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Everything posted by Snacko
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DCS World 2.5.x Caucasus Terrain Textures
Snacko replied to Mustang's topic in Texture/Map Mods for DCS World
I noticed a missing FARP texture yesterday and after a redownload it fixed it. Do you have any Antivirus running? Sometimes that can 'fix' files without you knowing. -
Just tried this mod and it seems to work fine except for these missing textures. The same textures are missing from both versions. I downloaded it twice, but got the same missing textures... Is there anything I can do to fix it?
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I know this was a problem for many aircraft last summer. I just recently started flying the Huey again. And at night, the Position Lights and the Collision Lights show in the Interior of the aircraft. Thought this was fixed a long time ago. :joystick:
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[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
Alex posted the fix above.. Sent from my Moto Z Play using Tapatalk -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
Yes, that's it. You don't like bending and we don't like stretching. It didn't take long for me not to notice it. -
Does this still work? I have put the Black version in the folder that I emptied here, but it doesn't show up in game. \Mods\aircraft\F-86\Cockpit\Resources\Model\Textures\F-86F-35-CPT-TEXTURES So, I tried just replacing the F-86F-35-CPT-TEXTURES.zip with my .zip of the Black files and still doesn't work. Don't these skins need a description.lua file?
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[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
I have nVidia Surround on all of the time. Most people probably use the '1 Screen' monitor option, which is a bit stretched at the edges. You just have to compare and see for yourself. If you try the 3 Screen monitor option in Settings, the game will render 3 views(not 1 stretched one). My nVidia Surround is still on, it doesn't matter I don't think. I did some tests about a year ago and here is a comparison. I can't remember exactly how many FPS this cost but I remember that I felt it was way worth it! I think it was 3-5, but that will depend on your system. When you zoom way out the view get's wrapped around. So, I have zoom mapped to a wheel on my throttle and have a curve on it to stop the zoom out at a certain point. In the second image there is a bug in the corners of the harrier which I believe has been fixed. You can see the edges of the Helmet shield. These images were resized in MS Paint, so they have some jaggies AA on straight lines. Has nothing to do with 3 Monitors. -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
Thank you for that.. Now I need to update again. LoL :thumbup: -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
I tried swapping the Left and Right viewports, but that didn't fix it. I don't understand why it didn't fix it unless their internal code is just ignoring the lua code. I tried using the 1Camera.lua and now I get a Shader error that crashes the game. Ended up Reverting back to the last update: DCS_updater.exe update 2.5.4.25729 -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
Since this is an ongoing problem, recurring several times the past few months.. Will there be any changes to your Quality Assurance Testing Procedures to prevent this from possibly happening again in the future? -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
It's more than the left and right being swapped. When I turn my head I see the center cockpit panel on 2 screens! I tried editing my MonitorSetup lua to move the left to the right, and the right to the left. And it was still screwed up. It is really weird. And when I try to use the 1 camera lua, I get a Shader Error that crashes the game!! -
So, with todays update, the Triple-Monitor is totally broken and unplayable. I tried to fix it using different luas, but that didn't work. It looks like the left and right monitor are swapped, but in the MonitorSetup lua I swapped the left/right sides and for some reason that didn't fix it. And it looks more like the views are way off because I see most of my cockpit on 2 monitors! So, I tried to go back and use the 1 Monitor(1camera.lua) in the stock game folder and I get this error. I cannot even load the game now. But if I edit my Options.lua and tell it to use a different monitorsetup lua file (triple screen) I do NOT get that error. So, Single-Camera is fubar, and Multi-Monitor is fubar. It's all fubar! :joystick::mad:
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Thanks for that answer. Is there any documentation 'tree', or any way I could read about this lining up for the runway trick? I found out a few days ago that the reason I got no response for a Request Takeoff, was that I was not at the correct Runway apron at Nellis(2 runways). This 'trial and error' is not a good way to learn these rules. Also, any idea about my Command Delay that I posted above?
