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Sgt_Baker

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Everything posted by Sgt_Baker

  1. It's possible that might help. I've seen reports in unrelated fields of various system components getting in to a huff due to language pack stuff, so it's worth a shot. Just to be clear: After the "method not implemented" bit, the error message immediately says something along the lines of "!!0[] System.Array.Empty()", right?
  2. Yes, not that the "really scary" engine upgrade is done, there's nothing preventing the addition of new aircraft, displays and a whole bunch of other things certain among you may have heard mentioned from time to time. Essentially, it was hitherto pointless to keep developing new stuff against the old DirectX 9 versions of DCS, not knowing whether UltraMFCD could be made to work with DirectX 11 at all. Other than the teething problems we're seeing right at this second, it does work and works well, so full steam ahead!
  3. Please download and install .NET 4.6.1 from here: https://www.microsoft.com/en-us/download/details.aspx?id=49981
  4. Ah ha! From a few posts above: 2) Only A-10C is supported at present. We will reintroduce the KA-50 once we know everything is working correctly. It's not that it crashes by design - clearly that's undesirable behaviour. However, I've not had time to look at the KA-50 at all, what with upgrading the render engine. Consequently, it is entirely likely that it's attempting to run code from v1.0, which is most certainly going to cause problems.
  5. Ah, I can see immediately where I've made some mistakes, Mr Iku "5760x2280". :D UltraMFCD 2 deals with screen sizes very differently when compared with version 1 - i.e. supports proper 4K etc. I've clearly not taken every possibility/permutation in to account. Will take another look at that code and eliminate whatever is causing the issue. --Baker
  6. That's one I've never seen before. Is there anything useful in the Applications section of the Event Log? --Baker
  7. **FIXED in 2.0.0.6 Thanks for the report. Having three different versions of DCS on the go is causing some headaches, I tell ya! I'm about to patch this error internally. Until the next version is released, you can make this one go away by manually creating the missing folders (in bold) C:\Users\<your username>\Saved Games\DCS\Logs\ Thanks, Baker
  8. Hi Boberro, Please download and install .NET 4.6.1 from here: https://www.microsoft.com/en-us/download/details.aspx?id=49981 That should fix the issue. --Baker
  9. UltraMFCD 2.0.0.6 for DCS 1.5 is available for beta testing Following the development of a completely new rendering engine, I'm pleased to announce that UltraMFCD 2.0 is ready for a public beta. Previous users of UltraMFCD will be familiar with its functionality and what to expect. If you're a new user, please consult the documentation for UltraMFCD 1.0 at https://ultramfcd.com. The purpose of this test is to verify that the new rendering engine is stable and works as expected. Please post any bugs you may encounter either here or in an email to ultramfcd@ultramfcd.com. Download link: https://ultramfcd.com/ ** UltraMFCD requires .NET 4.6.1. If you have trouble starting the program, please download and install .NET 4.6.1 from here: https://www.microsoft.com/en-us/download/details.aspx?id=49981 Please bear in mind that this is a super-early beta test, so the stability we enjoyed with UltraMFCD 1.0 is a thing of the past. Expect problems. Expect the moon to fall from the sky. Expect uMFCD to make you tea when you expected coffee (it is British code, after all). 2.0.0.5 Caveats/things we already know: 1) Only DCS 1.5 is currently supported. 2) Only A-10C is supported at present. We will reintroduce the KA-50 once we know everything is working correctly, and then follow up with the long-awaited exports for other aircraft. 3) Only the MFCDs and CDU are exported at present. Same applies as per point 2 regarding RWR, CMSC, Clock etc. 4) Sometimes, for reasons presently unknown, UltraMFCD wigs out completely and renders totally black displays. Restarting uMFCD/DCS solves the problem, but this is clearly not ideal. If you experience this problem, please let us know whether there's any observable pattern or reliable method of reproducing the error. 5) Upon ejecting from the aircraft the "Quit" menu will no longer display. We're obviously aware of this and will fix the problem in due course. Until that time, you can exit a mission cleanly by first accessing the F10 map screen, where the "Quit" menu will display as normal. Change log: 2.0.0.6 -- 2016-01-06 -- Urgent bugfix to prevent uMFCD causing havoc in the case of it being launched when DCS is already running. Now prevents a slew of crashing and weird behaviour and instead prints an informative message asking you to close and relaunch DCS. Happy flying! --Baker --------------
  10. Tomorrow. Maybe. :music_whistling: :smilewink:
  11. Best response ever! :D
  12. Happy New Year! Here's a pic to remind ourselves that blowing up fuel tankers in 2016 will be much more fun in colour. Very close (as in days) to releasing, now.
