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Everything posted by jonsky7
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If they would all just give them a unique name and default name we could choose either or. eg turn try_find_assigned_viewport("LEFT_MFCD") into try_find_assigned_viewport("WSO_LEFT_MFCD", "LEFT_MFCD") Then if you make an entry in your config file for WSO_LEFT_MFCD, that would take priority over LEFT_MFCD Several modules already follow this approach so it's not something new, and would take a few moments to implement. The Ka50 does it with the ABRIS and Shkval try_find_assigned_viewport("ABRIS","RIGHT_MFCD") try_find_assigned_viewport("Shkval","LEFT_MFCD") The JF-17 does it with all its displays try_find_assigned_viewport('JF17_LEFT_MFCD', 'LEFT_MFCD') and the Apache does it with the TEDAC, albeit slightly differently if not try_find_assigned_viewport("TEDAC") then try_find_assigned_viewport("CENTER_MFCD") end
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Depends on if you're concerned about the integrity check or not for servers running the option require pure scripts = true I do not currently own the F-15E, but you may be able to modify the names of the exports and then you could create separate entries for all 7 screens in the config file. You can use notepad++ to search within files. Under search, Find in files Run a search for LEFT_MFCD and RIGHT_MFCD, you'll find entries along the lines of try_find_assigned_viewport("LEFT_MFCD") It will then depend how they are managing the switching of the displays. The Apache has only one entry for LEFT and RIGHT MFCD's and I'm not good enough with the code to figure out how the switching takes place and whether or not that could be used in the monitor config file.
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I'll be honest and say I don't fully understand your question, but have you tried the viewDy offset in the monitor config file? Adjusting the viewDy value adjusts the view up and down, but I have no idea how that effects the position of the HUD. viewDX will adjust the position left and right. These values would normally be used to line up multi-displays so the horizon/cockpit lined up correctly.
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What does UIMainView and GU_MAIN_VIEWPORT set and control?
jonsky7 replied to Msiipola's topic in Multi-Display Support
The UIMainView defines where the following are placed The Game main menu The F10 Map Mission Editor The boundaries of the Comms Menu (Right) and subtitles (left) GU_MAIN_VIEWPORT I've only found The gunner reticle in combined arms tanks etc -
You have the right file. To be honest with you it has been a long time since I made this change, so I don't exactly remember how the number changed the location but... line 18 local aspect = LockOn_Options.screen.aspect I changed that to local aspect = -1.34 I think making it more negative moves it left.
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DCS World 2023 Screenshots and Video Thread
jonsky7 replied to walker450's topic in Screenshots and Videos
They look amazing! -
It's not really a problem until you try to play on a server that has the Require Pure Scripts = true option set.
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You can use the switched condition to add and remove the radio menu items as part of coalition moves in and out of the zone. In the below example, there are two target areas. Four trucks start out of both zones, and there are no available radio messages. 2 trucks head towards the zones, 2 lead trucks, and 2 trailing behind. Once the lead trucks reach the zones, two radio items are available in the F10-Other. They are displayed in the order they are created. I then destroyed the two lead trucks, radio items are removed Once the trailing trucks reach the zone, the radio items come back. radio trigger.miz Sorry if I'm teaching you how to suck eggs here. Best I can do. As for target types, all I can think of is setting multiple message triggers that have several conditions for activation. eg Part of coalition in zone 1 enables Radio item 1 selecting Radio item 1 sets flag 1 to 1(true) Message trigger conditions = Flag 1 is 1 and unit/group 1 is in zone (unit 1 is a truck) Message to send - truck spotted in area 1 Message trigger conditions = Flag 1 is 1 and unit/group 2 is in zone (unit 2 is a Smerch) Message to send - Smerch spotted in area 1 That is going to take forever to set up though.
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Ikarus doesn't do displays, only gauges. But you can do a bit of modding to make DCS export the screen, it is only the screen mind you. The mod folder below allows the export of the following, define a location in your monitor config file for the ones you want to export. ARC_210 RWR A10C_CMSP A10C2 exports.zip These mod files will not pass integrity check on servers running "pure script = true" option, but otherwise they are fine to use in multiplayer.
