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Fubarbrickdust

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Everything posted by Fubarbrickdust

  1. BooooM!! That, sir...is the correct answer! Thank you for that. Feeling like a bank robber from the 70's with that grainy stocking effect following my gaze everywhere was the main element keeping me from flying regularly at night. No more!! :thumbup:
  2. Roger that, thanks for the report on night flight. How's the mura/dusty screen effect that moves with your FOV during night flights in comparison to the OG Rift? Thanks again, Brick.
  3. Anyone tried a night flight yet? - feedback on black level comparison, and most curious for me is that horrible mura/dust/stocking-over-the-face effect from the OG Rift in DCS... Any changes to the latter? - I’m quite interested for reports on this.
  4. Feeling very good about all the positive feedback so far! Mines been delivered to work...on my way there now. If only I didn’t have to do the show as well:music_whistling: Gods of technical theatre - please bless us with a power cut and cancel tonight’s performance :helpsmilie:
  5. I'm all for improvements, and also fixes to prevent misuse/cheating with a module to gain advantage, but I have an uneasy feeling about this... As it stands, while the module is still in EA, I'm making extensive use of custom 'default.lua' input files for both the pilot & RIO. These files include a vast number of, as yet, unimplemented key binds and switch abstractions fielded from the 'çlickabledata.lua' to make the F-14 much more complete for use with hotas and controller setups (see link to forum post for an example of such a file)...I do this for pretty much every module I own as most, if not all, are missing key/button binds in some way or another. I'm not the only one either, there are numerous threads and examples across the forums, throughout the years, where this ability has come to the rescue for many a user... I'm very concerned that these changes will block the use of, and equally worrisome, cause a multiplayer IC failure for custom 'default.lua' files for those that wish to build their own set of inputs and switch abstractions for simpits, button boxes & modules that do not have complete/comprehensive input assignments, etc. Cobra, will this be the case with these new changes? Also, if so, will these new changes be a system-wide implementation for DCS as a whole, covering every module/input file? I hope not, but if both of these are to be true I fear it will be a very very bad day for simpit/button box builders, or anyone who has added unimplemented key binds to a module make up for what's missing in the files :cry: EDIT: More forum examples (including F-14) of where this ability has helped myself and others in a completely benign and honest way... https://forums.eagle.ru/showthread.php?t=235229&page=14 https://forums.eagle.ru/showpost.php?p=3877480&postcount=118 https://forums.eagle.ru/showthread.php?t=209540 https://forums.eagle.ru/showthread.php?t=89226 http://forums.eagle.ru:8080/showthread.php?t=171309 https://forums.eagle.ru/showthread.php?t=151166 Apologies if I'm running away with the idea...but blocking of custom input files will have a significant and serious negative impact on my DCS experience as a whole, and I'm more than a little concerned. For example, see my sig below...much of the gear that I've poured months of design/money/building into will potentially be rendered moot if custom default.lua's are to be stopped...
  6. Thanks for the kind words, Mule. I'm really glad that peeps are finding the mod helpful. I've just done a PC rebuild and am gearing up for the final push to get it done and finished. However, Blue Flag MP has been pulling my DCS focus a bit! It's awesome! But I think I need to knuckle down and get back on the task...It's looming on me like an unpaid bill! lol! Cheers, Brick.
  7. I completely concur with the other voices here when we say that artificially restricting head movement in VR is a VERY BAD THING. My feelings on this are very strong, to the point that whenever I see a thread made requesting this I wince, and hope the devs don't see it as a good idea/community request. At best it is very annoying and completely immersion breaking (and yes, much more than being able to move your head outside of the canopy). At worst...keep a bucket handy! The 'other' combat flight sim with VR support has this as a 'feature' - I don't fly any servers with it activated. I am grateful that it's an optional tickbox for SP. Op. Go try it, and feel for yourself. I also agree that moving your view outside the canopy can feel 'wrong' if you go out of your way to exceed the canopy glass. Do you know how I remedy this? - Exercise restraint and self control. Or open the canopy 1st.
  8. Heya westr, My mod does not downscale/reduce texture size or remove mipmaps, I preserves the file quality and size as per HB's original textures, so performance should be the identical. There is a mod out there that halves the resolution/file size of the F-14 pit textures. Which could help if you're running low on VRAM. By a chap called Japo32 i believe. A search of the 'User Files' section on the main DCS site should dig it up for you. Cheers, Brick.
  9. Hey RoyMi6, The current F-14 pit is still the focus as it’s not 100% done yet, I won’t be moving to the next till it’s dusted. The recent pace of updates has taken a hit as work is very busy at the moment, and I’ve just done a Z390 platform upgrade/OS wipe so that’s hampered productivity also. As for the pointer knobs - are you using the latest release of the mod (v0.4)? As I added exactly what you describe to the RIO radio function selectors with the release. I can’t remember if I did the TACAN selectors as well, but if not I’ll have a look and add it (and any other knobs that would benefit) to the list. Cheers, Brick.
