

DeJohn
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2.1 update has messed up the F-5's skin placement
DeJohn replied to carss's topic in Bugs and Problems
In the skin folder is the description file, open it with notepad ++. The last line should be the countries line. ( I'm guessing since the skin shows up for every country that its not there). So just add it if its not there. The format is as follows... countries = {"USA", "CAN", "UK"} just add the countries you want to allow to use the skin -
upuaut's Bell 47 Alpha release!
DeJohn replied to Hawkeye60's topic in Utility/Program Mods for DCS World
As it is a mod, I remove it before any update. After update I re copy and pasted the bin folder to the mod and re installed the mod. I use the files from Upuaut's dropbox. -
upuaut's Bell 47 Alpha release!
DeJohn replied to Hawkeye60's topic in Utility/Program Mods for DCS World
Hawkeye60; I'm sorry could you be more specific as to what problem you're having. It runs fine for me in 2.1, player, ai, client. Also can you tell me what problem with the textures...I don't see anything wrong. Thanks for any info -
Quadg; If my post sounded like I was scolding you or anyone else for removing the spring or inferred you didn't know how to use trim, I apologize, that was not my intent. I was only describing my view on the problem at hand. We both understood the problem from Skull's post. Trouble with the centering spring when flying the Uh-1. The two of us choose different approaches to a solution, neither of which are right nor wrong, just different. That is the beauty of the community, to share ideas and our solutions.
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no longer works The Ultimate DCS World JSGME Guide - If you use mods, you need this.
DeJohn replied to Ebs's topic in DCS Modding
JSGME is a wonderful piece of software I have used for many years. My thanks to the creators. With that said it hasn't been updated for a long time and while it still works, there is a new piece of software called OvGME by Sedenion. When OvGME was created it was basically JSGME lite, however Sedenion has been open to suggestions of users and has updated it several times with many new features. For me it is the goto application for adding mods to a game. Mainly because you only need one copy of the program, and one copy of your mods (unless there are different versions for each version of DCS). Also the program or mods can be on different drives from where the game is (this was something important in my case because my game is on an SSD and I wanted the program and mods on an HDD. Thank you so much Sedenion. Now as to not being computer savvy... You can use the search feature to search the forum posts for an answer. Or, these forums are full of wonderful and very helpful people. All you need to do is ask, someone will have or find the answer if its out there. -
The Warthog is a great piece of equipment and personally (considering its cost) I don't want to modify the internals. So for those like myself I offer this tip for using it (to get around the issue with the centering spring). I like to fly with the 'hands always on controls approach', it adds to the immersion by having to always control the aircraft. For those who don't have or can't use an extension, getting out of and/or hovering near the center spot can seem heavy at times and cause over controlling. To get around this issue I trim the aircraft a little forward (or nose heavy if you like). In the Uh-1 this is done with the trimmer function, in fixed wing aircraft its done with the trim tabs. What this does is cause you to always have a slight back pressure on the control stick, keeping you out of that center spot when you don't want or need to be there and allowing small smooth movements (necessary in the UH-1) especially when in or entering a hover. If the point in the flight comes where aggressive control movements are necessary, getting thru or past the center point is not an issue. hope this tip helps, DeJohn
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upuaut's Bell 47 Alpha release!
DeJohn replied to Hawkeye60's topic in Utility/Program Mods for DCS World
It works in 2.0 so that shouldn't be the trouble. Check the spelling of the folder structure you made when making this mod OvGME compatible. A capital letter or space where is shouldn't be will send the mod to the wrong place. -
upuaut's Bell 47 Alpha release!
DeJohn replied to Hawkeye60's topic in Utility/Program Mods for DCS World
It would be a little hard to suggest tips, when you haven't described what you did to install it with OvGME. Which should work. Off hand I would say something is wrong with your folder structure you're trying to get OvGME to load. Any other info would be helpful. -
upuaut's Bell 47 Alpha release!
