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Fubarbrickdust

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Everything posted by Fubarbrickdust

  1. The format and structure of the mod has to change in order to be IC compliant - I'll need to implement a description.lua and change the file structure to go in the DCS user 'saved games' folder. I'll be starting this process tonight when I'm off work. I hope to have it updated and ready to go as soon as possible. The only thing that may cause time/hicups is the creation of the description.lua, but I've been doing research on this ahead of time.
  2. Hi Rudel_chw, The coarse and fine entries do work when held, it's just the +-1 degree entries that are incremental. I made it like this so there could be the option to increment the knobs by a single degree when needed. I see you've found a workaround, but just in case you wanted the in-game bind to work as you'd like I've included some additional entries for both course and heading here, these could be thought of as ultra-fine adjustment as opposed to coarse or fine: {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=0.0028, value_up=0.0, name=_('HSD: Course Knob [+1° very fine] - CW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=-0.0028, value_up=0.0, name=_('HSD: Course Knob [-1° very fine] - CCW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=0.0028, value_up=0.0, name=_('HSD: Heading Knob [+1° very fine] - CW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=-0.0028, value_up=0.0, name=_('HSD: Heading Knob [-1° very fine] - CCW'), category=_('[19_CTR] HSD (Horizontal Situation Display')}, -- *** CUSTOM *** Just add these to to whichever input file you've implemented and you should be good to go. Or, if you wanted you could just change the entries in the file you're using to match the changed entries above. The only alteration I've made is to how the button (or Key) presses are registered by the sim: From down= and value_down= to pressed= and value_pressed= If you like you can go even further by editing the value of the numerical entry after value_pressed= to get the desired gain you'd like. Hope this helps, Brick.
  3. Hi Drac, At the moment, not by myself, no. There may well be one out there somewhere but I’ve not come across it so far. That’s not to rule the possibility out, mind you - it’s crossed my mind as to which of the other airframes could benefit from a similar cockpit mod and the hornet made the list. But so did the AV8-B...which will probably be the next in line if I do another. In fairness, I’m gonna wait and see how the current mod fairs with the community and how popular this kind of mod is. It’s a lot of work to do while paying diligence to all the elements that go into a well done texture file (alpha, roughmet, norm) while trying to be mindful of the work done by the devs. We could have one in 5 mins if all it took was opening a file and slapping on a load of Arial font text and saving...but that looks shit. Especially in the dark and then you turn the panel lights on!
  4. This app is really very nice! :thumbup: Great job, author. I'll be watching it's development with great interest.
  5. Mod Updated to v0.2 Hey all, Mod updated to v0.2, see 1st post for link Pilot pit is now pretty much complete! - All pilot pit panels reworked and finished. - RIO Weapon Select Dial - Increased size and contrast of font (still rather small as there's only so much wiggle room with a texture that tight, but more readable than before). - Fixed a few alpha channel (back-lighting) mistakes on DCP from initial release. I'll be moving straight onto the RIO pit next...I haven't spent a great deal of time in the back seat, so if there's any suggestion from those in the know - I'm all ears to hear which areas would be top of the list. In time I'll head back to the front seat for a few tweaks (see what's possible with some of the gauges and dials, etc). Also, a question for anyone who's using the mod - What are the thoughts on maybe the slightest (tiny) bit of weathering/ageing to the mods panel text? At the moment it's solid flat pure-white. It's crossed my mind to just give it a touch of discolour/texture noise to help with the blending...but don't want to go full circle or get away from the whole point of this mod, which is contrast and legibility. Thoughts? Cheers, Brick
  6. Absolute legend!! :pilotfly: That's certainly a massive head start! Thanks a bunch, Mr Dackard! EDIT: Material name: HB_F14_CPT_RANDOMSHIT2 Nice! :)
  7. Thanks for the clarification. :helpsmilie: Thanks for the clarification, Mustang. Much appreciated :thumbup:
  8. Dude, fancy keying us into what the file/edit is? Quite fancy having a sneak peek at what's been worked on.
  9. Thanks guys, gonna try my best to make this a good one, I'm a big fan of the HB F-14 and would really like to do it well and make this the best cockpit mod for VR Cool beans, I'll have a dig around the RIO texture files and see what the options are. Hopefully include in the next revision. Cheers, Brick.