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For exporting MFCDs see, it's a bit of a read mind, but I've had good feedback when the steps are followed. By default, only the MFCD and EHSI are exportable, but you can export the DED, RWR, and CMDS counters. However, this part modifies game files and will break the integrity check for servers running the "pure scripts = true" option. Here's the modded files required to export the RWR, CMDS counter panel, and DED For your monitor config file they are called F16_RWR F16_CMDS DED F16 display exports.zip
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Looks like the "chase" or "formation camera", possibly LCTRL+F4
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The teasing is real with these screenshots mate
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You just might be blind Directly under the MFCD export guide, there's known issues, and then the "Moving the Kneeboard Guide" I did update the files for the mod in the MFCD guide post not too long ago, there has been several updates since then, but I've just checked them and they still seem good. I haven't been on DCS lately, so can't comment on stability at this time. Here are my current kneeboard mod files. Kneeboard.zip
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Yes, it is possible, but depending on what you want to do it may break the integrity check on some servers if you are playing multiplayer. For most aircraft the display exports are labelled LEFT_MFCD and RIGHT_MFCD, if you have two (or more) aircraft that have these export names, and you want to display the MFCDs of each aircraft in a different location, then you can modify the MFCD output name by modifying a lua file for each of the aircraft. E.g. you rename the F16 Left MFCD export name from LEFT_MFCD to F16_LEFT_MFCD or if your aircraft have different names for the displays you can just add them to the config file. eg Viewports Centre LEFT_MFCD RIGHT_MFCD F16_LEFT_MFCD F16_RIGHT_MFCD ABRIS SCHVAL F14_EDI UI_MainView On the first page of this topic, you will find a post with all the currently available default export names. Some aircraft export names look like eg Ka-50 mods/aircraft/Ka-50/cockpit/scripts/ABRIS/BAKE/init.lua says try_find_assigned_viewport("ABRIS","RIGHT_MFCD") if the output name contains two names like the above, then DCS will scan your monitor config file for a definition of where to put the first name (ABRIS), if it doesn't find ABRIS, it will look for the second name (RIGHT_MFCD) and put it there. Unfortunately, most aircraft only have (LEFT_MFCD) and (RIGHT_MFCD) defined, which is why there is a need to modify the game files if you want to display them differently (size,location) Here is my monitor config file and my modified lua files. You can use a mod manager for the modified game files. You can either use them, or modify them to your liking, or just have a look to see what I'm talking about. Display Exports.zip JB Camera Cougar.lua Note: Use Notepad++
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I've never seen anything to suggest you could rotate the MFD's, but I use the method described in this topic to change kneeboard position
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Patch notes say it's not yet possible apparently DCS: F-15E by RAZBAM - Known Issues Bombs dropped in AUTO mode can land long of target for wings level release. It is recommended to do a dive bombing for improved accuracy. CBUs can open prematurely, specially if dropped above 1500 ft AGL HUD Repeater in MPCD sometimes not visible MFD exports not yet implemented Volume control for TEWS & TACAN WIP WSO HOTAS commands WIP
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Personally I'd just try using actual numbers for your centre viewport entry, so Center = { x = 0; y = 1080; width = 3840; height = 2160; viewDx = 0; viewDy = 0; aspect = 3840/2160; } } Notice also the double brackets at the end of the center, ie }} I'm not really a coder but mine looks like } } I'd also set your GU_MAIN_VIEWPORT to the same as your UI_Mainview, adjusting the y position as below GU_MAIN_VIEWPORT= { x = 0; y = 1080; width = 3840; height = 2160; }
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Wonder if you could help, the mod looks great, but I don't seem to be able to select any of the AI aircraft. I can't see them in the list. My folder structure looks like G:\Saved Games\DCS\Mods\aircraft\AI PACK 1940 BATTLE OF BRITAIN 2.8.1\imagesGUI etc etc In the mission editor I select "Third Reich" but there's no additional aircraft to select. Am I doing something wrong? Latest open beta
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You certainly can yes. You just have to be aware that the files that you need to edit may get updated from time to time, like something else in the code may change, not very often in my experience. If something does change, I just copy the original file over to the mod folder (see video) and do the edit again. You store a modified set of files in a separate "mod" folder, and the mod manager takes those files and overwrites the originals, but it makes a backup of the originals for when you want to disable the mod. The only downside to using a mod manager is that you need to keep a copy of the modified files, and like I mentioned it creates a backup. This isn't really a big deal when you're just dealing with .lua files as they are small, but a mod that would normally be 1GB, will effectively become 2GB. The price you pay for the convenience of a mod manager. You can get OvGME here ----> https://wiki.hoggitworld.com/view/OVGME and This video isn't too bad at explaining OvGME
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Transfer steerpoints from the F10 map into the aircraft - DCS: The Way
jonsky7 replied to Comrade Doge's topic in DCS Modding
I always click down so it shows waypoint 699, when theway starts it's input it does so at waypoint 1