DeJohn replied to Hawkeye60's topic in Utility/Program Mods for DCS World
Hi all; Been away from the forums for a while do to health issues. But imagine my surprise and excitement to find that, that Great mod maker Upuaut has gone and made a Bell 47 mod. My hat is off to you sir. The Bell model 47 series is the helicopter that made me fall in love with rotary flight. So to honor this iconic helicopter I've made a skin pack depicting one of the first television shows to feature this beautiful aircraft. Namely "The Whirlybirds" I've already uploaded to the user files, so as soon as ED checks it, it will be in the list. I made two skin colors; one based on a fan organization (though I searched I can not confirm this is the actual color. After all the show was shot in black&white), and a white skin since this is the way it looked on the tube. Hope you enjoy. DeJohn https://forums.eagle.ru/attachment.php?attachmentid=162056&stc=1&d=1494622978 -
Hi jcdenton, The first thing I would tell you is check your axis assignments. DCS has a habit automatically assigning inputs to any peripherals attached to your computer; even thought you checked before. Make sure that only the one you use as a throttle is assigned. Second, collective inputs should be made slow and smooth. Movements too aggressive can cause this (not the only cause but one of them).
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Capt Zeen UH-1H Helios profile ! !
DeJohn replied to Capt Zeen's topic in PC Hardware and Related Software
Dental1; Yes you can just put the two files in the same locations in the DCS 2.0 folder as you did for DCS 1.5 -
Capt Zeen UH-1H Helios profile ! !
DeJohn replied to Capt Zeen's topic in PC Hardware and Related Software
Dental1 1. Do you use JSGME or OvGME? If not you should be! The reason is... anytime you use a modified or changed game file, when DCS updates it will see your file as being the wrong file and replace it with the original correct file. Thus the need for using a (Generic Mod Enabler), so you can unload your mods before you allow DCS to update and replace them afterwards. 2. Capt Zeen's default.lua file belongs in the Uh-1 input keyboard folder. When you look at the Eagle Dynamics\DCS\Mods\aircraft\Uh-1\Input folder you'll see 3 folders... 1... UH-1H (sim mode) 2... UH-1H easy (game mode) 3... UH-1H Gunner (as the name implies) In each one of those folders has a 'Keyboard' folder. You place the default.lua file in the folder that you fly... ie if you place it in 'sim mode' but fly 'game mode' it won't work. Hope this helps -
Capt Zeen UH-1H Helios profile ! !
DeJohn replied to Capt Zeen's topic in PC Hardware and Related Software
Nism0; I don't know if this is your problem, but the same thing happened to me. Are you by any chance using a modified joystick input file, such as 'Joystick - HOTAS Warthog.lua'? If so, be advised there was an update to the DCS input files as of 8/23/16. If you are using a modified one dated before that, you'll have to redo your modifications with the current file to solve the issue. -
No there is no limit to the number of skins you can have. FYI; I put my extra skins in a folder in my saved games folder. This makes sure that a DCS Update doesn't mistake them for not being part of the game and remove them. This folder can be found in your user folder.. C:\Users\UserName\Saved Games\DCS\Liveries\uh-1h If you don't have \Liveries\uh-1h just create it and place your skin folders in there
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SKYFOXX There are two standard panels that come with the Huey, Black or Grey. The decision as to which panel color is used is based on which one is called for in a Livery description lua. The following are the default liveries that have the grey panel... Australia RAAF 171 Sqn, Australia Royal Navy, Georgian Air Force, Greek Army Aviation, Greek Army Aviation Medic, Hellenic Airforce SAR, Israel Army, Luftwaffe, Royal Netherlands AF, Spanish Army, Turkish Air Force, Ukrainian Army, US ARMY 1972, USA Red Flag and XW-PFJ Air America. - Open the Mission Editor. - On the left side of the editor about half way down, left click on the icon that looks like a helicopter. A panel will open on the right. look across from where it says Type, and click on the selection bar. scroll down to Uh-1h and click on it. - click on any airport to place the huey. (you'll notice that the bottom of the panel on the right now has more info) this is where you choose how you want the huey set up. But before messing with that, go back to the top of the panel and click on the skill selection bar and choose 'Player' (this will put you in the cockpit when you start the mission.) At the lower part of the panel, you'll see another 'Type' selection bar. (this is how you want to start...choices 1,2 & 6 start in the air, the others start on the ground.) If you look at the top of the lower section, you'll see a line of 5 tabs. Click on the second one. This is the loadout section. Above the picture at the bottom you'll see 'Paint Scheme', this is where you choose which livery you want. Just pick one I listed above, and you will have the grey panel when you start the mission.
