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RvEYoda

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Everything posted by RvEYoda

  1. Nope, just 1 dofile for leavu3. It will load the stuff it needs itself. Multiple screens = start leavu3.jar multiple times
  2. 1. Most information is simply not available through the regular export.lua API so there is very limited information that I can share for many planes. Besides, it's too much work for me to support all possible planes which have some data available 2. Leavu only uses ownship data export (which for single player includes data from AI wingmen). For some reason, in single player, AI wingmen export pretty much all targets in the mission. Don't know why but it doesnt affect multiplayer since we dont have ai in-flight wingmen there. 3. "Leawacs" will require server admins to install the mod - Leawacs will then transmit information over the datalink network - otherwise there is simply no data to show Fill = Locked Hollow = Not locked or unknown lock state Yellow: own radar contact - enemy or unknown Green: Own radar or dlink friendly locked Blue: Buddy on dlink Red: Buddy target over dlink - enemy or unknown to summarize: Shape: Lock State Color: Iff
  3. mac, linux, windows: Desktop only. No plans atm to run on other devices. MAY MAY MAY (low percentage) run on android at some point. IOS tables & iphone VERY unlikely. Too expensive to develop for - And i dont have the tools or skills :).
  4. Right now only very basic keyboard input is supported - so you need to make your cougar mfds output keyboard commands. Perhaps there is some software that can do this? Integrating directx devices is outside the scope of leavu.
  5. It actually already is :pilotfly: . Dcs Remote without DCS IS the datalink server running on my cloud rented linux machine :) Just put dcs remote on one additional machine (linux, mac or windows), configure it to not look for a dcs game instance (check dcs-remote-cfg.json) and change the static-data.json for your squad to that address.
  6. Did you specify the ip address of your game pc and have confirmed dcs remote running on your game pc? :)
  7. Yup. Copy the dofile-line from leavu3's export.lua into your combined export.lua (and remove the leavu2 stuff). Leavu3 should be better than leavu2 in all ways except rwr sound effect enhancements which arent in leavu3... yet..
  8. Here is something we in RvE have been working on the last month or so to improve the dcs FC home cockpit/avionics experience - mainly targeting the FC F-15 - partially compatible with other aircraft. Our first tool to release is Leavu3 - Perhaps some of you remember Leavu1 and 2 from about 5-6 years ago. Leavu is a generic external glass cockpit avionics tool for DCS with a pre-loaded MFD instrument. (You will see more info once the game is running) You can use secondary monitors, laptops, extra computers, or whatever you prefer to render the Leavu graphics, on mac, linux or windows: Leavu runs on ownship export.lua data - however the ownship export isn't perfect and leaks some information that shouldn't be available. In those situations Leavu tries its best to filter that out - but if you find something strange please do report a bug on the github issue tracker. Below are two sneak peak videos of what we may at some point release in a more easy-to-use package. Flame made a demo and instruction video - thanks flame: For anyone that wants to help out beta test and suggest improvements for future versions, you're very welcome to fly with us in the RvE teamspeak - or just jump on to get help with setting up the leavu beta. Virtually all of RvE know how to set it up, so if you like some help, again, just hop on our TS. See http://www.reservoirs-elite.com/ for details. Configuration options with their default values can be seen here: https://github.com/GiGurra/leavu3/blob/master/leavu3-cfg.json https://github.com/GiGurra/dcs-remote2/blob/master/static-data.json Keyboard input is automatically forwarded to all secondary computers from the game pc (for example I use a warthog with keybinding mapped for next/previous mfd page) ----------------------- Download links can be found @ http://build.culvertsoft.se/dcs/ Very limited (and a bit outdated) documentation/instructions can be found Here and here - But you most likely will need to ask someone how to install and use it. Leavu3 is available for developers to look at over @ https://github.com/GiGurra/leavu3 Leavu3 uses Dcs-remote 2 which is also available @ https://github.com/GiGurra/dcs-remote2 Both are available with the MIT license ---------------------- Report bugs ONLY @ the github issue tracker - Bug reports in this forum thread will most likely go unnoticed. ----------------------- I have some ideas to further increase the capability of leavu with awacs, ewr & gci integration - however that will require MP server-side code running (global exports) that exports and filters appropriate information. Such a project will be launched at some point in the future when we have our DCS server up and running.
  9. Here's a behavior I noticed testing missiles. Happens _every_ time :P Enemy starting head-on above you, shooting about 30 nm out bvr (120C for example). NON-maneuvering target flying straight! About a few seconds after the missile has burned out and has good speed, all of a sudden it does a 20 G turn and loses ~30% of its speed for no reason vs non-maneuvering target :) Ideas? Track Mission .
