI, which isn't visible before activation? I've tried around with conditions and flags, but got no results. If I enter the 3rd WP from the beginning it is shown from the beginning in the HSI, no matter, if I set the WP flag true or false. If I don't add the 3rd WP I cannot adress anything to be the new 3rd WP, because of "you-cannot-activate-what-is-not-existing"... Any suggestions? Thx! Purzel
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You'll have to get done the monitor-setup in Windows first! Try to put them beside of your main monitor ("center viewport"), because you will have less unused space to render (6.681.600 pixel vs. 7.705.600 pixel < horizontal vs. vertical alignment). Put both MFD in Windows in portrait (vertical) mode and SAVE your selection! Windows does not know, where your hardware monitors are placed in reality, so it doesn't matter, where you're aligning them in windows, for the following example-code put them side-by-side as shown below: Enter this under "Resolution" in DCS: 4.640*1440 (All monitors in portrait-mode and side-by-side!) Depending of the positions of your monitors displayed cont you may have to correct the values of the MFCDs... (Just guess and change the pixel-values in counts of 10 and see, if you're getting them to the right place, only if neccessary) Your monitorsetup.lua code then should look like this: (Hint: "Description = 'Center+LMFD+RMFD 4.640*1440' " write your resolution for this aircraft into the description-codeline, so you can change the DCS-resolution-values ingame without calculator) --------------------------------------------------------------------------------------- _ = function(p) return p; end; name = _('AH-64D'); Description = 'Center+LMFD+RMFD 4.640*1440' Viewports = { Center = { x = 0; y = 0; width = 3440; height = 1440; viewDx = 0; viewDy = 0; aspect = 43/18; } } LEFT_MFCD = { x = 0; y = 640; width = 600; height = 600; } RIGHT_MFCD = { x = 600; y = 640; width = 600; height = 600; } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center --------------------------------------------------------------------------------- All the above should work without the ViewportHandling-stuff. dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("RIGHT_MFCD")
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Is there a complete list with used buttons/switches/potentiometers, 4-way-switches or analog-joysticks to build into the TEDAC-grips? I don't want to buy the wrong stuff. Thx ! @Assamita: You've got PN
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Does anyone knows the size of the tactile pushbutton-parts (for e.g. the "SYM"-rockers around the TEDAC monitor) and would be so kind and tell me... I'll print hannibals TEDAC, so I need the infos... wide should be 6x6mm, but I need the height of the push-part of such a button: (Or does anyone have a not-to-expensive shop which sells these button with LEDs, should be located in EU):
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[How to] Export displays like RWR and CMSP set-up guide - Jan 2021
Purzel replied to jonsky7's topic in Multi-Display Bugs
*kicked again* What is the viewport for the F/A-18C? I've got one little 480 x 480px monitor plugged into my GPU (it works, it shows the desktop), is there way to connect it and get it run without that helios stuff? Somewhere I've found this code: F18_RWR = { x = 3421; y = 305; width = 480; height = 480; } Any ideas what could be wrong? Or how I could connect it via USB Thx! -
Hi folks, I'm searching for 2- and 3-way switches for my F/A-18C cockpit which have an axis so the levers cannot rotate on their longitudinal axis. I need 12mm threads to screw/fit them in the holes and more than only one switch-row (means 6-9 connectors on the bottom) Does anyone have some part-numbers or a shop for me? (Please suggest only european shops, e.g. mouser will charge 25 only for postal-fees from US to EU) I don't want to sell my left kidney and my first born, so please don't tell me original parts or something else expensive. The best option for me would be switches with flat levers, not round ones, which I can easily print caps for. I'm done with round levers, because the 3d-printed stuff will rotate on those as seen below. Thanks in advance Greetings Purzel The blue arrow points to the axis, which prevent the longitudinal rotation of the lever: Nope, the lever caps should not turn:
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Would you please send the files, even if they're not finished, I just need to test-print them to see, if they're fitting to the grips I have.... Thx! Greetings Purzel