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As a note for those who may not know, IRL aircraft do have Deadzone, Saturation and Curves. They are put in when designed, thru the use of cables and linkages, or software for fly-by-wire aircraft. However they are not pilot adjustable, and pilots just have to get use to how the aircraft works. Its the same with vehicals... one car you may have to turn the steering wheel 2-3 turns to get full distance, while a different model might be more or less. ED gave us the ability to adjust Deadzone, Saturation and Curve to compensate for the differences in hardware and setup everyone has. If you have a joystick that uses Hall sensors like the Warthog, then deadzone is not really necessary unless you have a shaky hand, however if you use one with analog potentiometer, over time the pot will wear causing spikes near center, and you'll need the deadzone. Where you place your equipment (ie..to your side, or between your legs, with or without an extension,) is another consideration whether or not you use Saturation and Curves. To give a few examples.. My Warthog is floor mounted between my legs with a 20cm extension. This extension changed the throw from the factory of about 2-3 inches to a whopping 7.5 inches in one direction. With my feet on the pedals I don't have clearance for that much throw side to side. So I use the settings to adjust it to my actual throw. I also built a collective for flying helicopters, when my coll. is at full up, it was only showing 75% in game, so I use the settings to give me the other 25%, and to put the sweet spot in the center of my collective travel. As you can see setting curves is a personal choice, and what works for one may not work for others, its trial and error to get them to what feels right for you. Hope this helps a little to explain use of curves, etc.
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sedenion; Just checked the new version. You are the man!!! You've saved me 20 gigs of space on my game SSD by allowing the mod folders to be on my HDD. My hats off to you for your hard work.
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The first time you run jsgme for a game (say DCS) before activating any mods, you click on "Generate snapshot", the app creates and saves text file list of all files and their structure contained in the game folder. The next time DCS is updated, you'd click on "Compare Game Files with Snapshot". Then it reports to you what files remained the 'SAME', which have the same file name but have changed 'DIFFERENT', which have been 'REMOVED' and which are 'NEW' to the game. Once you've made the comparison and save it if you wish too, you would once again click generate snapshot and replace the old one with the new list of files. Example of Snapshot, and Comparison.. Sorry, you are correct, you've one better than jsgme, in that yours checks the files, not just the folder name I'm sorry, I missed the double-click ability With the info attained from the comparison, you are able to tell if there are any mods that need re-structuring, or edit any lua files you may have edited. As an example of this... I have a physical simpit with real switches, knobs and lights. Since most commands are programmed by default for use with a keyboard (aka momentary push button). I have edited some of the lua files so that they reflect the switches I have, ie.. toggle, rotary etc. And use this information to know when the DEVs make changes to anything I have edited, so I don't have to do it from scratch. Yes, exactly. As I mentioned, some mods are very large in size and depending on how many games you use mods with, the spaced used could become quite alot of your SSD. It would be better to have the mod storage folder(stock mod folder) on a regular HDD, leaving room on your SSD for games. This should work since only the mods you activate at the time will be loaded to the game, and mods you have but not going to use this time will not take up premium space of the SSD.