  10. Has there been any update on this? Did you log the bug report in your internal systems?
  11. Seems like that project is more web oriented, not sure if it offers a REST api, but maybe it does. Witchcraft looks to be prepared out of the box for multiple environments (dcs remote supports this too but requires you to insert the lua hooks yourself). Not sure if witchcraft has a cache function. Witchcraft seems to have a built in web frontend (unline dcs remote), served by a node.js back-end backed by a semi-thin lua layer (similar to dcs remote). However Witchcraft has built in application code/data exports - Something dcs remote explicitly was made not to include. Dcs remote doesnt really even require dcs for that matter, it will work with any lua game (or standalone as a storage box). So, both have their pros and cons. Dcs remote _requires_ you to inject/store your export functions from an outside app before you can access any game data.
  12. What is "LUA commandline from FSF Ian"? :). Can you show me please so I can check? (If you're asking if you can use dcs-remote to construct a REPL to the dcs lua environment, the answer is yes) witchcraft or which craft? :) Probably a different spell school.. dcs-remote runs a finagle http server backed by a simple tcp connection to a thin lua tcp server. it also has some other utility features. I'm going to announce a proper release soon with ready-to-use zips for download.
  13. Just jump on to 104th teamspeak and Ill be sitting in the RvE channel, european evening times. Or PM me for skype details. Basically it only requries you to 1. Drop the lua script files into your dcs script directory (https://github.com/GiGurra/dcs-remote2/tree/master/src/main/lua) 2. launch the remote (for example by 'sbt run'), or build the jar with 'sbt assembly' and run that - you will see a tray icon
  14. Summary --------------- LoGetRoute() in export.lua returns empty array in the LoGetRoute().route field if you are in NAV mode. I only tested in F-15 so far - but the bug is probably global. Steps to reproduce --------------- Start a mission with navpoints (e.g. a campaign mission) with the F-15. Call LoGetRoute() (I have made a REST API to this but you can do it straight in lua or log to a file if you prefer that). the .route field used to work.. (but last time I tried was 5+ years ago ;)) Broken data in nav mode: "route": { "route": [], "goto_point": { "world_point": { "y": 5486.3999023438, "x": -269634.84375, "z": 640402.5625 }, "speed_req": 250, "estimated_time": 160.32640176225, "this_point_num": 2, "next_point_num": 3, "point_action": "TURNPOINT" } } Proper data in ils mode: "route": { "route": [ { "world_point": { "y": 1045, "x": -279927.5, "z": 701156.5625 }, "estimated_time": 1.6911933005115e-306, "speed_req": 98.140602111816, "next_point_num": 2, "point_action": "TURNPOINT", "this_point_num": 1 }, { "world_point": { "y": 545, "x": -282408.125, "z": 692505.125 }, "estimated_time": 9.7910379792078e-307, "speed_req": 93.140602111816, "next_point_num": 3, "point_action": "TURNPOINT", "this_point_num": 2 }, { "world_point": { "y": 45, "x": -284888.71875, "z": 683853.75 }, "estimated_time": 1.0013613270685e-307, "speed_req": 73.140602111816, "next_point_num": 4, "point_action": "TURNPOINT", "this_point_num": 3 }, { "world_point": { "y": 45, "x": -285204.40625, "z": 682643.9375 }, "estimated_time": 0, "speed_req": 0, "next_point_num": -1, "point_action": "LANDING", "this_point_num": 4 } ], "goto_point": { "world_point": { "y": 545, "x": -282408.125, "z": 692505.125 }, "estimated_time": 9.7910379792078e-307, "speed_req": 93.140602111816, "next_point_num": 3, "point_action": "TURNPOINT", "this_point_num": 2 } }
  15. Announcing Dcs Remote (2) A REST api to the dcs lua environments. If you're looking for a simple way to grab data from dcs and/or inject your own scripts without having to reload the game, or even getting dcs data up on a webpage, check it out. You can get the latest development version here - but first read the readme over at github! It's still very much beta and intended for developers/modders.