  10. No problem at all, you are very welcome :thumbup: Also...Emergency stores jettison button below {down=device_commands.WEAP_Emer_Jettison, up=device_commands.WEAP_Emer_Jettison, cockpit_device_id=devices.WEAPONS, value_down=1, value_up=0, name=_('EMERG STORES JETT Button'), category=_('Custom)}, -- *** CUSTOM - PUSHBUTTON ***
  11. You can add these lines of code to your default.lua if you feel inclined. Gives you the bindings you're looking for. {pressed=device_commands.RADARALT_Knob, up=device_commands.RADARALT_Knob, cockpit_device_id=devices.RADARALTIMETER, value_pressed=1.0, value_up=0.0, name=_('Radar Alt Control Knob [coarse] - CW'), category=_('Custom')}, -- *** CUSTOM *** {pressed=device_commands.RADARALT_Knob, up=device_commands.RADARALT_Knob, cockpit_device_id=devices.RADARALTIMETER, value_pressed=-1.0, value_up=0.0, name=_('Radar Alt Control Knob [coarse] - CCW'), category=_('Custom')}, -- *** CUSTOM *** Brick. Edit: Also, this is the code for the push button function of the radar alt knob {down=device_commands.RADARALT_Test, up=device_commands.RADARALT_Test, cockpit_device_id=devices.RADARALTIMETER, value_down=1.0, value_up=0.0, name=_('Radar Alt Control Knob - PUSH'), category=_('Custom')}, -- *** CUSTOM ***
  12. Mod Updated to v0.4 Mod updated to v0.4 - See 1st post for details. Thought I'd push this update out as 'life' has me pretty busy over the next week... Biggest change: RIO pit well underway! Changelog below :thumbup: v0.4 - RIO Pit Underway. Buttons Buttons Buttons! - 1st pass on the RIO pit done. All centre and majority of left panels complete. All pushbuttons + back lights reworked. - Reworked compass instruments (after suggestion from forum member 'Larkis', thanks for the idea!). - Added pointer marks to RIO radio selector switch knobs. - Fixed TACAN dial number legibility issue from previous release. It's looking highly likely that the next release will be the final one before moving on to the next 'VR Friendly Pit'... Plans are to finish off the RIO office, of course. Add the BE option for the rear. Iron out any fixes that are needed. And hopefully have the mod IC compliant via the Custom Cockpit option...Obviously depending on wether the fix from ED/HB is in place by then. If the latter doesn't happen in time, I'll be keeping my ear to the ground and update the mod as soon as it does. Cheers, Brick.
  13. Quick update with pics on RIO pit progress... Only really posting as I'd had a bitch of a time and then a breakthrough with the push buttons/back lighting...not really apparent from flat images, but still. Wanted to mark the occasion. Totally self serving...won't make a habit of it. < Vanilla -- Mod > The rest is moving along nicely. Brick.
  14. No problem, it was quite a good QOL suggestion. Are you saying there's an readability issue on the pilot TACAN wheel/numbers with the mod? - I'll look into it and correct/roll back if so. Thanks, Brick.
  15. Hmmm...actually, that's not a terrible idea. And would be fairly pain free to implement. I'll have a play with it. EDIT: Just had a quick play about with the texture...tried a few ideas and settled on one that keeps the numbers and also fits well, looking really natural. EDIT 2: Just had another play...settling on this... < Vanilla -- Mod > Included in next release! Thanks for the suggestion, Brick.
  16. RoyMi6, thank you! :thumbup: Very kind words, and I appreciate them a lot! And I'm glad this mod is seeing life and benefit outside of my use case. As it happens, the RIO pit is making extremely good progress! - Initially I came up against a very big wall regarding those light up buttons in question. Getting all 3 layers to match up and look cohesive seemed almost impossible (or extremely tedious slow work, which it kinda is) as the related image files are at differing resolutions so quite hard to work with fluidly. In fact the whole RIO pit seems to be at an alternate resolution (in scale terms) from the front seat, but I've found a workflow that has shown excellent results...so we're back on track. We can expect an iterative update at least by the end of the week. I agree regarding VR. And also about the dilemma for devs. It's a great thing DCS is mod friendly to accommodate for that grey area. As this is my 1st experience with texture/cockpit modding I've learned an incredible amount, and also really enjoyed the process. As it stands, I've messed with the F-14 pit textures more than I've flown it but am quite happy about it...I can't BVR for shit anyhows! I am strongly considering making "Brickdust's VR Friendy Cockpit Mod" into a series, for my own benefit as much as others as I fly VR exclusively. The shortlist so far (not necessarily in order): - AV-8B - F/A-18C - M2000C (although this wont be touched until after the mid-life refresh) - UH-1H (it's not that bad actually..but because I f**kin love this module!) I reckon I can work out your +1 but I'd also be interested in the opinion of those that fly VR and find the benefits of the current mod. What would be on the shortlist? Which module do we think would benefit the most, first? Cheers, Brick.