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Sedenion; Great mod, thanks for your effort. Your mod has some improved features over JSGME. Pros and Cons of OvGME vs JSGEM (I understand this is a WIP, so its not a criticism of either one, just an observation) Pro- 1] Able to run the program from anywhere on your computer. (This is a great plus as I try to keep original games and files on an SSD, and ancillary ones on HDD. Example of my computer... SSD-1 System Operating files, SSD-2 Games, HDD- OS programs folder, OS User folder, and other storage of files that are not needed to be in OS or Game folders) 2] Able to be used for multiple games from one GUI (Another great plus, as there is no need of duplicating installs to each game) 3] Addition of description of Mod. (This comes in handy if you have mods that are similar in nature.) Con- 1] No ability to take snapshot of game files. (This is necessary to compare files before and after updates, to know what changes have been made to game files or structure, which may impact on any mods you use.) 2] No report of one mod acting on another. (It is important to know if a mod you are activating is impacting on or changing mods already activated, thus the possibility of braking one or more of the previous mods.) 3] Ease of use. (Having to go to the menu bar and then choose an option from a list can get tedious if you have many mods to activate/deactivate after an update.) Wish List- (don't know if its possible to do or not, but would be nice to have) - Add buttons for activation/deactivation - Add ability for Snapshot and compare of game files and structures - (this one is a BIG hope of mine) The ability to use '_OvGME' mod folder from anywhere on computer. Reason for this is some mods can take up a lot of drive space (such as object or texture files. Space that could be used to install more games on your SSD) Again, thanks for your time and effort. Being a programmer of an earlier era (Fortran and Cobol for those who are to young to know or remember them) I know how daunting it can be sometimes trying to get something to work how you would like.
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I had to check since I haven't play the game mode in some time... RCTRL + C hasn't worked in game mode for a while. However you can still click on the door handle to open or close it. Auto start is LWIN + Home and does work. You can check your assignments on the option page.
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The files don't have to be re-edited after every update. The new ones only needs to be compared to the pre-updated ones, (using Notepad++, the same thing you used to edit the file) and only edited when there has been a change to one or more. And you only change the lines that were changed or added, not the whole file. If you like to know how this is done, just ask and I or someone else can explain it
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Not to ruffle some peoples feathers, however from reading the posts it is evident that some are not understanding the file structure, so if I may throw my two cents in I'll try to make it a little more clear. First let me say there is nothing wrong with editing a lua file. In fact, ease of editing is the reason the lua file structure was created in the first place. (as long as you follow certain guidelines). Its actually easier then some may think. NOTE!! DO NOT use Notepad that comes with Windows, it may corrupt the file. Use NOTEPAD++, its free and has may uses when it comes to editing. In the joystick input folder of any module you will find several files, some the names of joysticks and one called "default". Some other files found in the config folder of your saved Games folder called "(NAME).diff.lua" where as name is the name of your joystick or interface card. First the "default" file... This file is simular to the other joystick files, only withour most of the buttons assigned. Its purpose is to program the inputs of any joysticks not named in the folder. (since there are many more joysticks on the market then are listed). As you know the avg joystick button works simularly to how a keyboard works, in that they are momentary switches known as push buttons. Next the 'diff' file... This file is created for you when you program a joystick not listed, or if you change the button assignment of one that is listed using the ingame button assignment option. Where does the 'diff' file get its informaton, from the 'default.lua' file, or one of the joystick files if you are using one of those. This is where assigning buttons and switches becomes a problem for some. Especially if they are using a joystick that has (besides push buttons), toggle switches or using one of the USB interface cards on the market. Now I believe the dev's changed the format to what is now the 'diff' file, in the hopes of making the alterations to this file easier. Unfortunately, it doesn't work that way. Below is a sample of a diff file created after assigning a switch the normal in game way... local diff = { ["keyDiffs"] = { ["d3003pnilunilcd2vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN23", }, }, ["name"] = "Main Fuel Switch", }, }, } return diff As a note...keep in mind that in DCS the use of 