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Kneeboard only half on screen - MultiMonitor
Snacko replied to CallsignFrosty's topic in Multi-Display Bugs
Try this: https://forums.eagle.ru/showpost.php?p=3662693&postcount=1119 -
[REPORTED]Problem in triple screen since the update
Snacko replied to FMAX's topic in Multi-Display Bugs
And yet AGAIN, Multi-Monitor gets screwed up!! Seriously, the Triple-Screen support has been screwed up probably 4 times out of the last 10 updates. And once it took about a MONTH to get it fixed. This is getting very annoying. Can you have someone check this with every update?? I've tried two 3 Screen lua files and both do the same thing. Here's the first one: _ = function(p) return p; end; name = _('My 3 Screen'); Description = 'Configuration with 3 identical monitors each with its own camera' Viewports = { Left = { x = 0; y = 0; width = screen.width / 3; height = screen.height; viewDx = -1; -- -1 viewDy = 0; --[[viewDx & viewDy: They define the viewing angle of the image. Dx and Dy can be decimal fractions. A greater absolute value of Dx makes the image look like it's being panned more sideways. But with that value, you need to physically rotate your left and right monitors more out of alignment with the center monitor to match the visual effect in the game. If this feels unconfortable and you decide to tune the values down, you might end up with something like 0.8 or 0.9(can't remember exactly), and find out that the images on the left and right monitors partially duplicate the center image along the joining edges.--]] aspect = screen.aspect / 3; }, Center = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 3; }, Right = { x = screen.width * 2 / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 1; -- 1 viewDy = 0; aspect = screen.aspect / 3; } } UIMainView = Viewports.Center --[[ also you can use "displays" table to perfectly match you configuration . it is generated by DCS automatically. displays table is contains information about all currently attached displays for example my setup is : displays = { [1] = { x = 0, -- note : x == 0 and y == 0 is always mark primary windows display y = 0, width = 1920, height = 1200 }, [2] = { x = -1440, -- mark that secondary display is on left side of primary display y = 0, width = 1440, height = 900 }, ... for all displays } screen table also contain x, y members which mark top left corner of DCS window note about fullscreen : directx doesn't allow fullscreen applications with resolutions more than primary display can handle, so multimonitor presets in DCS will fall back to windowed mode if fullscreen initialization failed ( this info also will be printed to dcs.log) for reconfigure viewports setup for each unit type independently you can declare here function function reconfigure_for_unit(unit_type) --unit type is string with unit name if unit_type == "A-10C" then Viewports = ... define new Viewports table -- also you can define cockpit displays viewports here RIGHT_MFCD = ... define new RIGHT_MFCD viewport else Viewports = ... define default for others RIGHT_MFCD = nil -- remove for others end end --]] And this one, that I called 'My 3 Screen DCS BUGGED', because it was a fix for the last time you screwed up Triple-Screen with 3 cameras. _ = function(p) return p; end; name = _('My 3 Screen DCS BUGGED'); Description = 'Configuration with 3 identical monitors each with its own camera' Viewports = { Left = { x = 0; y = 0; width = screen.width / 3; height = screen.height; viewDx = -1; -- -1 viewDy = 0; --[[viewDx & viewDy: They define the viewing angle of the image. Dx and Dy can be decimal fractions. A greater absolute value of Dx makes the image look like it's being panned more sideways. But with that value, you need to physically rotate your left and right monitors more out of alignment with the center monitor to match the visual effect in the game. If this feels unconfortable and you decide to tune the values down, you might end up with something like 0.8 or 0.9(can't remember exactly), and find out that the images on the left and right monitors partially duplicate the center image along the joining edges.--]] aspect = screen.aspect / 3; }, Center = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect / 3; }, Right = { x = screen.width * 2 / 3; y = 0; width = screen.width / 3; height = screen.height; viewDx = 1; -- 1 viewDy = 0; aspect = screen.aspect / 3; } } GUI = { x = screen.width / 3; y = 0; width = screen.width / 3; height = screen.height; } UIMainView = GUI -- UIMainView = Viewports.Center --[[ also you can use "displays" table to perfectly match you configuration . it is generated by DCS automatically. displays table is contains information about all currently attached displays for example my setup is : displays = { [1] = { x = 0, -- note : x == 0 and y == 0 is always mark primary windows display y = 0, width = 1920, height = 1200 }, [2] = { x = -1440, -- mark that secondary display is on left side of primary display y = 0, width = 1440, height = 900 }, ... for all displays } screen table also contain x, y members which mark top left corner of DCS window note about fullscreen : directx doesn't allow fullscreen applications with resolutions more than primary display can handle, so multimonitor presets in DCS will fall back to windowed mode if fullscreen initialization failed ( this info also will be printed to dcs.log) for reconfigure viewports setup for each unit type independently you can declare here function function reconfigure_for_unit(unit_type) --unit type is string with unit name if unit_type == "A-10C" then Viewports = ... define new Viewports table -- also you can define cockpit displays viewports here RIGHT_MFCD = ... define new RIGHT_MFCD viewport else Viewports = ... define default for others RIGHT_MFCD = nil -- remove for others end end --]] -
