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Quaggles

ED Beta Testers
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Everything posted by Quaggles

  1. Version 1.0.11 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.11 * Updated mod to be compatible with DCS 2.9.3.51704 Data.lua changes
  2. I don't own a VPC control panel but I do use the flip down trigger on my VKB Gunfighter MCG Pro for this function so let me know if my understanding is correct It sounds like the switch guard cover sends button down (1) when flipped down and button up (0) when flipped up, the switch underneath the guard acts like a single button that you need to hold and can't be pushed both ways with a center. You want to use the guard cover to control set GMC to GUNS MSL & CMR when flipped up and set to OFF when flipped down and the switch underneath won't be used since it only moves one way while you hold it so can't be used to set the GMC on/off (Otherwise you'd bind the VPC guard cover to control the DCS guard cover and use the switch underneath to control GMC like in the real cockpit). You should be able to bind that in a vanilla DCS install without this mod required. For maybe a year now it's been possible to bind the _OFF state for buttons in the vanilla DCS install. So bind GMC Switch - OFF to JOYBTN## and bind GMC Switch - GUNS MSL & CMR to JOYBTN##_OFF and it should act how you want. The caveat is that you'll need to manually open the guard cover as part of your startup procecures, after that point however you shouldn't need to toggle things multiple times the VPC guard state should match the master arm state without having to set up an awkward software toggle. Here is a screenshot of how I have mine configured for my VKB stick, the difference is that your _OFF bind will be swapped since with my setup down (1) is for armed, up (0) is for safe.
  3. @MalakhitThanks for taking a shot at it, I've had a look at the local variable issue and it looks like in DCS 2.9 ED uses the entire 200 local variable limit in Data.lua haha, they have no room to expand without refactoring some things Fortunately the inject function is only called from one place so I can put the QuagglesInputCommandInjector function locally inside the loadDeviceProfileFromFile function and it's scoped in a way that doesn't hit the 200 local var limit without having to hardcode everything or make the function global. Version 1.0.10 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.10 * Updated mod to be compatible with DCS 2.9.0.46801 Data.lua changes
  4. PSA: There are changes to one of the core files that the input injector modifies in DCS 2.9 (DCS World\Scripts\Input\Data.lua), I suspect enabling the mod in 2.9 will break certain aspects of the game so I recommend keeping it disabled until I can update it for the new version hopefully tomorrow.
  5. All the bindable commands should be in "DCS World\Mods\aircraft\F14\Cockpit\command_defs.lua" The ones I would experiment with are: {down = device_commands.JESTER_Quiet, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Quiet'), category = _('Quaggles Custom')}, {down = device_commands.JESTER_Pause, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Pause'), category = _('Quaggles Custom')}, Then maybe make a duplicate command with value_down = 0 to disable quiet mode? Or maybe try using JESTER_SPOT to make him talk again? {down = device_commands.JESTER_Spot, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Jester Spot'), category = _('Quaggles Custom')},
  6. Version 1.0.9 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.9 * Updated mod to be compatible with DCS 2.8.5.40170 Data.lua changes
  7. Maybe try copying the ones from Mulkwolf's community keybinds repo, it looks like he's already written on else off commands for the lights: https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F14/Input/F-14B-Pilot/joystick/default.lua#L282
  8. Version 1.0.8 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.8 * More defensive handling of table joins when the original keyCommands/axisCommands table is nil. Now if the original table is nil instead of being joined with the injected table it is overridden by the injected table. * Processing of axisCommands tables are now skipped for the "Keyboard" device, this prevents axis binds from showing up in that column since keyboards don't have any axis. This also fixes issue #5 that occured when an injected keyboard/default.lua contained an axisCommands table. * Logging now includes the device name that triggered the injection * Paths and device names are now wrapped in quotes in log messages
  9. The shader sets a "distanceFactor" starting with a value of 0 at 32km which linearly increases to 1 at 12km, so it looks like nautical miles in the post. null
  10. I've gone in and attempted to get it working but it seems like even creating a custom joystick axis input command it won't show up in any of the joystick categories, I assume there is something that blocks gun up/down left/right so that it can only be bound to mouse even if you include it in joystick/default.lua. It might be possible to workaround with further modding of "DCS World\Scripts\Input\Data.lua" but I try to keep the mod so it has the least chance of breaking ED's input code, I follow their formats and just append extra input commands from a seperate path to be safe.
