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The code for this control seems to be the same as the UH-1H and the Mi-8 and there are some posts relating to this problem on those aircraft. In my particular case, I believe the problem is seen because the monitor I use for DCS is to the left of my windows main display so that in Windows terms, this is a negative offset. Anyway, the solution in this thread seems to match the solution in the earlier threads (going back to 2014), so it might be nice for ED / Belsimtek to address this issue in the cargo indicator.
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reported Changes to scripts fail integrity check again.
BluFinBima replied to Im_TheSaint's topic in Multiplayer
@rurounijonesMy comments relating to pop-ups being exposed in the Export API are based on ED's comment about the changes being made by DCS users to export viewports This appears to be a "red line" for ED, so if people want to pass the integrity check, then it appears that something new is needed. ED seems to be offering a route forward. Helios's role in this is simply to make the viewport changes more convenient. If Helios did not exist, the Lua changes would simply be made manually. If pop-ups were to be implemented the way I described above, then I would expect everyone to be able to use the same API. The only constituency I think might have additional requirements are VR users. I know that there is some who want transparent viewports/pop-ups when in VR. I hope this clarifies my update. -
reported Changes to scripts fail integrity check again.
BluFinBima replied to Im_TheSaint's topic in Multiplayer
@NineLine and un-named ED Dev. Many thanks to both of you for taking the time to follow up on this. I’m one of the Helios developers and Helios is a free suite of programs which makes use of changes to module Lua files to allow users to create 2D virtual cockpits which enhances their sim experience. In response to the suggestion of making the internal “Pop-up” available in the exports API, I think this is likely to be a viable alternative to the current mechanism. The API would probably need the following capabilities if it is to replace the viewports which are currently in use: Allow pop-ups for all viewports which can be created today - not just those which have a viewport name defined in the module Lua. Allow multiple pop-ups Get & Set the position and size of the pop-up. Open & Close a named pop-up. It would be nice (but not essential) to have the ability to Close all pop-ups with a single API call. expose the list of available pop-ups and their default sizes Have unique pop-ups for each cockpit (eg AH-64D would have one for Pilot Left MPD and another one for CP/G Left MPD) Work with all modules, not just the ED developed ones The brightness & contrast of the pop-up should change with the brightness & contrast of the in-game device. It would also be very helpful to have the Export API expose the name of the active cockpit for multi-cockpit modules (maybe this exists today, but I have not found a way to determine this). This is needed to change pop-ups when the cockpit position changes. This is a reasonable question in the case of "ABRIS", and of course we could just use "ABRIS" in this specific case. I didn't write this patch but there have been instances where modules in early access do not initially have a viewport name defined so in this particular case, possibly the Helios patch name came before the official viewport name. Regardless, there are quite a few viewports which cannot be exported without Lua being changed to insert a “dofile” for “ViewportHandling.lua” and a name for the viewport. Multi-cockpit is another case where it is beneficial to have both a general viewport name and a specific viewport name. As for the names themselves, it is beneficial for readability of the monitor setup Lua if the name of the viewport contains the module which the viewport refers to. Finally, there have been some viewports which are not rendered well, and the values for stroke / fuzziness have been changed to improve the readability of that viewport. Hopefully a pop-up will not suffer from the same sort of problem. The FA-18C RWR is one example of this. Once again, many thanks for being open to addressing the very common concern from users about not having pure scripts while in MP. I'm obviously very happy to provide any other information you think might be useful. Regards, BlueFin -
FlyGuyTN started following BluFinBima
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Assign an axis to work like pressing a button
BluFinBima replied to darkman222's topic in PC Hardware and Related Software
I found this post while trying to use an XBox controller Left Trigger (which is half of an axis) for a button - actually the Landing Gear Toggle of the Hornet. This reply is to document how I got this working in case it helps others in the future, or I forgot how I did it and need to refer back to this. Kudos to LASooner for his updates above. 1) C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\FA-18C\Input\FA-18C\joystick\default.lua gets the following line added a new axis line into the axis definition section of the default.lua -- joystick axes join(res.axisCommands,{ ... {action = gear_commands.GearHandle, cockpit_device_id = devices.GEAR_INTERFACE, name = _('Landing Gear (Axis)'), category = {_('Left Vertical Panel')}}, }) The values for the action and the cockpit_device_id come from C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts\clickabledata.lua specifically this line -- Gear system elements["pnt_226"] = LDG_Gear_Control_Handle(_("Landing Gear Control Handle, (RMB)UP/(LMB)DOWN/(MW)EMERGENCY DOWN"), devices.GEAR_INTERFACE, gear_commands.GearHandle, 226, gear_commands.EmergDown, 228, 4.5) elements["pnt_226"].sound = {{SOUND_SW8_UP}, {SOUND_SW8_DOWN}, {SOUND_SW9}} Then you go into DCS Options->Controls for the F/A-18C and press the Axis Assign button at the bottom of the page and you should see Landing Gear (Axis) in the Action list. Under the XBox controller column, select Add Combo and add Joy_Z . The next step is to tune the axis so that it acts like a button which involves setting the axis to be a slider, with a deadzone of 98 and a Saturation X of 98. The high values are to reduce the chances of double triggering if there is jitter in the axis. One final note is that only one of the triggers can be used because both of the XBox controller triggers use Joy_z null -
Hi BluFinBima
Can you help me/us expand our data from DCS to HELIOS - ex. I'd like to recive data from the F16c Pylons, so how to use LoGetPayloadInfo() in Helios_F16C.lua and how to find the data in Helios Editor.
