

camsr
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Everything posted by camsr
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I accidently used the China Hat aft long instead of forward long and lost my target, but what confused me is the TGP lost it's target and slewed to the steerpoint. I THINK I had TGP as SPI but I don't know... I tried using forward long after that and MAV slewed to the steerpoint, and I got shot down!!! Likely would have been shot down anyway tho... But MAV WAS SOI and the TGP slewed to the steerpoint. Is this normal behavior?
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I gotta say that if you don't have a sim pit, don't bother with any joystick less that TMWarthog. Too much shuffling from keyboard to joystick and back will make your head spin. As if learning the sim itself wasn't enough. With the TMWarthog stick you can almost eliminate the keyboard from flight control, leaving only that and the mouse to run the game. A simpler joystick will up the ante to 3 devices to swap around. Not fun.
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Try removing the quotes, maybe that might make it a literal expression. Hopefully without the quotes it will be interpreted as a regular expression, which is how the asterisk works.
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Indeed it does then. This is a bugger about Windows not having any kind of preset functionality. Although ProcAff.exe did sucessfully change the affinitys while launched, I had some problems with input devices after that. I am going to look into it more. I don't know if Windows will assign the same ProcID for every app launch, so there again is another shortcoming.
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Skatezilla, how are you launching DCS with the shortcut and the affinity flags? Can you show it?
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This also affects older Intel Core2Quads. My Q9450 does stuff faster on a pair of cores on the same dye, otherwise data has to traverse the FSB. The performance increase for using 4 cores was not proportional to 2 cores on the same dye. Old school tech :megalol:
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What I am trying to do is call mist.removeFunction when the player leaves the trigger zone. The task (wing tipping) is accomplished while in the zone and when it is accomplished it must set a flag so re-entry does not call the task again. It's a little complicated, so I am hoping someone can help me understand flags or how to organize this. All I know is flags are a two value vector with the second element true above zero or false. I don't know how the first element, the flag enum, is organized within the game. Here is my wing tipping function for you guys to try out! You can aileron roll all day and it won't trip it. It works with the a10c so far. To use it, set entry into a trigger zone to evaluate: wingtiphandle = mist.scheduleFunction(wingtip, {}, 0, (1/30), nil) Don't change (1/30) or the filter's tuning is screwed. And just load this script at mission start, don't enter the zone before it loads! -- vars local x0 = 0 local x1 = 0 local x2 = 0 local y0 = 0 local y1 = 0 local y2 = 0 local y3 = 0 local y4 = 0 local outi = 0 local bufi = 0 local f1 = .014661816193 local f2 = 1 / (1 + f1) local input = 0 local playerunit = Unit.getByName('PUT THE UNITS NAME HERE') trigger.action.outText("LOADED", 5) function wingtip() -- getroll input = mist.getRoll(playerunit) -- normalize input = input / math.pi -- waveshape input = 2 * math.pi * input * (math.cosh(2 * math.pi * input ^ 8) / math.cosh(2 * math.pi * input ^ 2) ^ 8) -- filter x0 = x1 x1 = x2 x2 = input / 1.435117008e+02 y0 = y1 y1 = y2 y2 = y3 y3 = y4 y4 = (x0 + x2) - 2 * x1 + ( -0.8607361667 * y0) + ( 3.5479473301 * y1) + ( -5.5117763941 * y2) + ( 3.8243485969 * y3) input = y4 -- rectify input = math.abs(input) -- integrate outi = (f1 * input + bufi) * f2 bufi = f1 * (input - outi) + outi -- -- test output trigger.action.outText((outi), 1) if outi > .5 then mist.removeFunction(wingtiphandle) end end EDIT: Updated tunings, should be much easier.
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Changing an aircraft from one country to another...
camsr replied to FlyNate's topic in Mission Editor
Look at the file db_countries.lua in scripts/database The table for germany has this line: cnt_unit( units.Planes.Plane, "F-4E"); Try adding this to the end of the table for USA. -
Okay, I have figured that out, using mist.scheduleFunction() Now I need a way to call removeFunction() while leaving the zone, so as to not call it unnecessarily outside the zone. I tried using a switch condition trigger, but the function still runs. I don't understand this switch condition. Any advice? I would like to see it work something like this: Unit flies into zone, function starts iterating. If task does not get completed in time, nothing happens until flying into the zone again, in which case the function restarts. Once a value is greater than another for some amount of time, the task is completed and the function does not get called again.
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I am working on my wingtip idea, so I want to use wing tipping in a zone (or possibly distance from receiving unit (possibly checking LOS also)). I need to have a function called while the player's unit is in a trigger zone. It also needs to be scheduled to run at 100 times a second (maybe), because I will be using some differentiation for the detection. Then the function needs to end when a value is above a threshold for a given time. First things first, how do I start a scheduled function by entering a trigger zone?
