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Everything posted by ruprecht
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Can I just confirm - I'm not at home right now so I can't test it myself: Without using the single trigger mod, there seem to be three inputs: - fire cannon - fire weapon - flip up weapon trigger My question is: if I flip up the weapon trigger to use my cannon trigger, do I need to then press "flip up" again to toggle back to the weapon trigger, or does pressing the weapon trigger automatically reset the "flip up" state?
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I think it moved a little
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Does anybody run a triplehead2go at 3x1280x960? What sort of GPU/CPU do you have, and are you able to get decent frames at reasonable LOD? Or is it just completely beyond the ability of current PC's to handle it? I figured out that my current rig (Q6600, 8800 Ultra) is pushing a single 1680x1050 (1.8 megapixels) screen OK, but in order to run 3x1280x960 on a triplehead2go plus an ABRIS LCD at 1024x768, it will need to push a resolution of 5888x960 (5.7Mpx) due to the vagaries of the multimon setup. Crazy! Can any current gear do this? That's 2.5 times full HD...
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OT: Which OS do you use for gaming?
ruprecht replied to Aeroscout's topic in PC Hardware and Related Software
So from what I've read: Vista: alleged performance hit, multi-monitor support not as good as XP, memory issues with some BS missions XP: better performance, better multi-monitor support, SLI support, no issues with missions So it seems pretty clear that a "downgrade" to XP might be in order. Any reasons not to do so? Can you still use all 4 cores on a Q6600 with XP? -
Duh. It was my maths. Works now, thanks.
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Wow, some read. I had read the top but not the bit about options.lua. OK now it runs, but the main display is shifted a bit to the left, and the ABRIS appears slightly right of the left hand side of the right screen. Camera+ABRIS.lua: Description = 'ABRIS on the right and camera on the center' Viewports = { Center = { x = 1024; y = 0; width = 1680; height = 1050; viewDx = 0; viewDy = 0; aspect = 1.6; } } ABRIS = { x = 2944; y = 0; width = 512; height = 768; } options.lua: ... ["graphics"] = { ["multiMonitorSetup"] = "camera+abris", ["color"] = "32", ["heatBlr"] = 0, ["scenes"] = "medium", ["water"] = 2, [b]["fullScreen"] = false,[/b] ["visibRange"] = "High", [b]["aspect"] = 3.77905[/b], ["textures"] = 2, ["shadows"] = 2, ["display_mode"] = { ["avi"] = { ["bpp"] = 32, ["resolution"] = "640x480", ["full_screen"] = false, ["aspect"] = 1.333333333, ["height"] = 480, ["width"] = 640, }, -- end of ["avi"] }, -- end of ["display_mode"] ["effects"] = 3, ["lights"] = 2, ["haze"] = 1, ["terrPrld"] = "20", [b]["height"] = 1050[/b], ["resolution"] = "1680x1050", ["civTraffic"] = 1, [b]["width"] = 3968[/b], }, -- end of ["graphics"] ... Maybe it's my maths, checking again.
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Hi, I've just bought a 15" LCD as a second monitor to run my ABRIS but can't get it to run. I have it set up as follows: Windows: - Main display 1680x1050 (left 0,0) - Secondary display 1024x768 (right 1680,0 "extend my desktop onto this monitor") Using Vista32 on an 8800 Ultra, with the latest drivers. DCS Settings: - resolution: 1680x1050 - fullscreen: (have tried both) MonitorSetup file: Description = 'ABRIS on the right and camera on the center' Viewports = { Center = { x = 0; y = 0; width = 1680; height = 1050; viewDx = 0; viewDy = 0; aspect = 1.6; } } ABRIS = { x = 1680; y = 0; width = 512; height = 768; } I edited the file with Textpad. So to my mind, that should show the main display on the big monitor, and the ABRIS on the left hand side of the secondary monitor. However, when I start in Instant Action, the main display works fine but the secondary just shows the windows desktop background. Help! I really want my ABRIS to work on a second screen for my cockpit. Pic here: Thanks in advance!
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I've tried some slope landings and they always end badly. Noting though that they're not the easiest thing IRL either, but they should be possible. Any devs/testers care to comment?
