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  1. I didn't appear to have any luck by including those as exceptions, but some time after it is working again. I think a small update occurred? Or maybe it just redownloaded somthing? Whatever happened Bill Gates smiled on me from Windows Heaven and everything is working again. Thank you for the timely response!
  2. I can't seem to get SimShaker Sound Module past Windows (10) Defender. SSA will launch, but when I start the sound module (SSSM) crashes because Defender has removed something (The system cannot find the file specified), SSA will continue to load. I've tried several exceptions, including the folder in users/*user*/appdata/local/SimShaker for Aviators and the simshaker.exe Is there a different, or specific file, folder or process I can add to the exception? is SSSM in a different location than SSA? Thanks for your help
  3. I've had some success with the extension and issues. To be 3d printed Nylon was a must for the replica of the base's threads on the top of the extension. With other materials the thin ring of plastic (the threaded part) would shear off. Nylon was not ideal, as it isn't very ridged but it is very tough, and very good layer adhesion. At 8" of extension, center play was considerable, but the center wasn't so important anymore. The heaviest spring was a good load. Fitting a PCB with pogo pins and fitting it into the extension assembly was very tedious. My extension didn't have a bend, and because the stick had to be so far away (base size), it was uncomfortable to use for long when center mounted. If I remember when I get home I'll throw up the models, it is sized for a 3/4" shaft + extra because printers/slicers tend to under-size holes.
  4. I think pretty broken is a generous understatement. It's supposed to be an all aspect missile (afaik) but I have had a head-on collision (mig 21) with not even a hint of growl the whole way.
  5. Mechanical Keyboard Switches (cherry mx) make poor switches for Nav/INU panels (like a PVI-800), far too much travel and not enough click, they may be good for a number pad on a keyboard, not so much on a panel (IMO). Lessons learned right?
  6. I'm really unfamiliar with MOOSE, I've just started reading into it, and watching the (very helpful) videos. If I had an AI CAP setup and happily patrolling a zone, how difficult would it be to redirect that flight for a different mission? IE: a GCI. Or can the AI's 'detection' be extended by the ground radar? Is this easy, simple, and built into MOOSE? A little head scratching? Or face plant and give up if I don't really understand the depth what I'm doing. I've written a couple of LUA scripts, one-offs for a few missions, maybe totaling a few thousand lines.
  7. That just simply isn't true, and over simplifies frame rate. As soon as an animation becomes interactive, the bar for "smooth" changes. Think of all the people using VR who need 90 frames, their bodies can feel and have a reaction to it. Your brain knits together images and it can't do that if it doesn't see what it is expecting to see when it expects to see it. Because of this cycling frame rates from 45 to 60 can make the whole experience feel choppy, this cycling is a pretty common occurrence in DCS. Evidence: https://us.hardware.info/reviews/4592/vast-majority-of-gamers-prefers-120-hz-monitors
  8. Some TIR units years ago, 6, 7? were shipped with apparently micro scratched covers that lead to similar looking issues. (mine was one). It sounds dumb but a good fix was some black nylons stretched taught over the lens. It serves as a filter, has no effect on accuracy/resolution, and can also help with IR saturated situations/setups. (I cut out a toe, stretched it over and zip tied it in the back around the USB. The magnet holds well enough through the nylons.)
  9. Yes, it isn't very hard, but you're not going to get the results that *I* would want. Look up PROGRAMMING THE X55 on youtube, at about 14 minuets.
  10. Just a stab here, but I'm fairly certain the QFE is just used for the HUD target designation circle so that you can visually identify the target. After radar takes over (you flip the switch and put the piper on the poor sod in a jeep.) QFE is irrelevant. But that's just one dudes opinion on how it could be working. I offer more evidence: because of an artifact we've all experienced. When you unsafe and your HUD jumps/falls like crazy. That's the radar information ranging. The above documents have the exact answer, but I can't read Swedish well enough. I can tell you that Radar ranging overrides QFE if the target is in the air "luftmal" and that there are some filters on QFE and possibly some triangulation blending too?