  11. I cannot replicate this, are you using the latest version? If you open up the mod zip there should be a file called VERSION.txt, the latest version is 1.0.7 https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.7
  12. There were no changes to DCS World\Scripts\Input\Data.lua this patch so it shouldn't have broken anything. I just retested and it works on my end, have you tried uninstalling and reinstalling it? If you go to line 557 in Data.lua do you see this code in there? null
  13. Version 1.0.7 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.7 * Updated mod to be compatible with DCS 2.8.0.32066 Data.lua changes
  14. The F/A-18C avionics are designed a bit differently to the F-16 which might not make this practical even if there was a mod workaround (I don't know of any either unfortunately). For example the F/A-18 specifically uses relative antenna angle adjustment in a few instances that ED would need to write non-realistic workarounds to overcome vs the F-16 which always uses absolute antenna elevation. A few examples I can think of: 1. You can change antenna elevation with TDC depress on AZ/EL which sets it to a new positon, if the axis controlled absolute antenna elevation it would just snap back to axis position and this feature would be unusable 2. You can bias the antenna elevation around your L&S in TWS with the relative adjustments, same problem as above 3. With ATFLIR a momentary press of the antenna elevation wheel moves to the next zoom level, ED would either need to write an absolute axis zoom system or keep this as is. I agree it is unfortunate as very few HOTAS systems have momentary centered rotary axis, ED did provide an unrealistic TDC Depress option in special settings so it's possible they could eventually be convinced to add an unrealistic option for this but it is extra work for them.
  15. These are the only bindable communication menu items that I know about, anything extra I think you would need to request from ED, for example iCommandPlaneRefuelingReadyPreContact was added because of a user request. {down = iCommandPlaneDoAndHome, name = _('Flight - Complete mission and RTB'), category = _('Communications')}, {down = iCommandPlaneReturnToBase, name = _('Flight - RTB'), category = _('Communications')}, {down = iCommandPlaneDoAndBack, name = _('Flight - Complete mission and rejoin'), category = _('Communications')}, {down = iCommandPlaneFormation, name = _('Toggle Formation'), category = _('Communications')}, {down = iCommandPlaneJoinUp, name = _('Join Up Formation'), category = _('Communications')}, {down = iCommandPlaneAttackMyTarget, name = _('Attack My Target'), category = _('Communications')}, {down = iCommandPlaneCoverMySix, name = _('Cover Me'), category = _('Communications')}, {down = iCommandAWACSHomeBearing, name = _('Request AWACS Home Airbase'), category = _('Communications')}, {down = iCommandAWACSBanditBearing, name = _('Request AWACS Bogey Dope'), category = _('Communications'), features = {"AWACS Bogey Dope"}}, {down = iCommandPlane_EngageGroundTargets, name = _('Flight - Attack ground targets'), category = _('Communications')}, {down = iCommandPlane_EngageAirDefenses, name = _('Flight - Attack air defenses'), category = _('Communications')}, {down = iCommandPlane_EngageBandits, name = _('Flight - Engage Bandits'), category = _('Communications')}, {down = iCommandToggleCommandMenu, name = _('Communication menu'), category = _('Communications')}, {down = ICommandSwitchDialog, name = _('Switch dialog'), category = _('Communications')}, {down = ICommandSwitchToCommonDialog, name = _('Switch to main menu'), category = _('Communications')}, {down = iCommandPlaneRefuelingReadyPreContact, name = _('A/A refueling - "Ready for precontact" radio call'), category = _('Communications')},
  16. Just tested it and you can, I looked through command_defs.lua in there you'll find a bunch of the jester commands. Upon seeing it I just had to test Jester_eject_RIO Here is the code I used to get it bindable: {down = device_commands.Jester_eject_RIO, cockpit_device_id=devices.JESTERAI, value_down = 1, name = _('Eject Jester'), category = _('Quaggles Custom')}, Now I can eject him at a time of MY choosing haha Some other fun examples you might want to experiment with different `value_down` values are: Jester_TID_range JESTER_Radar_TWS JESTER_Radar_RWS JESTER_Lock_Ahead_Enemy Jester_DEST_knob
  17. Ah in that case if you know the switch can be actuated in the cockpit I would look in `DCS World\Mods\aircraft\F14\Cockpit\clickabledata.lua` this file binds the cockpit model switches to input commands, in there you should be able to find hints about the device name, action name and which values it expects to put in the input command. You might also find some hints in: `DCS World\Mods\aircraft\F14\Cockpit\command_defs.lua` `DCS World\Mods\aircraft\F14\Cockpit\devices.lua`
