Jump to content

epolta

Members
  • Posts

    346
  • Joined

  • Last visited

Everything posted by epolta

  1. @LeCuvier I'm back with another question... I recently swapped out my warthog throttle for a virpil, but I want to maintain the 3 position flap functionality found on the warthog. To do this, I've added a button box on the side of the throttle with a 3 position switch, but I notice in the joystick default lua there isn't a middle flap position defined, so the normal tricks you've taught me don't work I took a look at the clickable data and the device IDs and took a stab at it with no luck. Can this be done? {down = 3002, up = 3002, cockpit_device_id = 39 , value_down = 1, value_up = 0, name = _('Flaps Up else middle'), category = _('Systems')}, {down = 3002, up = 3002, cockpit_device_id = 39 , value_down = -1, value_up = 0, name = _('Flaps Down else middle'), category = _('Systems')},
  2. @uboatsthanks for working with f410 on the JF-17 simshaker support... The Jeff feels alive now!!
  3. Glad you like it!! Yeah there's only a set number of commands adding more specific commands won't do any good because the code in the game wouldn't call them...
  4. Love the new JF-17 effects in beta!! Jet feels alive!! Thanks @f410
  5. thanks.. Everything work out ok?
  6. EXCELLENT! thanks
  7. Does anyone have the rough measurements for the throttle length and width? Just sorting my mounting space requirements before it arrives. Tried a quick google search with no luck.. thanks!
  8. thanks @imacken! I'm pretty sure I'll need to read this a few times when i finally get my throttle but so far, so good for helping me understand.. cheers Something that is a bit confusing for me.. For the modifier - is that another button binding you are holding down as you move the throttles forward or is there another way to do that? scratching my head... thanks!
  9. @f4l0 looking forward to trying the new JF-17 effect.. What is the Frame Rate Limiter for - and How can I test/provide feedback on it?
  10. @uboatsthank you so much for that speedy response and thank you for the additional key bindings in the latest open beta update!!
  11. @LeCuvier They recently added light bindings for the JF-17 for Flood/Console/Inst/ in two places: I've tried to tweak the third value like I did on the other modules, but it doesn't seem to have any effect. Perhaps there's something different about how these are coded? -- Flood light direction elements["PNT_965"] = default_axis_limited(_(cmd_names.PNT_965), devices.LIGHTS, click_cmds.PNT_965, 965, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) elements["PNT_966"] = default_axis_limited(_(cmd_names.PNT_966), devices.LIGHTS, click_cmds.PNT_966, 966, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) elements["PNT_967"] = default_axis_limited(_(cmd_names.PNT_967), devices.LIGHTS, click_cmds.PNT_967, 967, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) elements["PNT_968"] = default_axis_limited(_(cmd_names.PNT_968), devices.LIGHTS, click_cmds.PNT_968, 968, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) -- lights -- INT elements["PNT_944"] = default_axis_limited(_(cmd_names.PNT_944), devices.LIGHTS, click_cmds.PNT_944, 944, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) -- INST仪表照明旋钮 elements["PNT_945"] = default_axis_limited(_(cmd_names.PNT_945), devices.LIGHTS, click_cmds.PNT_945, 945, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) -- CONSOLE操纵台照明旋钮 elements["PNT_946"] = default_axis_limited(_(cmd_names.PNT_946), devices.LIGHTS, click_cmds.PNT_946, 946, 0, 0.3, true, nil, {{0,1.0},{0,1.0}}) -- FLOOD泛光灯旋钮
  12. copy, thanks for the clarification.. Looking forward to your post when you get around to it!
  13. @imacken - looking forward to your post! I understand we don't need to do virtual detents on the CM3, since we get actual physical detents.. I guess to clarify... why setup two separate button presses: one for idle, and another for off? On my Warthog, I just have the one button press on each throttle arm for Off/Idle and that seems to work fine. Thanks for clarifying.. Regarding the three way switches, I like your workaround of just mapping alt/path since those are what I primarily use anyway... I also agree, I don't want to move the physical AB detent each time, but would rather set it and forget it, and just adjust curves in each module for when AB kicks in to coincide with the AB stop on the throttle - which again is no different than how I have the warthog configured in game now. thanks!
  14. I posted this over at the HOTAS /s and didn't have a ton of answers so reposting here since it's very DCS specific... I think I have a plan for most of the mappings but I still have a few things that aren't clear... The specific questions I have are as follows..if you guys could chime in please do! 3 position switches: on the CM3 the three position switches spring to center... how does that work for warthog autopilot button: path /altitude/hdg&altitude that need to stay in their respective positions?..I'm assuming this can be tweaked in virpil software but how specifically would you do that? Also one that really has me scratching my head is the virtual detent stuff (especially after watching virpil config videos) and that is why are you guys setting up an idle cutoff axis to button and an idle position axis to button (at least for the hornet) on each throttle axis? Can't you just setup a pressed button state via the axis to button option and map that to the DCS keybind off/idle which is how I have every other DCS module mapped to the warthog? Sorry for the long list of questions but if you guys could chime in if really appreciate it... Oh and I know a lot of stuff can be done with macros and joystick gremlin etc, but I'd rather be able to do it all in virpil config software and DCS lua tweaking... Thanks!
  15. Very cool...do you have any interest in making an F-20 tiger shark skin ... Would love to have one but I lack the skills!! Downloading this one for sure! Thanks!
  16. Oops thanks!
  17. For anyone interested here is a slightly less annoying audio mod for the sling loading audio files... I rerecorded these with a US southern accent instead of the somewhat annoying Russian flight engineer voice.. Let me know if anything isn't working for you https://www.digitalcombatsimulator.com/en/files/3314503/
  18. Got them working..here they are if anyone is interested https://www.digitalcombatsimulator.com/en/files/3314503/
  19. For those who are interested here's the link to the files...let me know if anything isnt working for you! https://www.digitalcombatsimulator.com/en/files/3314503/
  20. So that was the trick! The files needed to be placed inside a "messages" folder inside the External Cargo. I'll post a link to the user files section when ED approves my post!
  21. I figured it out! I'll update this post with a link the user files if/when ED approves them. The trick was to add a "messages" folder inside the External Cargo Folder
  22. I've re-recorded the sling load audio files in a regular "American" sounding file set. Does anyone know how I build a mod to use them now? I've found the folder structure in Saved Games/DCSopenbeta/Sounds/Speech/ENG/Common/External Cargo and i've placed all my new wav files in there, using the naming conventions is the lua file: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Scripts\Speech\common_events (lines 718-767). However I can't get the game to use them. I have other voice mods that I'm trying to use as an example that use the same structure for wingman and ATC and they work fine. It must be something simple I'm missing? I notice the Wingman folder structure has subfolders for digits, messages, etc. maybe that's it? Let me know if you guys can help and if we can get them working I'll post up my updated voice files for everyone to use! thanks!
  23. I've recently re-recorded all the sling loading voice comms in a more modern and easy to understand (and probably less annoying) format. However, Now that I'm done with that, I have no idea where to put them in the DCS directory. I've done some reading and it sounds like everything is encrypted now, so is there a workaround, maybe in the saved games directory? thanks for the help. I've done a bit more research and I've placed my audio files in the following directory: Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/External Cargo/ I have another sound mod using that same directory structure that is working.. What I may have wrong is the file naming conventions? Is there a place I can look those up? I'm using ones I found from an old mod: i.e. Above, Fifteen, five, five_to_ground.. etc thanks for the help!
  24. I think you have officially taught me to fish! Got em working... Thanks for your patience and mentoring
×
×
  • Create New...