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Nealius

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Everything posted by Nealius

  1. I do a lot of filming and screenshot taking in DCS, and for a lot of cockpit stuff I need to loosen the 6DOF limits to get close-ups of the dashboard and GoPro style footage of the pilot body, which works for all the modules except the warbirds. Changing 6DOF limits in a server.lua file in Saved Games, as I do for all other modules, doesn't work. Changing 6DOF limits directly in the modules' view.lua also does not work. However, unlocking 360 rotation does work. For me, the current warbirds are affected: Fw 190 A-8: 6DOF not unlocked, 360 rotation unlocked Bf 109 K-4: 6DOF not unlocked, 360 rotation unlocked P-47 (all variants): 6DOF not unlocked, 360 rotation unlocked Spitfire (both variants): 6DOF not unlocked, 360 rotation unlocked Mosquito: 6DOF unlocked, 360 rotation locked The Mosquito is the one exception, where 6DOF edits work but the 360 rotation edit does not.
  2. Ah okay thanks. My brain always has a hiccup when switching from the taxi director's signals to the shooter's signals, where I start turning in place (like I would during taxi) instead of moving my entire aircraft left/right as directed by the shooter.
  3. I recently keep having Quest Link freeze on first MP join every single time, then works normally after unplugging/restarting the Quest and Link. I never have this issue in SP. It happens on my own dedicated server with various missions and maps. No dynamic spawn, no fancy scripts. This is what happens: 1. Join server 2. Choose coalition 3. Click join > Link freezes. DCS does not crash, nor is it "not responding" in task manager, but it is effectively frozen with no headset movement reflected in the desktop mirror. The headtracking still works normally inside my headset, but the DCS image is frozen and the periphery has geometric lines extending to a point at infinity on the left and right. 4. Unplug Link cable and I'm loaded in to Meta Home 5. Plug in Link cable, but sometimes it does not recognize that it is connected. Other times it does connect and I can launch Link, but audio does not work. 6. Restart the headset. 7. Launch Link, join same MP server, fly as normal with buttery smooth locked 72fps and zero performance hiccups. I don't get why it always freezes/crashes on first attempt, but works fine from the second attempt, considering I have absolutely amazing VR performance otherwise. PC specs are: - 7800x3d - 4070Ti Super - 64GB DDR5 - all SSD - Quest 2 on Anker cable plugged into a powered USB 3.0 hub (motherboard power alone often isn't enough)
  4. I guess no one flies out of Tarinkot because this river anomaly is literally on the downwind leg of the pattern. Coords in screenshot:
  5. A resource for the tactical approaches that doesn't require registration or a fee for that person's own personal gain would be nice.
  6. Which means it can't be used in Saved Games server.lua, which is the only way to avoid IC faults and avoid having to re-edit the limits every time there's a DCS update. So techinically it is not the "same thing."
  7. Using this guide to loosen the 6dof restrictions in the Mossie for video footage and screenshots, changing the "allow360rotation" line from false to true in a server.lua file entry does not work for the pilot slot. It does work for the navigator slot.
  8. We should be able to create edited 6dof limits for GoPro style footage without breaking IC by following this guide, which uses server.lua in Saved Games. However the Hind's coding method for the view does not match the larger DCS standard. Compare the Apache's code to that of the Hind's: Apache ViewSettings = { Cockpit = { CockpitAnchorPoint = {1.926, 0.922, 0.0}, [1] = {-- player slot 1 (PLT) CameraViewAngleLimits = {20.000000,140.000000}, CockpitLocalPoint = {1.784, 0.992, 0.045}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.090, 0.000, 0.000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.2,0.3}, y = {-0.3,0.2}, z = {-0.3,0.3}, roll = 90.000000}, }, [2] = {-- player slot 2 (CPG) CameraViewAngleLimits = {20.000000,140.000000}, CockpitLocalPoint = {1.784 + 1.300, 0.992 - 0.45, 0.045}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.090, 0.000, 0.000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.2,0.3}, y = {-0.3,0.2}, z = {-0.3,0.3}, roll = 90.000000}, }, }, Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, } Hind local function player(x,y) return { CockpitLocalPoint = {x,y,anchor[3]}, CameraViewAngleLimits = {20.000000,140.000000}, CameraAngleRestriction = {false,90.000000,0.400000}, CameraAngleLimits = {200,-65.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.1,0.5},y ={-0.3,0.1},z = {-0.3,0.3},roll = 90.0}, } end local function gunner(x,y, ang) return { CockpitLocalPoint = {x,y, 0.0}, CockpitLocalPointAzimuth = ang, CameraViewAngleLimits = {20.000000,100.000000}, CameraAngleRestriction = {false,60.000000,0.400000}, CameraAngleLimits = {90,-45.000000,60.000000}, EyePoint = {0.090000,0.000000,0.000000}, Allow360rotation = false, ExternalShapeUsed = true, limits_6DOF = {x = {-1.1, 1.6}, y = {-0.55, 0.55}, z = {-0.46, 0.46}, roll = 45.000000}, } end ViewSettings = { --}, -- Cockpit Cockpit = { CockpitAnchorPoint = anchor, player(3.15, 0.57), player(4.65, -0.05),--видимо X Y(4.65, 0.04) gunner(0.0, 0.0, 90), }, --Cockpit Chase = { LocalPoint = {-5.700000,1.400000,-3}, AnglesDefault = {0,-8.000000}, }, -- Chase Arcade = { LocalPoint = {-20.000000,5.000000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } As you can see, the code syntax is not compatible with the standard used in all other DCS modules for view editing using Saved Games server.lua file.