  10. Awesome sauce! Nice one Cobra! :thumbup: Any idea on/would it be possible for the inclusion of a description.lua file to help us poor saps get them working in the user ‘saved games’ folder? Thanks again, Brick.
  11. Almost seems like a crime to mess with HB's masterpiece like this, but in the name of function-over-form I've started to create an alternative 'VR friendly' cockpit for the turkey. DCS: F-14 - Brickdust's "Drunken Sailor" VR Friendly Cockpit - Main aim is to increase the legibility of cockpit panel and indication light text throughout. I'll be updating this mod during the foreseeable future as I work through both of the pits/texture files for the F-14. Of course, this will make it no longer an 'authentic' cockpit for the purists, but it should make a marked QOL improvement for us VR users. I'll do the best I can to preserve the work of HB and keep the mod quality level as high as my skills allow, I won't be down-scaling or resizing any texture files. All alpha channels, normal and roughmet files will be worked on where applicable to preserve lighting, back-lighting and keep consistency with the changes. I'll also be doing my upmost to select the best mipmap filtering/scaling filters to avoid blurriness and aliasing at distance. This is my 1st proper go at doing a full cockpit texture mod. It's early days so please feel free to offer any thoughts, advice or constructive criticism on the project...Hopefully I'll be able to make a better mod with feedback. Latest release can be found HERE OVGME/JSGME ready - Just unzip the contents, pop the included folders into your chosen managers 'mod' location and apply your chosen option to give it a whirl. At the moment this mod is an instant IC FAIL, but as soon as HB implement custom cockpits I'll look at getting it into the relevant file structure format. v0.5 - More RIO Pit - RIO annunciator and warning lights complete. - Additional RIO panels reworked - RWR, ECM, CMS, Lights & COMM/NAV CMD. - A few roughmet errors fixed. 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. 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. v0.2 - Pilot pit complete! - All pilot pit panels reworked and finished. - RIO weapon Select Dial - Increased size and contrast of font (still rather small as there's only so much wiggle room with a texture that tight, but better than before). - Fixed a few alpha channel mistakes on DCP from initial release. 1st Release: v0.1 Included panel reworks: - Pilot cockpit indication lights and textures. - ACM Panel. - Display Control Panel. - Arrestor Hook Panel. - VDI Panel. - HSD Panel. ...more to follow. Cheers, Brick.
  12. Hey Robgraham, What you're experiencing is a side effect of when an axis bind has been 'hacked in' and only partially implemented. I would assume the devs just popped it into the default.lua as a quick temporary solution (hopefully). To get the full range as per a properly implemented axis bind without this side effect some work needs to happen a bit deeper in the module code I would imagine. Any axis (or anything found in the clickabledata.lua, including switches for that matter) can be added to the analogue binds with a quick bit of editing in the joystick default.lua file. This would appear to be the case with the flaps bind at the moment. You can get this type of bind to work through the full travel, but they can be a bit quirky. the 1st requires that the axis is reversed, the 2nd is a user curve and can be a bit finicky with a little blip at the end (should be fine for this purpose though). Here's the 2 methods on how to:
  13. Normally this is the case, I assumed the same but in this particular case it seems to work! Coarse, fine and +/- 1 degree increments included in the following code: {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=0.01, value_up=0.0, name=_('HSD: Course Knob [coarse] - CW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=-0.01, value_up=0.0, name=_('HSD: Course Knob [coarse] - CCW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=0.01, value_up=0.0, name=_('HSD: Heading Knob [coarse] - CW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=-0.01, value_up=0.0, name=_('HSD: Heading Knob [coarse] - CCW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=0.001, value_up=0.0, name=_('HSD: Course Knob [fine] - CW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_pressed=-0.001, value_up=0.0, name=_('HSD: Course Knob [fine] - CCW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=0.001, value_up=0.0, name=_('HSD: Heading Knob [fine] - CW'), category=_('HSD (Horizontal Situation Display)')}, {pressed=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_pressed=-0.001, value_up=0.0, name=_('HSD: Heading Knob [fine] - CCW'), category=_('HSD (Horizontal Situation Display)')}, {down=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_down=0.0028, value_up=0.0, name=_('HSD: Course Knob [+1°] - CW'), category=_('HSD (Horizontal Situation Display)')}, {down=device_commands.HSD_Knob_Course, up=device_commands.HSD_Knob_Course, cockpit_device_id=devices.HSD, value_down=-0.0028, value_up=0.0, name=_('HSD: Course Knob [-1°] - CCW'), category=_('HSD (Horizontal Situation Display)')}, {down=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_down=0.0028, value_up=0.0, name=_('HSD: Heading Knob [+1°] - CW'), category=_('HSD (Horizontal Situation Display)')}, {down=device_commands.HSD_Knob_Heading, up=device_commands.HSD_Knob_Heading, cockpit_device_id=devices.HSD, value_down=-0.0028, value_up=0.0, name=_('HSD: Heading Knob [-1°] - CCW'), category=_('HSD (Horizontal Situation Display)')},
  14. So really liking the Glideslope indicator that comes with the F-14, but wondered if it could be tweaked to be a little more immersive and easier to give a quick glance on final as opposed to right off on the bottom right of the viewport... I've attached a couple of OvGME/JSGME ready mods at the bottom, feel free to give em a shot if you like. Main changes: Re-positioned glidescope indicator to just between the central handhold and mirror. Re-positioned Controls Indicator a bit tighter into the viewport. Slightly reduced size of both Controls & Glidescope indicator. Reduced opacity of both. Increased trim indexer size & brightened colour to compensate for size reduction. Muted colours of GS indicator to better blend with cockpit. Included a mod variant that only includes the glideslope, pitch/roll scale lines + Trim indexer. See pics below. Screen grabbed straight from the monitor so not the greatest, but gets the idea across. In the HMD it all lines up very nicely! NOTE: I've only tweaked and configured these for VR(rift)...I had a quick look in pancake mode & the indicators don't line up as set in the HMD, so not advised for 2D, sorry. As mentioned, OvGME/JSGME ready. Just pick your option and drop in. EDIT: I have no idea if it gets past MP IC...I'm still getting to grips with it before taking it online. F-14 - VR Controls Indicator Mod.zip
  15. Been working on my own custom Joystick 'default.lua' file for the Pilot Seat... Still W.I.P, but quite a lot of useful additions made while combing through the clickabledata.lua. I use my own naming and category system for all the module input files I edit to make things more clear and organised for myself, but a lot of the heavy lifting and data input's been done... Most notable inclusions are working CW/CCW entries for: Radar Altimeter Airspeed Mach Indexer Knob HSD Course & Heading Knobs (with fine/coarse & +-1degree increments) Bingo Fuel Set Knob Volume controls for the walkman Plus a shed load of as yet un-implimented bindings including lots of absolute + ON else OFF additions & a few of the requests I've seen floating about (Canopy O/C, Parking Brake, etc.). Check it out if you want. Feel free to dig in and cherry pick all or just what you need. Same goes for the HB guys - if there's stuff in here that'll save you some hours of mind numbing data-entry...it's essentially your property anyhow. There's a bunch of custom axis binds toward the bottom that I'm using until HB drops in the official binds. There are quirks to getting them to work however as DCS only registers the upper half of an axis travel when using this ghetto method. 2 methods you can use: Method 1: Standard axis bind - Set axis to 'slider'. Set to 'Invert'. Set Y saturation to 50% (See pic 1 for visual) This method works perfectly, but with one big caveat...you need to have the axis inverted on a hardware/firmware level before it touches DCS. Otherwise you'll get the full range, but backwards. This is no issue if you build your own controllers or panels, but I'm not sure what support there is for the more mainstream bits of kit. Method 2: USER CURVE (see pic 2) - This will work with any analog axis. You'll get the full range, but it's tedious to setup for multiple axes and there'll be a weird little 'blip' at the bottom of the travel that often has the effect of inverting the colours of stuff (eg HUD brightness). MASSIVE NOTE/WARNING: Unless you know what you're doing and are familiar with working with custom DCS input files, exercise caution! I do not recommend just dropping this file in willy-nilly, overwriting your default.lua and start assigning. It'll no doubt play absolute havoc with your binds and .diff files in all sorts of ways that I do not want to be responsible for. Have a look, see how it's laid out and grab what you need if you know how. Or at the very least back stuff up and use OvGME or JSGME. EDIT: Fixed a few typos, added canopy open/close & walkman volume controls. Brick. default.lua