  17. No. Unfortunately that element of the feature has been broken for a while...It was really cool when it worked. Loving your CASE I trainer mission, btw. Phenominal work! Really helping me to know how much I suck at carrier ops!...but helping me to get better! :thumbup:
  18. RaTzo :thumbup: This is all accurate information, I can confirm. I think the hard truth is that none of us are gonna get a pre-baked description.lua handed to us...I know I'd really like one too, but there are ways! The material code dump that Cobra posted is already 99% of the puzzle, but if you're willing to dig a little deeper... You can open any .edm file in UTF format with a code editor (eg, Notepad ++). It's a bit confusing at first glance, but amongst the code at the beginning of the file are the materials listed and their associated texture files. We can use this information to build our own description.lua's. It certainly is more work...but when was anything about DCS something other than a challenge! EDIT: As for how to go about creating a description.lua - the whole 'custom cockpit' function was initially based on a script by uboats, he also made a handy tutorial thread on making said lua file: https://forums.eagle.ru/showthread.php?t=152377
  19. Thanks Boris, much appreciated :thumbup: As for the critique, these are both points I'd raised with myself when building the mod, so I do concur to a degree... On the typeface, I totally hear you - When starting the mod I spent an entire evening searching and testing for the perfect font - I needed a rounded font that was close enough but also in a 'condensed' option to allow the text to even begin to fit...I failed to find it, unfortunately. What we have is a trade off from the best 'fit' I could find along with an AA plugin to round off the edges a bit. It was the best compromise I could find...I tested many! As for the abbreviations - I did consider whether or not to go that route, again, for me it was a trade off to allow me to fit larger text into some places. In the end I reasoned that since I was already changing the cockpit from a true recreation to almost an 'ease of access' version, the break from authenticity had already been made. As such I saw little issue in affording myself a little more licence to meet the main objective of the mod. The almost silly thing is...the amount of time I've spent with these textures under a microscope and all the testing - I now know the cockpit inside out and could operate it blindfolded...mod be damned!:pilotfly:
  20. Thanks dudes! That's my mod you're linking too, nice to know it's doing some good :thumbup: As it happens I've literally just updated the mod to v0.3 - Did some work on all the primary flight instruments and gauges in the pilot pit. Tested in my Rift and their all markedly more readable now too! Every little helps! If you wanted more info the thread's here On the subject of integrity checks - A MP compliant version is coming. The issues with the Saved Games custom cockpit feature has been reported and acknowledged by HB as an issue in the bug section, so it's on their radar. Cheers, Brick.
  21. Mod updated to v0.3 - See 1st post for details Some small but quite notable advancements: All pilot pit inst. & gauges have been worked on. Much more readable 'at a glance'. BE (Black Edition) option available - All pit frame and trim in Gunmetal Grey. v0.3 - Instruments, Gauges & Black Edition! - All major pilot pit flight instruments & gauges have been worked on - Higher contrast, increased font size & text alterations where appropriate. - Finalised all indication light texures and made several tweaks. - Inclusion of BE (Black Edition) option - Cockpit trim can now come in gunmetal grey! - Fixed a few norm & roughmet channel bugs fr om previous release. NOTE ON PROGRESS: Saved Games 'Custom Cockpit' availability - this is gonna have to wait a bit longer as it isn't working on the HB/ED side. They are aware and it's been submitted and acknowledged as a issue/bug. RIO Pit - This one's gonna take a bit more time as it's an absolute beast! Main hurdle at the mo is all the multi back-lighted push buttons on the DDD/TID/HCU & CAP...It's going to be a journey of trial and error to get them all matched up and looking slick. But it will come :thumbup: Cheers, Brick.
  22. Once again, nice one Cobra! :thumbup: Thanks for keeping us in the loop so well. I think myself and Jepo spent yesterday banging our heads up against a wall (on separate continents) trying to get this working. Speaking personally, for the most part I thought it was me being dum...but I began to wonder. I'll be most curious to hear the results...
  23. +1 I'm with you on this one Japo... I'm also struggling to get the custom cockpit option to work. And in my attempts last night have tried many of the steps you also mention here and elswhere with similar results.
  24. Hey Japo, that's right. A material ID can make use of several textures (usually applying them to different layers) This can be witnessed by examining the description.lua of other working mods. Though I'm sure you've witnessed this if you been doing similar investigations as me... ------------------------------------------- It seems like Japo & I are on the same journey, coming up against the same walls! I too have spent several hours trying to get this working, searching all the info and trying all permutations and tests that I can imagine. Many of the statements by Japo I can confirm. At the moment, unless missing some detail that's been overlooked, the squirrel in me just can't get this nut cracked! To the point where I'm beginning to wonder if there's something not working right with the system. ...It may not be a HB issues as I've had almost exactly the same symptoms when trying to get a 'Saved Games' custom cockpit going for the AV-8B, which the system appears to be implemented for also. So I also wonder if it's a DCS thing with certain newer modules...as older ones seem to have zero issues. Who knows, but at the moment I'm running out of ideas and am at a bit of a loss :( Cobra, apologies for grabbing your attention by cheating a quote, but as the head honcho and lead artist I wonder if you'd be able to provide any insight or wisdom on the matter?? I'm not asking for the work to be done for us, the material dump was already a great help and led me to finding out how to do more and get the info for other modules via reading the .edm in UTF... But we could probably do with a hand seeing the light here :helpsmilie: Cheers, Brick.
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