  9. Upon trying to edit 6dof limits to get GoPro style angles for video footage using this guide, I discovered that the Chinook does not have a view.lua file at all from which to adjust camera angles.
  10. 0.9 works for all other modules. In the Mosquito values up to 90.0 work (0.9 is actually more restrictive than the defaults). Wierdly in the Mosquito as well, 360rotation true is not honored for the pilot slot, but is for the navigator slot. EDIT: I tried staying within 0.1 of default values and still not working.
  11. IIRC the line is for the head movements to make selections. Did you accidently turn that setting off?
  12. I'm unable to get these edits to work with any of the warbirds. The "Allow360rotation = true" entry is honored by DCS, however the 6dof edits are ignored. I am using the correct callback names for the modules, copied directly from the snapviews.lua entries. Here's an example of mine for the Anton: ViewSettings["FW-190A8"] = { Cockpit = { [1] = {-- player slot 1 CockpitLocalPoint = {-1.133,0.842,0.000000}, CameraViewAngleLimits = {20.000000,140.000000}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = true, limits_6DOF = {x = {-0.9,0.9},y ={-0.9,0.9},z = {-0.9,0.9},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {0.200000,-0.652000,-0.650000}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } Allow360rotation works, but the limits_6DOF does not. Same issue with the Sptifire, P-47 (all variants), and 109 K-4. All of my edits to modern aircraft modules work normally.
  13. A modder could make the same claim by reskinning a flaming cliffs module within the next week.
  14. So why isn't the logic that was used to decline development of the Superhornet and other WW2 modules that lack sufficient data being equally applied to the F-35? If this were FC3 level, then sure. But it's being marketed as full-fidelity, which means sensor integration systems when we aren't even sure if our Lot20 Hornet, a much older and much less classified airframe, will get its sensor integration systems modeled at all.
  15. I think the top portion of the trees has had their collision box revised. I’ve taken a few twigs in my Mossie like that without exploding on a number of occasions.
  16. Is this related to him seeing targets and lasing them, yet still missing them? He was able to target trucks as normal from ~4km away but all four of my missile shots missed.
  17. JASDF livery to supplement the JGSDF one we got by default:
  18. I believe this is a KC-130 issue. It's done that since it was introduced with the Harrier way back in.....2017 or 2016? IIRC it's a Razbam asset.
  19. Using the Mossie on the Channel map to do precision strikes on warehouses and such in the towns leads to the target burning, but no crumbling rubble like in other maps. Would be nice to have some destruction.
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  20. No Hornet-related mods installed at the time of the screenshot. Possibly related (and already posted another thread), the MFD reflections are also visible despite having MFD reflections set off. Both items became broken after the 2.9.11.4686 update. Edit: it seems the MFD reflections are a known issue. I wouldn't be surprised if the kneeboard issue is also related.
  21. Essentially these macro solutions involve a sequence of key presses emulating what a human would do to set up the MFDs, just faster and automatically, rather than firing up the jet and having the pages already set like a DTC would?
  22. This line is in the module's cockpit liveries folder, thus it should be applied universally. None of the default liveries in the CoreMods folder have this line yet the kneeboard works for those. Something's not right.
  23. It breaks immersion with them standing in the damn landing area after I've already called the ball. It breaks immersion with them failing to move out of the way of an impending collision like an actual human would.
  24. There should still be an option to manually add/remove them. There are many instances where the deck crew stop responding for parking, and auto-park doesn't work, at which point the only option is for the player to park on their own and add chocks via the radio menu. For online squadrons, when the deck crew freezes up and won't unchock/guide anyone, the entire group of players has to restart the whole mission from scratch and hope it doesn't break again instead of simply removing chocks via the radio menu and bypassing the buggy deck crew.
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