  11. Hmm, If that picture is the right way to do it then the editor is going to be a big pain in the ass every time. (because the waypoint after the M will have ~60km or ~160km added to the ETA) Thank you very much for this info, I'd rather make it right than make it 'easy/lazy'.
  12. I have a mission written as a practice for using the RB04. I'm wondering not how to set a way point as an "M" but rather where should I set this waypoint? If I set the waypoint on the target, all of the times are screwed up, and you won't cycle to the next B point because you where 30km away when you launched. So this adds give or take 60km of 'connect the dots' in the editor, that you aren't intended to fly. If I set the waypoint to the intended release point, everything is more or less fine as far as 'connect the dots' is concerned, but, there isn't a "target" reference, or anything pointing out the actual intended targets. If there where for instance 2 groups of ships, this causes some confusion. Does anyone have a clue about the "right way" to do this? IRL where would the M point be located for this kind of operation? (I think I have a hack-ish way to do the first, by manually correcting the B (after M) flight speed to insane values to match the intended arrival time, though annoyingly I can't lock the time because then it would be an M...)
  13. Wow yeah, sometimes you get really wrapped up. It used to be n=1, Earlier I was so frustrated with the loops I wanted to make sure there wasn't a problem, and I apparently missed changing all the 'n's to 'i's Thanks, I'll give that a shot and see if she runs Edit: Yup that did it. I can't believe I overlooked that about a hundred times.
  14. Hello, I'm learning how to script. I've taken some inspiration from a SAR mission I saw, cracked it open and looked at how the author approached the scripting. From there I started with similar structures to do a similar mission. I've been adding on single pieces of functionality at a time. IE: find an oil platforms world position with getPoint(), then subtract a helicopter's position from that to get the delta. At each stage I've managed to fix my mistakes and continue but I now feel I've hit an invisible wall, some detail isn't working and I can't see it. Before I added "for j = 1, #oil do" loop everything was fine, I only checked oil[1]. After adding in this loop, and then even with "for j = 1, 1 do" It seems to have broken. Excuse my rambling, I'm just a bit frustrated. I'm clearly doing something incorrectly I just don't know what. My only guess is variable scope, but again I'm not *seeing* a problem, but that may be because I'm not understanding lua's scope correctly. do local Heli = { [1] = { name = "Mi-8 Pilot #001" }, [2] = { name = "Mi-8 Pilot #002" } } local oil = { [1] = { name = "Oil Rig #001", Crew = 55, VIP = 1, HpadOffset = {x = -26.5, y = 39.08, z = 21.5}, HpadRadius = 12, bearing = 0 }, [2] = { name = "Oil Rig #002", Crew = 55, VIP = 1, HpadOffset = {x = -26.5, y = 39.08, z = 21.5}, HpadRadius = 12, bearing = 0 }, } local function Pickup() for i = 1, #Heli do local unit = Unit.getByName(Heli[n].name) if unit ~= nil then local heliPos = unit:getPoint() local heliGroup = unit:getGroup():getID() for j = 1, 1 do local rig = StaticObject.getByName(oil[j].name) local rigPos = rig:getPoint() local HpadOffset = oil[j].HpadOffset local deltaPos = { x = heliPos.x - rigPos.x - HpadOffset.x, y = heliPos.y - rigPos.y - HpadOffset.y, z = heliPos.z - rigPos.z - HpadOffset.z } trigger.action.outTextForGroup(heliGroup, " Delta X: " .. deltaPos.x .. " Delta Y: " .. deltaPos.y .. " Delta Z: " .. deltaPos.z, 3) end end end return timer.getTime() + 3 end timer.scheduleFunction(Pickup, nil, timer.getTime() + 5) end Thanks for any help! Eventually I will use this to detect landings on the Oil Platform helipad and moving cruiser helipads.
  15. No that isn't an actual button seen by the stick's hardware, it merely opens or closes the circuit for the LED under the button. Sorry :(
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