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An OAT gauge would be simple to implement in LUA. Presumably you know the mission temperature (is this at the starting airfield or at MSL?) or could enter it into the gauge, and you can get the aircraft altitude from LUA, so a quick calculation on the adiabatic lapse rate would get you a good approximation of OAT. Maybe even a warning to engage anti-icing :)
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Forget everything you know about fixed wing. Think about it like this. The rotor disc is the thing that flies - the fuselage is just along for the ride. The collective (commonly called throttle, but this is incorrect) increases the pitch of the rotor blades the whole way around the disc (collectively) creating more lift. When lift equals gravity in the hover, the helo hovers. When lift exceeds gravity in the hover (by pulling more collective), the helo goes up. All the engines do is keep the rotor(s) spinning. They don't provide thrust or lift. When you move the cyclic (the "stick") you are increasing the blade pitch at one side of the disc, which causes the disc to tilt, which tilts the lift vector. You have the same amount of lift, but it is now tilted off the vertical so there is a small horizontal component of lift (or thrust). Hence the disc starts moving horizontally. However, as the lift vector is tilted, there is now slightly less vertical component of lift, so the helo sinks. The more you push the cyclic, the more the lift vector tilts, and the more horizontal component of lift (thrust) you get. However, you also get less and less vertical component of lift and you sink more. If you tilted the disc right through 90 degrees - you'd get all "thrust" and no "lift". So to offset that, you pull in more collective to extend the lift vector to the point where the vertical component of lift balances gravity and you maintain height. Past a certain tilt angle, the disc can't provide enough lift to extend the lift vector enough to offset gravity. This is one thing that limits the forward velocity of a helo. There are of course a hundred other aerodynamic effects playing on the helo, but that is the core theory. Easy huh? :)
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Oh I think I answered my own question. It's in \Config\Export\Export.lua right? Is this the full list? Also I may be dreaming, but is this what I think it is? -- you can export render targets via shared memory interface -- using next functions -- LoSetSharedTexture(name) -- register texture with name "name" to export -- LoRemoveSharedTexture(name) -- copy texture with name "name" to named shared memory area "name" -- LoUpdateSharedTexture(name) -- unregister texture -- texture exported like Windows BMP file ... so conceptually I could export the current ABRIS/Shkval view once per second as a BMP to another PC?
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I may have missed it, but is there a list of the data items available in the LUA export? And does anybody know if there's a tool to grab position data from the LUA export to feed to an external GPS/moving map? Cheers
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I don't blow things up in my day job, but it doesn't stop me wanting to do it when I get home to my sim...
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Thanks GG. Hopefully the decision will be validated when you see the sterling quality of the missions I make in those long lonely nights in hotel rooms :D
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And just to wind up the thread, it does work (although the modelviewer doesn't) and doesn't require activation. So if the EULA supports it, I'd like to continue using the ME on my laptop when I'm away from home and can't access my main (activated) rig.
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I guess Starfarce will stop me using the same license on two different machines, I wouldn't do that. I was just wondering if the license check kicked in when you start the ME (as it's in the GUI executable, not the sim executable) or if you can use the ME unlicensed. I didn't even think of the EULA, thanks for reminding me. On a side note, I don't think it's a bad thing if anyone can use the ME unlicensed, the more people creating content for BS the better right?
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A fair bit of real world helo experience here too (Blackhawk, Kiowa, Huey, Ecureuil) and agree that the flight model feels good and the trim is fine. Best flight model since Vietnam Medevac :)
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Hah - well, trying involves downloading 2+GB over my wireless broadband overnight, half my monthly quota :D Still, sounds like a reasonable chance of success.
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Hi, I'd like to install DCS:BS onto my laptop so that I can use the mission editor when I'm away from my main sim rig. I read the minimum system requirements which specify a DX9 card with 256MB graphics RAM. A couple of questions: a) My laptop is a Dell D620 with integrated Mobile Intel 945GM Express graphics (DX9). It has weird dynamic graphics RAM allocation, so it actually lists: Minimum Graphics Memory: 8 MB Maximum Graphics Memory: 224 MB Graphics Memory in Use: 11 MB I'm guessing as the max doesn't meet minimum reqs for DCS:BS it won't run the sim, but will it run the mission editor? b) If I install DCS:BS on my laptop just for the Mission Editor, will I have to separately license the laptop or will the ME run without licensing? I already have purchased it for my main sim rig. Cheers
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First of all, awesome work, love the sim. Well done. However, I still find it hard to believe in these days of home cockpits that you would release the sim with only single toggle keystrokes for two-position or multi-position switches when you know that people are going to want discrete on/off keystrokes to map to hardware switches. Please please include discrete options for every switch, the frustration of realising you started the mission with your switches in the "wrong" position and have to either restart or dig out the manual to remember the keystrokes to sync with your switches is incredible. Also, a dedicated server. Also, a separate mission editor that doesn't need to be licensed, so that I can create missions on my laptop when I'm away from my main sim rig. Um I guess the ability to export ABRIS and Shkval screens to a networked PC would be awesome. Oh, and collidable trees! What were you thinking? Many many thanks I am otherwise in deep and possibly highly inappropriate love with this sim.
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I'd also add the good folks over at mycockpit.org and the guru of instrument building, Mr Powell at MikesFlightDeck.com .
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- EA-6, F-14 or F/A-18C/E, carrier capable - a working detailed Nimitz- or Ford-class supercarrier and carrier battle group, incl AI air cover operations
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To pull it apart and make it work with my cockpit of course!