Best
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Fuel Saving? Any Thoughts on How I Messed Up?
BluFinBima replied to BluFinBima's topic in DCS: AH-64D
Thanks @corbu1, I opted for setting easyflight to false in options.lua which I'm guessing is the same thing.- 4 replies
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- apache
- collective
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Fuel Saving? Any Thoughts on How I Messed Up?
BluFinBima replied to BluFinBima's topic in DCS: AH-64D
@NeedzWD40Many thanks for taking the time to provide advice. I tracked down the option in the mission editor, and yes, that did fix the problem for one mission. Who'd have guessed that option would have such a dramatic impact on the flight characteristics (obviously you did). Anyway, I still have the problem with "Create Fast Mission". I guess I need to hunt through options to see if there are global settings for Game Flight Mode. Once again, many thanks for the assistance.- 4 replies
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- apache
- collective
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Hi, I am having a few problems with the Apache (under-statement). I've returned to flying the Apache after a bit of a break. Everything worked as before in the Tutorial missions, but in game proper, I was having lots of problems with the flight controls, starting with the aircraft immediately moving backwards when the brakes were released, and no ability to move forward (although the in-game cyclic does move forward when the controller moves forward). Then I tried to increase the collective..... This is DCS 2.8.4.39259.1. All very strange. I'm certainly not going to rule out that I've done something spectacularly dumb (please give me a pointer if you think this is the case). Before going down the Bug route, it would be great to know if anyone else can reproduce this. 1) Cold and Dark 2) Increase the collective The video is 30 seconds long BTW. Thanks in advance.
- 4 replies
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- apache
- collective
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fixed After last update 2.8 Ka-50 crash in SP
BluFinBima replied to Mercury_1965's topic in Bugs and Problems
Unfortunately, Helios 1.6.5500 was never going to resolve this problem. Unless ED can explain how Helios' use of the update_arguments() on GetDevices(0) was incorrect, then this isn't something which Helios can resolve. Hopefully cofcorpse will work his magic on this issue (which was also reported on the new MB-339). -
Script added AI UH-60A Crashing when Landing on Arleigh Burke
BluFinBima replied to BluFinBima's topic in Mission Editor
Final update in case someone stumbles on this thread in future years. I finally got the UH-60A to land on an Arleigh Burke when it takes off from a Perry class ship, so it is possible. My best guess is that it might be something to do with the angle of the landing pad on the Arleigh Burke which gives the UH-60A some enduring property. My reason for thinking this is that when the UH-60A takes off from the Arleigh Burke, the wheels are flat on the deck and when it successfully lands from another class of ship, the tail wheel is sunk into the deck and the front wheels are floating in mid air. I've wasted too much time on this. The best fix from my perspective would be an updated higher polygon SH-60B, but this investigation has taught me a little about scripting a mission so worth the effort. -
Script added AI UH-60A Crashing when Landing on Arleigh Burke
BluFinBima replied to BluFinBima's topic in Mission Editor
I'm still not ruling out a rookie error, but I thought I'd update this due to the weirdness of my latest findings. Same script for every helicopter. Each UH-60A takes off from a different ship and lands on a Super Carrier (the same carrier). All helicopters land successfully, except for the two originating from Arleigh Burke class ships. These two immediately land and tip forward. They don't actually crash this time, and their rotors continue to turn. Any thoughts on what might be going on? -
Script added AI UH-60A Crashing when Landing on Arleigh Burke
BluFinBima replied to BluFinBima's topic in Mission Editor
Checked this again with the SH-60B and confirmed that this helicopter lands without crashing, so problem is only with the UH-60A. Any thoughts/comments would be appreciated. I have also tried with the Kiowa and it did not show a problem, so I have concluded that this is a problem exclusively for the UH-60A and the Arleigh Burke. -
Hi, I'm new to Mission Editor and scripting so likely I've done something very dumb. I have a script that adds a UH-60A to a ship. The helicopter takes off and then lands on the same ship. When run against a Perry or Ticonderoga, the helicopter lands without crashing. The UH-60A always crashes (by tipping forward) when landing on an Arleigh Burke. Any thoughts would be most welcome. The landing waypoint looks like this: [3] = { ["action"] = "Landing", ["linkUnit"] = shipId, ["helipadId"] = shipId, ["alt_type"] = "BARO", ["alt"] = 40, ["x"] = 0, ["y"] = 0, ["speed"] = 41.666666666667, ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Land", ["ETA"] = 2470.7304609637, ["ETA_locked"] = false, ["name"] = "DictKey_WptName_977", ["formation_template"] = "", ["speed_locked"] = true, }, -- end of [3] 13 second video showing the problem I have. Helo Circle.miz AddHelo.lua
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Hi Wayne, The Helios 1.6 thread is https://forums.eagle.ru/showthread.php?t=282103. It looks to me as if you have not setup the interface so that DCS can talk to Helios. If you flip the console switch (Top Right in the image you supplied) you will probably see more info about the problem. Cheers
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Missing Image in Profile Hi Wayne, Really this has nothing to do with the version of Helios that you're running except for the fact that Helios 1.6 detects that the profile you're using references an image that is not there. Specifically "C:\Users\Wayne\Documents\Helios\Images\Capt_Zeen\F18\balck_50_transp.png". Does that file exist? If not, it needs to be in that location in order to get rid of that message. The file exists in "Capt Zeen FA18C_V3.0.rar" Hope this helps