  13. No probs :) Thanks to everybody who tested uMFCD 1. As a result of all that feedback we already have a rather good idea of what to expect in terms of bugs, and they're easier to fix proactively as opposed to reactively. Additionally, it was very easy to determine which parts of uMFCD didn't need fundamental rewriting. Lots of time and effort saved all round. So if you've ever wondered why beta testing is important: You cast light in to a world of blindness on the developer's part. Even if the developer has £1bn to play with (which I don't).
  14. You know the plan, Greekbull. ALL possible exports will eventually be implemented. The Mirage 2K happens to be a high priority on this end.
  15. Do a file search in your DCS folders for "export.lua" along with Googling "DCS export.lua". That should be more than enough to get you started.
  16. Settle down, folks! I only finished the bulk of the coding last weekend... and then there was a major religious festival to mess up one's schedule/waistline/sanity. The things left to do are: 1) Finish implementing double buffering inside DCS. 2) Fix a bug whereby - and I'm not kidding - whenever the stall warning alarm goes off in the A-10C, the graphics pipeline starts behaving very differently to all other states of flight. That's about it.
  17. So you want uMFCD binoculars?
  18. Hi majapahit, If you'd take a moment to watch the entirety of the demonstration video, you'll see that we chose to adopt a strategy whereby you receive "the most display for your buck". Consequently, and this decision was made very early on, the A-10's OSBs are integrated in to the display export itself. Additionally, although not demonstrated in that video, all of the CDU's buttons/dials are clickable/touchable. UltraMFCD was created with touchscreen users in mind. :)
  19. I can see why things might not have been ideal under such a setup. As it so happens an important part of my background is in making novel displays for the military (surprise surprise!), so if you'd like to discuss physical HUD configurations at some point, I'm all ears. :)
  20. I don't have a VR headset. What are you asking for, specifically?
  21. UltraMFCD for DCS 1.5/2.0 hasn't been released yet. When it /is/ released, you can extract the zip anywhere you please. In order to make UltraMFCD "do its thing", all you need do is run the EXE: uMFCD takes care of the rest.
  22. That very much depends on the methods you were using in your attempts to "align". Given that you're likely not using something along the lines of a Holographic Optical Element, parallax-awkwardness in any "home style" setups will probably always be slightly noticeable, if not catastrophically so. I can certainly provide mechanisms suited for HUD calibration with uMFCD, but not without knowing precisely which alignment problems are most prevalent.
  23. Fancy that, old chap! What what, eh? It is true that there "are plans" to export the HUD. By "plans" I mean it's something already achieved internally. This bring me conveniently to some of the differences between UltraMFCD 1.0 and UltraMFCD 2.0. In uMFCD 1.0, if there happened to be a multi-colour HUD... hard cheese! Due to optimisations required when transferring data from the graphics card to the CPU and back to the graphics card, under DirectX 9, all "green" displays were internally treated as one colour. One of the great advantages of the new DX11 stuff is that everything can be transferred "as seen". While this might not appear immediately relevant, HUDs and HMDs have been multi-colour for years. :)
  24. What the? How did you get that picture? WHERE'S THE DAMN CAMERA HIDDEN???!!!
  25. You might try fiddling around with <DCS Folder>\Bazar\Terrain\districts.cfg.lua F.ex: [batumi] = { names = { en = "Batumi", ru = "Батуми", }, code = "UGSB", callsign = "Druzhinnick", frequency = 127500000.0, control_tower = towerObjectModels, civilian = true, approach_light_systems = { { runway_number = 13, runway_suffix = 0, -- 0 - no suffix, Left/Right/Center -> 1/2/3 als_argument = 34, -- holds argument to drive PAPI state low_glide_path = 2.5, slightly_low_glide_path = 2.8, on_lower_glide_path = 3.0, on_upper_glide_path = 3.0, slightly_high_glide_path = 3.2, high_glide_path = 3.5, } }, default_camera_position = { pnt = {-355509.094, 110.0, 617577.938}, bearing = 216.5,},-- 21 Батуми base_displacement = { landing = {x = 0.0, z = 200.0},takeoff = {x = 0.0, z = 200.0}},--22, Батуми single_directional = 1, hel_terminals_number = 16, scenery_data = { name = "batumi"; position ={-355387.094, 9.965, 617307.875}; surface = dir.."Airfields/Batumi/land.lsa3"; model = dir.."Airfields/Batumi/batumi.edm"; vfstextures = dir.."Airfields/Batumi/textures"; }, roadnet = dir.."Airfields/Batumi/taxiway.rn3", },
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