Jump to content

sedenion

Members
  • Posts

    1719
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by sedenion

  1. Most 2AF mechanisms are linked in some ways, either directly or indirectly, with your Mobile Phone (Phone Number/ IMEI / SIM card)... Even TOTP mechanism which claim to don't requiere you to supply your phone number, are working (for almost all options) using Mobile Phone applications, or desktop applications that requiere you to supply your Phone number... What a surprise... meaning, you have to install a third-party software on what can be considered as your "personnal spying device", or give your "personnal spying device" number to be able to authenticate. At this stage, even if we forget all what we know about how GAFAM/Big-Data and Intelligence agencies gather and fusion data to try to create a "Digital double" of you, and in this goal, how your phone number/SIM/IMEI (which is the most reliable thing that identify you as physical person) is a precious data, we can understand that the 2AF that force you to use your Mobile Phone as "authentication device" is a way to accustom people to use their Mobile Phone for this purpose. The second step will be to introduce the Digital-ID that will work with your phone and allow you to authenticate more easily than using the boring 2AF method. Finaly, as you can lose your Mobile Phone, they will introduce to you the under-skin microship. As a general rules (with some exceptions), consideres that each time an symbolic or real authority (which obviously include governments and instutitions, but also GAFAM and Big-Data actors) use "Safety" or "Security" pretext, it is never about your safety or security but THEIR OWN safety, security, business and ways to control you and make you complying.
  2. Hi, Dear Open Mod Manager project followers, this release will probably be the last available on GitHub, here is why: GitHub will soon (October 12th) require Two-Factor authentication and I refuse to comply this, so if there is no alternative (it seem not), I will close my GitHub account before I can't access to it. Don't panic, my projects, including Open Mod Manager are already migrated to SourceForge. So here is the Open Mod Manager project page in SourceForge : https://sourceforge.net/projects/openmodman/ I know Githhub has many advantage and Sourceforge is less user friendly, I myselft currently discover the platform. At least the project will not disapear. Last word to understand my motives: The Two-Factor Authentication paradigm is not security related as claimed, but digital-identification related. I know the future they want for us and I don't like it. Changelog for this release: Automatic README text now generated only if no description is provided https://github.com/sedenion/OpenModMan/releases/tag/1.1
  3. You don't need to import anything, simply open the .omc file of your context/hub folder...
  4. Hi, Just released a new 2.5 versions, slightly (very slightly) modified sound, but the main true change is that it is now to be installed in the DCS "Saved Games" folder. Since the way DCS handle sounds through Saved Game folder is a bit messy I hope you don't have many sound mod, but at least, it works and you now don't have to uninstall/reinstall mod each DCS update. Changelog: Adjusted Interior cockpit whistle and vibration Adapted mods to be installed in "Saved Games" direcory Download link in the initial post of this topic, here
  5. Hi, Just released a new 2.5 versions, slightly (very slightly) modified sound, but the main true change is that it is now to be installed in the DCS "Saved Games" folder. Since the way DCS handle sounds through Saved Game folder is a bit messy I hope you don't have many sound mod, but at least, it works and you now don't have to uninstall/reinstall mod each DCS update. Changelog: Adjusted Interior cockpit whistle and vibration Adapted mods to be installed in "Saved Games" direcory Download link in the initial post of this topic, here
  6. Yes, you can, using the method described here but targeting the MSP button instead of LDGH : The difference is that you should comment lines 36-37 of MapThrottle.tmh file, and insert this line instead of the one in the previous tutorial: MapKey(&Dev, MSP, TGL(DX26, DX91, &Throttle, LED5));
  7. Obviously it is related to DCS, try in another game to be sure. If it is DCS related I have no solution.
  8. Sound very wired... If the POV work within Device Analyser while the script is runing, it should also work within DCS. Did the POV work using other mapping presets, like Hybrid or Complex ?
  9. If you go into your CONTROLS setup within DCS, can you affect POV in any commands ? My guess is that you simply forgot to remap it. While the script is running, the HOTAS is recognized as a different device and you must configure all your commands specificaly for this new device.
  10. So, this is not a TARGET / Script related problem... I just tested on my side, everything work fine.
  11. Is the POV working if you check in the Device Analyser ? Run the script Click DEVICE ANALYSER icon
  12. Well, I finally implemented the "Double Combiner HUD", with proper Z test against the frame... There probably need some angle and positions adjustments as I configured this in "intuition" mode. Modified files available in attached zip. VTH.zip
  13. After some testing, I have to admit the current symbology proportion is correct. Still the problem of the out-of-bound target box which is hard to reach at left and right. Currently the target box is bound to HUD FOV following a circle pattern. It would be interesting to know if that is correct. A rectangle pattern or cropped circle would make it more visible.
  14. I understand (I was wondering why this secondary glass exist). Introducing secondary fov as you describe will imply to reduce even more the lateral field of view, which is already don't allow correct visualisation of the symbology (out of bound targer box notably) except by moving forward very close to the HUD. I think the current symbology is too "wide" and need to be contracted (scalled down in some way) to better fit within the glass at reasonable distance. If we compare with other modules, the Mirage 2000 hud symbology appear very scaterred while others appear smaller and "contracted". Yes, what I mean is that Razbam should change the default thickness to something around 0.8... almost nobody dig within such files and take time to copy the file withing "Saved Game" to adjust Hud thickness. Better to have a correct thickness by defaut. For instance, the F-16 default thickness is 0.8 with 0.5 for fuziness, and the F-16 Hud is more "contracted", so imagine how the 2K's Hud appear thin and bareley visible in comparison with its 0.3 thickness.