'down' refers to a switch being in the ON position, and 'up' refers to it being OFF. We can see that in this line "["d3003pnilunilcd2vd0vpnilvunil"]" is the command for the function. It breaks down as such.. d3003 = when button is 'down' change the value of button function '3003'. pnil = if button is 'pressed' change the value of the afore mentioned function, which is 'nil' or 'No value' basically when nil is use the program ignores this part.. unil = when the button is released change the value of the funtion. cd2 = means (I believe it dose, if wrong someone please correct me) 'command menu item' vd0 = 'value down' is the value we want the function to be set to.. in this case 0 (zero). vpnil = the 'value pressed' which is 'nil' so ignored vunil - 'value up' is the value we want the function to be set to, but since its 'nil' its ignored. Now if we would like to give switch a value for the 'up' (OFF) position, we would just have to alter a few items in the line of code. We would change 'unil' to 'u3003' and change the value 'vunil' to 'vu0'. NOTE! this is one of the tricky things to remember, you see that the values are the same for both 'down'(ON) and 'up'(OFF). This is because this piticular button uses the same command for both. Press the button once to turn it on, and again to turn it off. However some of the switches have different values for differents states of a switch. ( in most cases, the value would be oppsite each other) An example of this in the Uh-1h would be the the caution panel test/reset switch, (in the game this is known as a 3 position switch or On/Off/On). The first On value (test) is 1.0, the second (Off) value is 0.0 and the other On value (reset) is -1.0 . Now as I said we would edit the 'diff' file line above to read... "["d3003pnilu3003cd2vd0vpnilvu0"]" The problem is that when you edit this line and save the file, your changes in the line are ignored by the game. I don't know why this is, however when you make a simular line edit to the 'default.lua' or any of the other joystick lua files, the program carries them out as long as they are correctly edited. Since the 'default.lua' file is used for push button(momentary) type of switch on joysticks, and can't handle other kinds of switches such as toggle to name one, (unless you edit the file). The line of code in the 'default.lua' for the fuel switch (which in game is a toggle) reads as follows... {down = device_commands.Button_3, cockpit_device_id = devices.FUELSYS_INTERFACE, value_down = 0.0, name = _('Main Fuel Switch'), category = _('Pedestal')}, And broken down... -- {down = device_commands.Button_3, = Switch moved to 'ON' position or joystick button pressed change the value for 'device_command.Button_3 -- cockpit_device_id = devices.FUELSYS_INTERFACE, = identifaction of the device system being called -- value_down = 0.0, = what value to change to in the 'down' or 'ON' state -- name = _('Main Fuel Switch'), = which system item is acted on -- category = _('Pedestal')}, = what category the button is found in Now to edit that line to work with our physical toggle switch we would have to add a few things to the line... 1...Before the down command we need to add combos = {{key = 'JOY_BTN23'}}, (your actual joystick button number would be the one you're using) 2...After the down command we would add up = device_commands.Button_3, 3...After the down value we would add value_up = 0.0, Then save the file and you're done with editing that line of code. It will look like this... {combos = {{key = 'JOY_BTN23'}}, down = device_commands.Button_3, up = device_commands.Button_3, cockpit_device_id = devices.FUELSYS_INTERFACE, value_down = 0.0, value_up = 0.0, name = _('Main Fuel Switch'), category = _('Pedestal')}, Now you're physical toggle switch will function in both directions as it should. That wasn't so hard now was it. I hope I wasn't too long winded, or bored y'all. I do hope this has been of help to those who weren't sure what was being talked about. If anyone has questions or problems, just PM me or many others online and we'll do what we can to help, after all thats what a Community is for. Flying tip of the day.... Don't fly upside down if you have a gravity fed oil system, you won't be flying long. LOL
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lefuneste01 wrote in the first post that the switches we're non working. You can use the profile editor and add switches if you want them to work. Then just use the keyboard interface to add the default keystrokes to the switch. FYI-- For those who use this profile, and would like to use it with the new SA342L version of the gazelle, open the export.lua with Notepad++, scroll down to line # 3410 and change the line to read the following... Original line: 3410 elseif gCurrentAircraft == "SA342M" then Change to: 3410 elseif gCurrentAircraft == "SA342M" or gCurrentAircraft == "SA342L" then
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DCS 2.0.2 Help disabling an unwanted graphic
DeJohn replied to BazLightyear's topic in DCS: L-39 Albatros
I don't have the L-39, however as posted by xxJohnxx on 10-02-15 Go to the options -> special -> L-39C There you can select if the SARPP should be displayed always, during track replays or never. Same for the guncam. Hope that helps