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I already figured it out after I posted, just to put the files in the corresponding directories. Thanks, looks great.
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A-10C Campaign: Operation Jackal
camsr replied to Quirkitized's topic in User Created Missions General
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Is this really as complicated as it looks?
camsr replied to markwilliam's topic in DCS: A-10C Warthog
markw, like everyone said, the learning curve is steep and requires dedication. The weapons systems are not easy to figure out, but the DCS tutorials in the game do help. Make note of what systems are being used for what weapons, like the GBU-12 and the laser, or the GBU-38 and the GPS/SPI. Study one weapon at a time and practice using it. Then you should have an easy time switching between them with confidence. The HOTAS system is a vital part of the aircraft's enployment, because the SPI is where everything happens. Take some time to practice locating and relocating the SPI, using the China Hat and the TMS system. When you have the SPI going where you want it when you want it, start learning about markpoints and flight plans. -
lots of bug fixes!
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I have been noticing that braking the hog is a crapshoot sometimes. It does the weirdest thing when taxi-ing off the runway, the CDU blips out for a second, big yellow warning on the CICU. The braking force must be tremendous on this plane! Overall it seems a bit high-centered.
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It makes a difference in parallel systems. Some threads need more time than others, so cores with less to do can better handle interrupts.
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Is it possible to kill a ship with a machine gun?
camsr replied to Gloom Demon's topic in DCS: UH-1H
There are lots of weird inconsistencies in how targets are damaged. M818 in A10C for instance, by default only takes one bullet to kill, and it doesn't matter where it's put. A hitbox system would be really cool, so potential gas tank shots get the kill easily, but hitting across the canopy does nothing. -
Thought I would share these binds because they are much better than the defaults MODIFIER KEYS , defaults + Tab and Num0 Flight stick: up, down, left, right Throttle: 1 - left up 2 - left down 3 - right down 4 - right up Pitch/Roll trim (R-Shift Modifier): W - trim up S - trim down A - trim left D - trim right R - reset Yaw trim (R-Shift Modifier): Z - trim left X - trim right (any command to center yaw trim?) Can go to C Flaps: F - flaps up +L-Shift - flaps down Speedbrake (Num0 Modifier): UP arrow - retract DOWN - deploy (emergency retract, still looking) NWS: B - brakes N - toggle HOTAS: TMS (R-Ctrl Modifier) W - tms up S - tms down A - tms left D - tms right DMS (Tab modifier) W S A D Coolie (L-Ctrl modifier) W S A D HOTAS slew (No modifier) W S A D China Hat (No Modifier) Q - aft E - forward MIC switch (No Modifier) DELETE - aft END - down HOME - up PGUP - forward Boat Switch (L-Alt Modifier) LEFT arrow - aft DOWN - center RIGHT - forward Weapons Release SPACE - guns +L-CTRL - bombs/rockets/missiles (Don't have any idea for first stage gun) TILDE - master mode control button End of HOTAS section, still looking for good CMS and pinky switch locations LASTE (R-Ctrl Modifer): TILDE - engage/disengage +R-Shift - EAC on 1 - PATH mode +R-Shift - EAC off 2 - ALT/HDG mode +R-Shift - ground radar on 3 - ALT mode +R-Shift - radar off ------------------------------------------- So far, this covers the basics of flight control. It's neatly organized and doesn't require a lot of keyboard looking.
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Test it out in the mission editor :thumbup:
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I am going to make a wild guess and say your PSU and/or MOBO are just not handling the power draw from your video card. Conversely, maybe it is SATA bus saturation OR page faults from small SSD cache. One thing to attempt in software is Interrupt Affinity tuning. http://msdn.microsoft.com/en-us/library/windows/hardware/ff547969%28v=vs.85%29.aspx When a large memory tranfer occurs to hardware, it can cause issues with threads by way of cache page faults. Background processes need to be kept on cores that use the interrupt of the accessed device. A simple tuning example would be a Quad Core CPU with an app running on two cores, only one of them has interrupt affinity to the necessary hardware. That leaves one core kicking out the app and page faults are reduced.
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How do I use the 229th texture mod? Just place it in the mods folder?
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I was also thinking I could use flags instead of polling. How could I set up a chain of flags?? But it would have to be in a LUA script?
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the getRoll() will work, but I need to know how fast it gets called, maybe I can set up some bounds checking for wing tipping.
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I suppose I will try out FSX, it seems to be almost the same as P3D, flight model wise, unless I missed something. P3D looks cool for the mission possibilities. Does FSX have the same large scale world as P3D? @wraith, looks like fun! The Dubai HD is really impressive. Are those your videos?
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Is there a list of function around? also, I hate to ask, but is anyone able to get this working for me? I am not familiar with LUA