  15. I also recommend to change vth_thickness default value (settings.lua) to 0.8 which give it a look closer to others module's HUD.
  16. A little annoying detail that exist from the beginning... The HUD symbology is masked by HUD frame while it should not (see image below). The good news is that I found how to fix it, so you even won't need to search how to solve it. This is indeed because HUD symbology is tested against the Z-buffer while it should not. To solve this you only need to add one line to two files: - In HUD_base.lua you need to set the TFOV (total_field_of_view) z_enable propertie to false : total_field_of_view.isvisible = false total_field_of_view.init_pos = {0,-37.5,0} total_field_of_view.z_enabled = false -- add this - In HUD_definitions.lua, you need to do the same thing for the symbol object within the setSymbolCommonProperties function: symbol.parent_element = parent or default_parent symbol.alignment = align or "None" symbol.z_enabled = false -- add this
  17. No. The application does not work like that, to upgrade mods you need a proper OMM compatible mod repository. You can ask the mod creator or any third party to manage one. Each hosting platforms have their rules, I cannot implement specific rules for all possibles situations, also, notice that the link you provided require explicit user-click due to Javascript handling... OMM cannot deal with such thing. And finally, automatic download/upgrade at startup is not desirable from my point of view. I will even say that people should refuse and fight any kind of "automatic update" everywhere, begining by Windows.
  18. I am sorry but I don't understand your question...
  19. New version released : 1.0.9 This version fix a major bug related to package download/upgrade that cause application to crash. I was surprising no one noticed this before. This version also implement new automatically update/synchronization of Install Scripts when package are upgraded or deleted. Changelog: Fix application crash after download for package upgrade Install Scripts are now automatically updated/synchronized when package is upgraded or deleted. https://github.com/sedenion/OpenModMan/releases/tag/1.0.9
  20. No More precisely, dependencies lookup work only within the same Channel (Library). Lookup through all Channels would greatly complexify the process. I understand... the fact is that this become so complex and so specific to DCS that, I doubt I'll implement such thing. I think users should ask ED team to implement a better and more complet modding logic via Saved Games, so users no longer need to deal witht two locations.
  21. Indeed, I though that too, nevertheless, this sound is audible in some footage and clearly related to engine RPM, and seem indeed to correspond the actual engine RMP. Maybe it is an harmonic and resonance effect but the fact I had did a first version by "best guess" to roughly fit what could be heard in footages, then, while I was in my spectrographics analysis and harmonics, I looked the actual M53 engine full RPM to find some mathematic relations, and I discover that my "best guess" for this vibration sound was very close to the one corresponding to the theoretical RMP.
  22. New, and I think "final" version, at least for long time. Analysing footages and reading some comment, I modified the interior (in-cockpit) compressor flow sound to amplify some harmonics of the whistling, which is more distinctive now. I also slighly changed the turbine vibration (the hum) to fit the theoretical true engine RPM (10500 rpm - 175 hz at 100% throttle). Finally, I created a new in-cockpit afterburner sound which I also set louder. This is probably not very realistic think I doubt the AB is realy audible from the cockpit, but this add some immertion. The AB "kick" is impossible to produce using current hard coded sound setup, but enabling "loud arfterburner" in DCS audio option will make it more "punchy". Changes logs for this version (2.4): New in-cockpit compressor flow sound with whistle harmonics New in-cockpit afterburer sound and set louder Download link in the initial post of this topic, here Hope you enjoy.
  23. New, and I think "final" version, at least for long time. Analysing footages and reading some comment, I modified the interior (in-cockpit) compressor flow sound to amplify some harmonics of the whistling, which is more distinctive now. I also slighly changed the turbine vibration (the hum) to fit the theoretical true engine RPM (10500 rpm - 175 hz at 100% throttle). Finally, I created a new in-cockpit afterburner sound which I also set louder. This is probably not very realistic think I doubt the AB is realy audible from the cockpit, but this add some immertion. The AB "kick" is impossible to produce using current hard coded sound setup, but enabling "loud arfterburner" in DCS audio option will make it more "punchy". Changes logs for this version (2.4): New in-cockpit compressor flow sound with whistle harmonics New in-cockpit afterburer sound and set louder Download link in the initial post of this topic, here Hope you enjoy.
  24. Ok, using spectrographic analysis I have isolated some harmonics and created a new composite sound for interior compressor blow. The whistle should now be more distinctive. It can be amplified but I think too much whistle would become anoying and non-natural. Try the version I just created (attached file) and tell me what you think. (I deleted the attached file since I release a new verion, to prevent confusions)
  25. You can adjust the base pitch of the sound by adding a "pitch" value in the "int-compressor-flow-50.sdef" file. For example pitch = 1.5 but I doubt the result will be what you want. I think what you want need a new sound sample specifically edited.
×
×
  • Create New...