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ChuckIV

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Everything posted by ChuckIV

  1. OK, so I set SSAA to zero and that allowed DCS to start up again. Having my center monitor be a little larger than the two on the sides I think is causing my problem with the weird shadows moving across my main screen. Setting all resolutions to 1920x1080, the only thing I can do with a 3Camera setup is adjust the viewDx and viewDy settings as well as the x and y values to try matching up the 3 screens the best I can. It's not perfect, but it will have to do for now. If all 3 monitors are exactly the same monitors, and using 3Camera.lua file, that provides the best overall experience I think. Of course, your computer would have to be able to handle the extra pixels. (3 times the load!!) ChuckIV
  2. Thanks SkateZilla - I turned off SSAA and that allowed it to work again. I still get very strange shadow movement across the screen if I try to adjust my resolution of my side monitors. My center monitor is a little larger than my side monitors. If I stick with 1920x1080 on all 3, it works but I have to live with the poor alignment. ChuckIV
  3. Still No Luck w/Trims Tried uninstalling my Desktop Aviator trim wheels and reinstalling them on the computer. Tried clearing the adjust controls settings for the trim wheels and reassigning them. Tried mapping different keys to the elevator and rudder trims - did not work - trim wheels in cockpit do turn - but no effect. Tried to reinstall Spitfire and Mustang modules - did not work. Mustang aileron trims don't work either. Everything works EXCEPT trims. Any ideas anyone???
  4. Using STABLE version. Been a DCS customer for 5 years now. After a REPAIR and CLEAN today to try fixing a 3-monitor issue, I noticed my elevator and rudder trims no longer work. Everything else seems to work fine. They show as working in the adjust controls section as well as in flight (trim wheels rotate in cockpit). They also show the trim tabs moving on the elevators and rudder in chase view. However, they do not effect the actual aircraft in any way. I'm stuck in a state of too much up-trim. The plane climbs continuously. This happens to both my Spitfire and Mustang by the way. Anyone have this ever happen to them??? If so, what was the fix?? I await your replies, and thanks!! ChuckIV
  5. Screen Shot of 1Camera.lua file?? Austin/OverAlien, What file are you using (1Camera.lua or 3Cameras.lua)?? I assume 1Camera.lua. Could you attach a screen shot of the 1Camera file you are using so I can see how you set it up? In another thread, someone suggested that using SSAA is a problem. Must set this to zero?? Thanks, ChuckIV
  6. 1Camera or 3Cameras LUA ?? Livers, Do you use 3 monitors? If so, what file are you using (1Camera.lua or 3Cameras.lua)?? Could you attach a screen shot of the file you are using so I can see how you set it up? Thanks, ChuckIV
  7. OK, to try fixing my weird shadows moving problem, I thought I'd try NVIDIA's Surround mode for my 3 monitors. With Surround I've got NVIDIA using my 3 monitors as one very large 5760x1080 monitor now. When I tried DCS using 1Screen and that large resolution, I get a DX11 Renderer Error. Looks like this... Shader "bazar/shaders/deferred/blurCompute.fx" failed to compile. Reason: warning X4717: Effects deprecated for D3DCompiler_47 error X4586: The total amount of group shared memory (34560 bytes) exceeds the cs_5_0 limit of 32768 bytes C:\Program Files\Eagle Dynamics\DCS World\bazar\shaders\deferred\blurCompute.fx(73,20-60): There was an error compiling expression Retry Cancel How does this work with DCS?? Do you use 1Camera.lua or 3Camera.lua?? I could use some help guys - Can anyone share your settings that's using a 3-monitor setup with NVIDIA's Surround Mode?? ChuckIV
  8. OK, to try fixing my weird shadows moving problem, I thought I'd try NVIDIA's Surround mode for my 3 monitors. With Surround I've got NVIDIA using my 3 monitors as one very large 5760x1080 monitor now. When I tried DCS using 1Screen and that large resolution, I get a DX11 Renderer Error. Looks like this... Shader "bazar/shaders/deferred/blurCompute.fx" failed to compile. Reason: warning X4717: Effects deprecated for D3DCompiler_47 error X4586: The total amount of group shared memory (34560 bytes) exceeds the cs_5_0 limit of 32768 bytes C:\Program Files\Eagle Dynamics\DCS World\bazar\shaders\deferred\blurCompute.fx(73,20-60): There was an error compiling expression Retry Cancel How does this work with DCS?? Do you use 1Camera.lua or 3Camera.lua?? I could use some help guys - Can anyone share your settings that's using a 3-monitor setup with NVIDIA's Surround Mode?? ChuckIV
  9. Check this out... With my TrackIR5 turned OFF, I video taped my center monitor ONLY, I get the strangest tree shadows shifting all over the place in Normandy. This happens on the left portion of my center monitor; barely on the right half! I'm using the 3-monitor lua setup, and everything besides shadows works perfectly. I've tried all different system settings in DCS, but no luck. Please see my video, and tell me if anyone else has had this strange shadow shift happen to them and what solution, if any, exists. Thanks Everyone! ChuckIV IMG_7337.rar
  10. Anyone else have a 3 monitor setup and get NO SHADOWS on the center monitor? Also, smoke sometimes shows, sometimes shows partially. Were you able to find a fix to this problem? Please let me know, thanks! ChuckIV
  11. 51 "wins" the game Remember, that a score of 51 "wins" the game. 50 is a draw, or tie 49 is a "failure" mission
  12. Use AI OFF and AI ON I would use AI OFF right after mission start for those units. When the enemy arrive in zone, turn AI ON for those units.