  16. Trying to get back into FC/DCS for the first time in many years. As a warmup I thought I'd fly through the included campaign (in my case the F-15 Bear Trap campaign). On mission #2 and #4 I run into problems.. In both these missions you are tasked with protecting SEAD flights (AI controlled F16s) while they attack ground targets (EWR for mission #2, sams for mission #4). In both missions I kill all airborne enemies in the mission (cheated and checked with externals :joystick:). However, the AI F-16s never fire a single HARM :S. In fact as soon as they fly into SAM range, the SAMS fire and the AI F-16s drop their A2G ordnance :megalol:. I've reflown the missions 3-4 times with the exact same results. The way I completed mission #2 was to kill the EWR target with the guns on my F-15 :pilotfly:. However that approach...doesn't work that well on mission #4 (vs sams) - nor do I think it is the intended way it should play out... Whats going on here? I can't find anything about this in the briefing. Should I manipulate the AI F-16s planning? I don't really know how the editor works. I tried looking at it but the flight plan for those f-16s seems locked (although all their wps are marked as standard turning/steerpoints - maybe something broke in an update and they should be marked as some kind of target/SEAD area?).
  17. Strange behaviour in the tacview track :): * Blue guys taking off from red base * I actually participated for the full event but am not present in the tacview track * Can't find Jester (who I flew with for the second half of the mission) in the track.. Probably a few more also missing? :S
  18. Just wanted announce I'm working on a tool called dcs-remote. It's a tool for modders and developers, which let's you send lua scripts/commands to your dcs game while it's running. Ever tired of having to restart a mission to restart scripts? Always wanted to be able to experiment with dcs lua in a REPL-like environment? dcs-remote lets you: Send any lua command to dcs Get the results back of that command to your own application View DCS log files as they are written live to your own IDE's console Retrieve particular data to your own application from dcs Hotswap game behaviour by replacing/injecting lua functions Fix scripting bugs, tweak scripts and re-run without restarting the mission Idea: Perhaps create your own external game master/commander tool and customize your server? :) It's not locked to any particular lua environment, but at the moment I've only experimented in the export environment. Anyone interested in helping out or trying it out is more than welcome to PM me or post in this thread. My own next step will be to use this to build some external game avionics, probably. And here is some example use code (in Scala, but Java should hopefully work too): package se.gigurra.dcsremote.exportlua.test import scala.language.postfixOps import org.junit.Test import se.gigurra.dcsremote.DcsRemote import se.gigurra.dcsremote.exportlua.ExportLua class TestExportScript { @Test def testExportData() { // Connect a non-blocking akka tcp-actor (see http://akka.io/) to dcs implicit val client = ExportLua.connect() while (true) { if (DcsRemote.isConnected) { // Oldschool blocking io println(DcsRemote.get("return LoGetSelfData()")) // Or asynchronously with futures val request = DcsRemote.request("return dcs_remote_export_data()") val result = DcsRemote.await(request) println(result) } Thread.sleep(1000) } } @Test def testLogReading() { // Asynchronous log File readers/tailers area available (currently only if running locally) DcsRemote.mkDcsLogReader(line => println(s"[DCS]: $line")) DcsRemote.mkDcsRemoteLuaLogReader(line => println(s"[DCS_REMOTE_LUA]: $line")) Thread.sleep(3600 * 1000) } }
  19. Just downloaded and installed Dcs World tonight (confirmed latest version). Restarting DCS does NOT help. Audio sliders have 0 effect in menus. BUT: Sliders take effect once the actual game starts... :S
  20. I'm planning to get back at writing mods for dcs one day soon.. What would be the best/most modern/idiomatic way of extracting cockpit data from DCS currently? Way back in LoFc 1.12 I used LoGet/LoSet calls in a file called export.lua, but I imagine the preferred method is different nowadays. If it's still export.lua based, is there an up to date API reference somewhere?
  21. Hello Sgt_Baker! What about adding a texture streaming API to your application? Or letting us use it as a programming library (For example a C library to DCS for getting cockpit textures would be amazing). I've wanted to get back into building a pit for dcs - But hooking the dcs renderer and find the correct textures... not again ;). But now I see you already did that with EasyHook. However for me to create mods, I need the dcs displays as textures - I need a zero-latency network api for them (like i made for BMS with GPT / ). Then I could make something like (maybe some of you remember) Leavu ( ). I realize you do not want to share the source of this mod, but perhaps I can help you add a network API so that I can use your software not as a renderer, but also as a pure texture exporter? Also if there is anything else you need help with for texture downloads I could help out?
  22. Given enough people that can on avg be online every other day evening time CET for testing, I could make something. The reason this is low prio for me solo right now are many, but mostly because I pretty much don't play much sims atm - And that I used to be in a squad where we tested & improved this stuff daily, but not anymore. It's the kind of environment required to make something useful. So it's quite a big commitment, and I think there needs to be 2 or 3 people making this commitment.
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