Command Delay: So, I finally have VAICOM working most of the time. But I sometimes, it has a long delay(45 seconds) before it issues my spoken command. The Log window recognized the command and beeps, so I assume it is telling DCS the Radio command. But I have to wait 45+ seconds before DCS says and displays my command on the screen. Is this something I can fix? It's pretty annoying. :joystick: Missing 'Request Landing' command: Most of the time, after I have Requested Vector to the airbase, and reported Inbound, I 'Request Landing', but get NO Response. A friend told me that he has to be lined up on Final for it to work. I have done this many times and still no response. When I look in the Radio Menu, there is NEVER a Request Landing command available. Yesterday was the first time it worked! It worked only once at Creech on NTTR. I had to be lined up with the runway about 8 miles out. I was surprised that the command was issued and appeared on the screen "Indian Springs, Uzi 1-1, Request Landing", and they responded!!! So, I looked on the Radio menu for Creech ATC and there was still NO Request Landing command on the menu! Is this a bug?? How can VAICOM issue a Radio Command that doesn't exist on the menus? And why is it not there.. or what do you have to do to make it appear? :joystick:
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Helios 1.4 - Taking to the Skys Once Again
Snacko replied to BluFinBima's topic in PC Hardware and Related Software
Attached is Loz A10c profile. I had to break it into 2 uploads because the DCS forums have a 9.77mb limit per file. Just combine these two zip files and you have the entire profile. :thumbup: Snack Loz SM v2.1 - Part 1.rar Loz SM v2.1 - Part 2 (more images).rar -
This is the view that I have when I lean forward and turn around. My head should be higher! :helpsmilie:
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I flew the Mig21 for the first time in a while with a friend yesterday and noticed that the eye/head position in the cockpit was far below the headrest. I have to look way up to even see the headrest! When I look at the pilot's head from the external view, his head is much higher, and positioned nicely in the headrest. My buddy check his view and has the same problem. I don't have any Mig21 mods installed, just using the English-Metric Cockpit from DCS. If I try to raise my view by pressing the RCtrl+RShift+Numpad8 keys, my head does move up, but then the HUD is out of view. You can see in this image that when I look right(or left) all I see is the bottom of the headrest and my eyes are level with the shoulder straps. :cry:
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Capt Zeen F/A-18C Beta Helios Profile ! ! !
Snacko replied to Capt Zeen's topic in PC Hardware and Related Software
I'll try to answer some of these.. If you mean is there a difference between DCS regular stock game and DCS Open Beta for the Helios program? I have both installed. You have to put that export.lua file in the Scripts folder for each game. And if a profile has a mod to add additional viewports, you need to install that mod in each game. That's the only difference. When you run the Helios program, it sees whichever game you start automatically. -
Noob question: So when setting up the PTT, the manual appears to be saying to delete any keyboard or controllers assigned to your radios? So then, how does VAICOM interact with the radios? Maybe I am misunderstanding... But It is not working for me. I have LWin+LShift+1 assigned to Radio 1 in the VAICOM profile. When I press my hotas button I see the 'Transmit' message appear on the VAICOM Config window. But it doesn't work. The game's Comm menu doesn't open, and my Request to Taxi never happens. However, if I add the RAlt+\ keycommand to Radio 1, I can get the menu up and Request to Taxi, and it works. So, my radios are setup to the correct frequency, and my aircraft can communicate to the tower.. :cry: PS: I have PTT on Multi. I am flying the OBeta, and the Config Window shows my F/A-18c HORNET. I have setup the Configuration tab to 'Use custom DCS path' and Set it to the OB folder and checked the OB checkbox. So it seems to know I am flying the OB. EDIT: Got it working(kinda). Somehow my mic switch on the cable got flipped off. Doh!! Nellis ATC responds when I ask to taxi. But not when I request to Takeoff? They don't respond at all. VA log says: "1:56:50 PM - There are currently no Flight recipients available." :doh::joystick: Why??
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What a lot of people(me) do is make a keycard for your controllers. With so many planes it's easy to forget all you've learned if you don't fly an aircraft for a month. I suggest making a keycard for each aircraft. Use MS Paint, or Word and type your command assignments on a blank keycard.
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Interesting!! Never heard of that before.
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Capt Zeen F/A-18C Beta Helios Profile ! ! !
Snacko replied to Capt Zeen's topic in PC Hardware and Related Software
I saw where you posted your original problem(combining monitorsetups) in another thread. And one reply said he had modded the game to rename some of the 'LEFT_MFCD' and 'RIGHT_MFCD' viewports for some aircraft. That is the only solution. You cannot have duplicate named viewports. Period. So, either look at his post. or combine as many as you can that dont' duplicate. And make other lua files for the rest. And while your at it, go find that thread about the function that's broke, and bump it again! If that function worked it would solve this problem.