  18. Were you looking in the skeleton folder in the Community Keybinds by mistake? The skeleton folder only contains empty lua files so you can copy the correct folder structure if you want to write all your own binds. I can see a bunch of extra commands in the F-14 RIO folder under this path "dcs-community-keybinds/InputCommands/F14/Input/F-14B-RIO/joystick/default.lua" https://github.com/Munkwolf/dcs-community-keybinds/blob/main/InputCommands/F14/Input/F-14B-RIO/joystick/default.lua
  19. Unfortunately I can't replicate that issue, at first I just brought your Mirage F1 binds in and it worked as expected, then I thought it might be that you had hit some limit on the total amount of input commands that can exist in DCS haha So I brought your entire package in and closed and opened DCS a bunch of times going right into the control menu for the Mirage F1 CE and always had the common and Mirage F1 CE keyCommands and axisCommands show up, even the `Aircrafts\common_joystick_binding.lua` bindings I have were working on top of that. This was the only input related code I saw in dcs.log but it was all still working for me: 2022-07-25 14:51:17.598 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_L] device = [Keyboard] modifiers[key = [KEY_RCONTROL] device = [Keyboard]] switches[] action[down = -166, ]. Combo already mapped to action [down = -72, ] 2022-07-25 14:51:17.598 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_J] device = [Keyboard] modifiers[key = [KEY_LSHIFT] device = [Keyboard]] switches[] action[down = -199, ]. Combo already mapped to action [down = -61, ] 2022-07-25 14:51:17.598 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_K] device = [Keyboard] modifiers[key = [KEY_RCONTROL] device = [Keyboard]] switches[] action[down = -208, ]. Combo already mapped to action [down = -27, ] 2022-07-25 14:51:17.599 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_T] device = [Keyboard] modifiers[] switches[] action[down = -305, ]. Combo already mapped to action [down = -266, ] 2022-07-25 14:51:17.599 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_P] device = [Keyboard] modifiers[key = [KEY_RSHIFT] device = [Keyboard]] switches[] action[down = -315, ]. Combo already mapped to action [down = -52, ] 2022-07-25 14:51:17.600 INFO INPUT: Key combo skipped. Layer[InputOptionsView] key = [KEY_Z] device = [Keyboard] modifiers[key = [KEY_LALT] device = [Keyboard]; key = [KEY_LSHIFT] device = [Keyboard]] switches[] action[down = -344, ]. Combo already mapped to action [down = -62, ] If you haven't already set `quagglesLoggingEnabled = true` in the Data.lua file then reproduce the problem on your end and upload dcs.log here.
  20. Can confirm the lua datamine values are correct and that it's been set correctly as a 914kg warhead for at least as long as the datamine has existed, the warhead table is more complex than the `expl_mass` parameter since ED is simulating a shaped charge warhead so I've written up an explanation here: https://github.com/Quaggles/dcs-lua-datamine/issues/6
  21. If it was working before the patch then maybe the mod didn't reinstall correctly? Try going to`DCS World/Scripts/Input/Data.lua` once you've installed the mod and search for "Quaggles" if it doesn't find any results then your mod manager isn't overwriting the script correctly. If that doesn't lead to anything you can try following the guide on the Github: https://github.com/Quaggles/dcs-input-command-injector#my-new-input-commands-arent-showing-up-ingame That should determine why it's not hooking the custom commands if the mod is installed.
  22. Still working for me, no changes in this patch to the file that the mod changes. Are the custom controls just not showing up ingame?
  23. Ah good advice Munkwolf, I've never owned a device that had those device specific luas configured so I completely forgot about them for custom input stuff, they just happen to work with the injector since I hook into the DCS function that handles all lua input files and not just the generic ones, so that's fortunate haha
  24. Did you put them in a "joystick/default.lua" as shown in the instructions on the github? If you only put them in "keyboard/default.lua" they can't be assigned to HOTAS.
  25. I've done some temporary hold ones for my X-55 Throttle: { down = control_commands.SpdBrk, up = control_commands.SpdBrk, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = -1, value_up = 1.0, name = _('Speed Brake Hold'), category = {_('Quaggles Custom')}}, { down = control_commands.SpdBrk, up = control_commands.SpdBrk, cockpit_device_id = devices.CONTROL_INTERFACE, value_down = 1.0, value_up = -1, name = _('Speed Brake Hold (Inverted)'), category = {_('Quaggles Custom')}},
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