  16. Thought this would be helpful for mission designers. It's a technique to get a list return of the ever elusive cockpit parameters for use in the COCKPIT PARAM EQUAL TO condition. Pre-requisites: You must have the DCS mission running, unpaused and be occupying the airframe you wish to get the parameters from. The airframe must also have been set to 'player' in the ME. 1. Grab hold of and setup DCS witchcraft: DCS Forum Post: https://forums.eagle.ru/showthread.php?t=126516 Github Repository: https://github.com/jboecker/dcs-witchcraft NOTE: Unfortunately the the most recent iteration of DCSWitchcraft needs it's nodejs components manually updated for the tool to work: https://nodejs.org/en/download/ Grab the binary and copy the contents over to the relevant subfolder in your DCS Witchcraft folder - See last post in the witchcraft forum thread for details on how to. 2. add the following line to your Export.lua (found in Saved Games/DCS version/Scripts) dofile(lfs.writedir()..[[scripts\witchcraftExport.lua]]) 3. Run the previously downloaded and setup witchcraft.cmd: you should see a CMD window open and run a load of entries...if it's setup correctly and the prerequisites are met the last lines should read: Waiting for DCS to connect... DCS connected. 4. point your browser to the following, it's a web GUI for the witchcraft lua program thingy-magig: http://localhost:3000/console.html 5. Type the following command and hit CTRL+ENTER to run it: return list_cockpit_params() 6. Voila! Be presented with a complete list of the cockpit parameters available (with current variables) for the module loaded into the mission. 7. Profit. Here's a really helpful video that guided me through the initial process: It'll probably give more insight into what's going on, and a better explanation of the setup process. I'm just a layman repeating a lot of this parrot-fashion. Monkey see, monkey do! I've no doubt that the tool can do/expose a lot more cool shit...but I haven't explored that too much yet. Brick.
  17. Agreed! I'll finish writing up the post and shoot you a PM when it's up.
  18. Hiya Seldo, So I grabbed the list of cockpit params for the F-14... It's not gonna be what you want to hear I'm afraid...at this stage it appears that there are no direct entries for radio freqs :cry: I'm unsure as to whether the list will grow with the development as the parameters are not exactly normally exposed or accessible in the lua files or any docs, as I'm sure you know, and may not be on HB's todo list. Only they will be able to provide insight...but I imagine it would be a very fringe-case request. In any case, here's the current list as it is, hopefully it'll grow with time (obviously the variables are exactly that, but you probably don't need me to tell you): and here's the list from the hornet, just for comparison reference, and the fact that I know you're putting together a campaign for the bug at the mo so might be useful: I have no idea what the majority of those params indicate, but I'm sure it's cool shit. I'm currently writing up a post for the ME subforum detailing the methods used to get the data, but it's not a simple 2 clicks-done process so won't be up in the next 5 mins. Sorry the list didn't contain the params you wanted...might have to go down the X cockpit arguments in range route, somewhat more effort but could probably get the job done since the turkey's quite a bit more analogue. Edit: If you know how to get the args you're after, great...if not, shoot me a PM and I'll talk you through the process (it's actually really simple, if not a little time consuming). Brick.
  19. :thumbup: My man! I never had any doubt you'd get this to us in good time! Brick.
  20. Obviously I can’t and won’t speak for the manipulation of the AI in general, but for this particular use case and purpose (less suicidal and more realistic standoff engagement range for SEAD/DEAD) the technique used is consistent and very repeatable. I spent about 4hrs testing it with different variables and locations. It’s irksome that the AI can be as troublesome as it is, but I can imagine coding smart AI that works predictably in every scenario is no small feat. And I’m sure it’s on the endless todo list that ED has. It shouldn’t be this way, but sometimes the gratification I get from DCS is finding a way around or alternate solution for the engine limitations or quirks (read: bugs). Some of which are pretty frustrating, plain and simple mind you. I’ll totally concur!