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Hi folks, that's the situation: I've build a deskpit and now I want to get the panels backlit by an LED-strip I've bought. I'm using an arduino micro-pro board and the hook-/gear-down-LEDs are working. I'm working with the DCSbios original branch. But I can't find the DCSbios-code for the instrument-panels LEDs, this is the only thing I can find regarding on the instrumentpanels: So would someone be so nice to tell me the correct DCSbios-code? (I've set the code below already to PIN5 of the arduino-board.) And what ist the code to insert at the "your code here"-part? THX Purzel INST PNL Dimmer FA-18C_hornet/INST_PNL_DIMMER Input: set the position of the dial DcsBios::PotentiometerEWMA<5, 128, 5> instPnlDimmer("INST_PNL_DIMMER", PIN5); void onInstPnlDimmerChange(unsigned int newValue) { /* your code here */ } DcsBios::IntegerBuffer instPnlDimmerBuffer(0x7536, 0xffff, 5, onInstPnlDimmerChange); Integer Output: position of the potentiometer DcsBios::ServoOutput instPnlDimmer(0x7536,PIN5, 544, 2400);
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Tonight I've got an idea... (no, not one of these "hold-my-beer"-ideas): Instead of let everybody searching on his own to get the fitting electronic-parts, why don't we just disassemble two X-Box-controllers, so everybody just need to solder some longer cables from the switches to the x-box-pcb... That would be my attempt. Does anyone have done this before? Is it makeable? Could be the fastest way to get a working TEDAC? (Downloading and printing the grips, a little soldering, put X-Box-stuff inside, assemble the grips, ready-to-fly) I don't own a X-Box, so I don't now, if the would be possible... It's just an idea - your thoughts?
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@flanker0ne Would share these files? Are building them for already existing TEDAC-files? (e.g. from Hannibal, SrSosio or Assamita) or do you do your own TEDAC-build? Would be great to get some nice files...
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@maikchaos Wo füge ich denn diese local kneeY (etc.) Zeilen in der ViewportHandling.lua ein? Hier ist meine ViewportHandling.lua: -- positioning on screen in HUD Only view function update_screenspace_diplacement(aspect,is_left,zoom_value) local w = LockOn_Options.screen.width; local h = LockOn_Options.screen.height; if LockOn_Options.screen.oculus_rift then local ui_x,ui_y,ui_w,ui_h = get_UIMainView() w = ui_w; h = ui_h; end local x0 = 0 local w0 = 0.5 * h local aspect = aspect or 1 local zoom_value = zoom_value or 0 local default_width = w0 + (64 * zoom_value) if default_width > h then default_width = h end if default_width > 0.5 * w then default_width = 0.5 * w end local default_height = default_width / aspect local default_y = h - default_height local default_x = w - default_width - x0 if is_left then default_x = x0 end dedicated_viewport = {default_x,default_y,default_width,default_height} dedicated_viewport_arcade = {default_x, 0 ,default_width,default_height} end function make_viewport(aspect,is_left,is_top,default_width,zoom_value) local w = LockOn_Options.screen.width; local h = LockOn_Options.screen.height; if LockOn_Options.screen.oculus_rift then local ui_x,ui_y,ui_w,ui_h = get_UIMainView() w = ui_w; h = ui_h; end local x0 = 0 local w0 = 0.5 * h local aspect = aspect or 1 local zoom_value = zoom_value or 0 local default_width = default_width or w0 default_width = default_width + (64 * zoom_value) if default_width > h then default_width = h end if default_width > 0.5 * w then default_width = 0.5 * w end local default_height = default_width / aspect local default_y = h - default_height local default_x = w - default_width - x0 if is_left then default_x = x0 end if is_top then default_y = 0 end return {default_x,default_y,default_width,default_height} end function set_full_viewport_coverage(viewport) dedicated_viewport = {viewport.x, viewport.y, viewport.width, viewport.height} dedicated_viewport_arcade = dedicated_viewport purposes = {render_purpose.GENERAL, render_purpose.HUD_ONLY_VIEW, render_purpose.SCREENSPACE_OUTSIDE_COCKPIT, render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always render_target_always = true end -- try to find assigned viewport function try_find_assigned_viewport(exactly_name,abstract_name) local viewport = find_viewport(exactly_name) or find_viewport(abstract_name) if viewport then set_full_viewport_coverage(viewport) end return viewport end