  13. In MOOSE lua scripting, you would place a group on the runway LATE ACTIVATED and use this code... Here you would have a Bf109 group of 4 spawn on the runway, get shot down and respawn back at the airport. Note the (4,5) in the InitLimit... this means a group of 4 can only exist at one time and this group can be respawned 5 times. Setting the 5 to zero would make it an infinite set of respawn groups... local Bf109_GP1_JG52 = SPAWN:New( "Bf109 GP1 JG52" ):InitLimit(4,5):InitRepeatOnEngineShutDown() do Bf109_GP1_JG52:Spawn() end I know learning lua code can be daunting. I'm still a major nube at it, but there are super helpful guys online here like Hard Card and Pikey and many others that help you out.
  14. Lua coding is easiest for this, but... Yes, you're right. MOOSE or MIST lua scripting would make this very easy. Doing this through the ME is a little tricky. Menu item 1 through 4 is easy, but 5 gets a little harder. You'll need to set a flag with menu item 5 that REMOVES THE ENTIRE MENU first. It then ADDS menu 5 items right after the REMOVAL. Not sure, but you'll probably have to press F10 again. Once a sub-menu 5 item is selected, this will also set a flag to REMOVE the SUB-menu items, and then ADDS the base F10 menu again. Hopefully, this will give you an idea where to start. ChuckIV
  15. Pikey, can you give me the link to the Discord? I'd appreciate it - thanks! ChuckIV
  16. No late activation All units could exist at mission start and then have their AI turn OFF a few seconds in. When you're ready for them, turn their AI back on. A trigger set when you enter their zone for example would work. ChuckIV
  17. " Notice Yoda967's choice of words... "AND" - in the ME make use of the "and" tool for both conditions.
  18. MOOSE or MIST Yep, this is perfect for MOOSE or MIST lua scripting - it is worth learning for sure. ChuckIV
  19. Perfect for MOOSE or MIST This is exactly what MOOSE or MIST scripting is for. I'm slowly learning how to use MOOSE lua coding. Definite learning curve, but what you are asking is done soooooo easily using lua code. ChuckIV
  20. Thanks for the input on the input Thank you SVsmokey for the input. Sorry about the pun there! ChuckIV
  21. Just got an Oculus Rift S, and this NEWBIE could use some serious help!! I fly the Spitfire and Mustang exclusively and I'm looking to improve the quality I'm getting out of this Rift S. As you can see my specs in my signature below. I've got the NVIDIA 1070 GPU. I got all my Windows 10 settings set for max performance now. I downloaded the OTT app and have tried to tweak a few things, but no luck really - and I don't know what the heck I'm doing honestly. Can a 1070 (or similar GPU) user chime in with all your settings that work well for you? ... or lead me to the forum post that does? I really would like to get this Rift S working. I need... NVIDIA settings OTT settings DCS in game VR settings DCS basic settings and ANY other settings/apps/etc !! Anything you guys can provide me would be GREATLY appreciated!! Thanks, ChuckIV
  22. Work needs to be done There's no getting around it. If you want AI planes to attack DCS map buildings/objects, then you'll have to put something in place that can be used as a means of measuring "hit accuracy". Using attack map object just makes the planes drop bombs or shoot rockets at the dirt. They don't "see" a target at all. So how would they know if they've blown up their target?? You need to either put in static objects and blow those up, or you have to use bomb in zone to determine if a bomb was dropped on target. This is so that the entire group doesn't keep attacking the same exact map object. How would the group know when to stop attacking a map object. You need to put some sort of trigger - either a placed static object or zone to see if a bomb, missile, or rocket has "been there". There's no easy way around this one - The AI will attack the "dirt", or map object, but it won't know when to stop and if it's a group, they will all attack the same point on the ground at the same time until out of that ordinance. Adding your own oil tanks will work since the AI groups can trigger to stop attacking that object when it's damaged or dead - then they can go onto the next placed object. The AI can act really strangely attacking map objects - you have to set it up and test, test, test.
  23. CAS and manually set ATTACK UNITS Set the engaging units to CAS - then at a certain waypoint used ADVANCED WAYPOINT ACTIONS. Set the group to attack all the units manually. Not sure, but I think by NOT selecting ATTACK AS A GROUP, the individual units will attack other units and not every single unit attacking one target at the same time. ChuckIV
  24. I'm trying to use :TaskAttackMapObject (see below)... Hardcard, any insights to this code - why it isn't working?? local Yellow_Group = GROUP:FindByName( "Spitfire Yellow GP P7350" ) local Red_Group = GROUP:FindByName( "Spitfire Red GP P7350" ) local Maupertis_Hangar_B_Vec2 = STATIC:Find("Hangar B", true):GetVec2() local Azeville_Hangar_003_Vec2 = STATIC:Find("Hangar Azeville #003", true):GetVec2() do function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType ) self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } ) local DCSTask DCSTask = { id = 'AttackMapObject', params = { point = Vec2, groupAttack = GroupAttack or false, expend = WeaponExpend or "Auto", attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, directionEnabled = Direction and true or false, direction = Direction, altitudeEnabled = Altitude and true or false, altitude = Altitude or 30, weaponType = WeaponType, }, }, self:T3( { DCSTask } ) return DCSTask end Yellow_Group:TaskAttackMapObject( Maupertis_Hangar_B_Vec2, true, 1, 3, 0, 2590.8, 240 ) Red_Group:TaskAttackMapObject( Azeville_Hangar_003_Vec2, true, 1, 3, 0, 2590.8, 240 ) end
  25. Thanks johny johnv2pt0, Thanks for the reply. I do know how to do this in the editor; I'm learning how MOOSE works and collecting snippets of code and storing them for my future missions I create. At this time I'd really like to see how I can use MOOSE code to have a plane bomb a STATIC target and have groups get into certain formations (again without flags in the ME). ChuckIV
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