  21. :thumbup: There will be no more guesswork in it any more...A way to get a full comprehensive list for any module you want! Some have more than others, and a lot of them I'm unsure as to what they do, but the really useful stuff like radio freqs are there, some have the IS_LANDED parameter as well which is good to know. It's funny that I'm responding to you as it happens, as the thread that made me look deeprer into finding the method was your Radio Frequencies thread in the ME section!
  22. Hey Seldo, I have researched and worked out how to get the full list of cockpit params for any given DCS module - I'm at work at the moment, but when I get home and update one of the things I'll do is get a list together for you and post it here. I'll also do a thread in the ME section on the process used to get the full list of cockpit params. Brick.
  23. So basically I've been trying to make a multi package strike mission consisting of SEAD, STRIKE & CAP elements...cool, good for me. However, I was stopped dead in my tracks by the suicidal/dumb/frustrating AI behaviour that would either do nothing, not attack the specified target types, drop their junk or just plain wade in and get themselves killed on a suicide mission. And also NEVER using their Anti-Radiation Missiles (AGM-88C) at anywhere near RMAX, and never at the right targets! I had a search on the issue and it appears I'm not alone... But I seem to have stumbled upon task & trigger logic that's getting good results! It's a bit of a cheat - but nowhere near as much as just triggering the units to explode on a given cue. All testing so far done with the SA-10 SAM Site template, which as far as I can tell has the longest acquisition reach (it's got the biggest circles around it, is what I gather) There's a few requirements, but they're basic. 1 Trigger Zone Setup to just encompass the SAM Site engagement radius. 2 Correctly placed waypoints 1st WP just in the border of the engagement range/trigger zone. 2nd WP at a safe distance outside. 2 Triggered Actions (AI PUSH TASK) 1st action setup to 'SEARCH THEN ENGAGE IN ZONE' - with the radius centred on and small enough to cover your enemy SR & TR units, nothing else (The ME ignores any attempt to specify SR/MR etc so I wouldn't bother). 2nd Action setup to trigger a 'SWITCH WAYPOINT' command to a waypoint outside of the SAM engagement zone. 2 Triggers (to push the actions) One to trigger the 'SEARCH THEN ENGAGE IN ZONE' on a condition of your choosing. Another to trigger the 'SWITCH WAYPOINT' action when your SEAD flight enters the Trigger Zone (and by proxy, the SAM engagement radius). NOTE: This whole thing appears to work without having to force a load of ADVANCED(WAYPOINT ACTIONS) to get the SEAD flight to chill. An appropriately set up SEAD package - VERY IMPORTANT This made all the difference for getting a reasonable RMAXish weapon release. A flight of F-18C's (just the standard ones, not the lot20's) loaded with 4 AGM-84E & Lightning Pod each. (forget the AGM-88's, no AI will let them go until they're as good as dead!). VARIATION & TWEAKING Altitude & speed play a large factor. I set mine to 25000ft@400 and got consistent successful hits every time. Lower & slower mixed it up a bit. Placement of the 1st waypoint (the one just inside of the trigger zone). This is the cool part - If you're just on the cusp or very shallow in, they'll turn out with plenty of space. The deeper into the zone you put it, the more it feels like you've got cocky jockeys! I know the're being overridden by the AI PUSH TASK to SWITCH WAYPOINT but they go just that bit deeper into the zone before turning out, and give the SAM a chance to fire off a few. Take the WP all the way to the site and it starts to push the luck! So far, I've only tested with the SA-10 site & the AI F/A-18C, with the most effective load-out for stand off engagements being the one mentioned...but the results are consistent, and most importantly effective at creating a successful SEAD mission. See screenshots and attached .miz file. I've let the mission file play out dozens of times with different little tweaks and seem to consistent/predictable results. Tested on PG also. AI SEAD TEST.miz
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