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dwpenney

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Everything posted by dwpenney

  1. Yeah I would love to see the STL to get an idea how you broke that model up into individual pieces to print and assemble. Very nice job!
  2. My understanding from previous posts in the thread is that he is using ABS with and acetone vapour cleaning. I need to get an enclosure for my Ender 3 before I can get to ABS printing :-)
  3. I may have it 'fixed'. I was using a powered USB hub but going direct to the motherboard has it working! Woo!
  4. If it helps, here is what I have: And what I am seeing in the VKB Button Tester: And in DCS (not the Alt was as I was alt-tabbing to get the screenshot):
  5. I think I understand. I named my device MBB_V01 and that column shows up in the DCS device list. I select that and try to map something and it does not respond. I am not sure of any way to trouble shoot this.
  6. May be a stupid question but I thought I would ask here (instead of beating my head against my desk :-) ). I have my hardware all constructed and set up with MMJoy. Firmware loaded, config loaded and everything works in the Windwso and VKB Button Test Utilities. However, when I go into DCS ... it 'sees' the MMJOY device but does not seem to accept any button presses from it. I can manually map a button (ex: selected Master Caution in the F-18C, went to the MMJOY column, selected assign and selected button 4 from the drop down) but in game nothing from the MMJoy device responds. Is there some magic sauce I need to use? EDIT: It is a Teensy 2.0 USB device.
  7. dwpenney

    M2000

    Did you try removing the shaders (and when you restart DCS, it rebuilds them)? Try removing the following folders in your Saved Games folder: c:\Users\<your_user_name>\Saved Games\DCS\fxo c:\Users\<your_user_name>\Saved Games\DCS\metashaders2 And the next time you start, DCS will rebuild them. Looking through your log, I see that the EDCORE is dumping a stack trace that mentions AmsDxGsaFreeCompiledShader. Everything else looks 'ok'.
  8. This is a pretty awesome project. I have been considering a switch box of my own and this thread has given me lots of ideas! How are you doing the electronics. I see that all of the boxes are connected by a 'bus'. Is that encoded somehow? In my box I was (am) considering shift registers to handle all of the buttons but yours has waaay more than what I have at the moment (30 buttons). Curious about how you are collecting all that data electronically. Plus, would love to eventually see the STL files in the future, however you want to make them available.
  9. Could I offer a suggestion? Maybe a comms entry in the Carrier Info menu section for a Comms check. LSO could respond "5 by 5" or something. To make sure that the sound files are loaded. I'd like to find a way around having to add all those triggers by having some other script load them all at mission start.
  10. These work for me: https://www.amazon.ca/gp/product/B0085I4D5C The link shows as unavailable (and I would not recommend this seller as the FedEX charges on receiving the package in Canada were excessive. There were caps thrown in with the devices, however, so that was nice.
  11. A little shameless plug for the Mudspike DCS Fall Fly-In that concluded late Sunday night. Not sure if RAZBAM knows about the site but there were a lot of people interested in flying and fighting the AV-8B in DCS 1.5.8. I was surprised at just how hungry people were to fly the Harrier! Sure, there were a few bugs but overall I can not remember anyone being unable to take part. We had a lot of people join and help each other out over the weekend, patiently learning the systems, the flight dynamics and how to implement the Harrier as the pointy end of the stick. Well done RAZBAM! Some great screenshots of the AV-8B over here: https://forums.mudspike.com/t/3rd-dcs-fly-in-screens-aars-thread/5179 I apologize if this seems like a self-serving thread but I wanted RAZBAM to know that their AV-8B was the star of the weekend and I did not want to reproduce all of the screenshots over here.
  12. Hey Zeus, please disregard this reported issue. We were able to run the missions on another server with no issues. After some analysis, we believe that it may be an issue related to the configuration of the initial server. Sorry to trouble you.
  13. Cool. It should be attached to that first post as dcs.zip
  14. Attaching the track from the server.
  15. We are experiencing multiplayer crashes when hosting a mission with the harrier on a stand-alone server setup. This server has a tiny, tiny graphics card and has been set to disable rendering but the log file from the server is reporting problems rendering the Harrier. Not sure if a track will help or not but we have a mission with 8 harriers and after about 5 minutes things go wonky and everyone get's their own view of the world where everyone else is stopped but they are good (ie: I might join and for the first 5 minutes people are joining and starting up, then lag seems to kick in and I see a harrier take off sideways down the runway and a few minutes after that everyone else in the world freezes but I can still move). I am attaching a copy of the server log. Multiplayer clients begin joining at 00134.8 and then these error messages appear: 00149.841 ERROR_ONCE DX11BACKEND: texture 'AV8_T1_RoughMet' not found. Asked from 'GRAPHICSVISTA' 00149.847 ERROR_ONCE DX11BACKEND: texture 'AV8_T2_RoughMet' not found. Asked from 'GRAPHICSVISTA' And these start repeating: 00150.059 ERROR GRAPHICSVISTA: Can't open model AV-8BNA-OBLOMOK-WING-R. 00150.061 ERROR GRAPHICSVISTA: Can't open model AV-8BNA-OBLOMOK-WING-L. 00150.062 ERROR GRAPHICSVISTA: Can't open model AV-8BNA-OBLOMOK-TAIL. Not sure if others are experiencing this but if there is any additional information that might help, please let me know and I will gather it. dcs.zip
  16. Just a guess but I would assume that you are moving your neck when attempting to 'roll' on the z-axis. Basically there are two ways to roll your head: 1) at the base of the skull; 2) farther down your neck where it meets your shoulders; With a Track Clip Pro, you are correct that it is on the side and will induce some level of yaw. You can mitigate this by rotating from the base of your skull as the TrackIR software takes into account this distance from the rotation point. You can try what I am talking about in the TrackIR software as it displays the axis and the disembodied heads. With the track hat the same issue should exist .. just in a different axis. The farther the sensor target is from the centre of rotation the more of an affect it will have on other axis.
  17. Mudspike has a review up for each: Virpil VPC Mongoos T-50 VKB Gunfighter Pro (bundle with Knuppelgriff KG12) Disclosure: I wrote the VKB review.
  18. Ooo. Any idea if we can export the display? That would make a cool home cockpit device add-on.
  19. I ran a test mission in DCS World 2.1 last night on the Navada map and the INS was pointing correctly (HSI and HUD indications). Are you sure that you entered the INS Start values correctly? Ie: selecting N and E/W before entering the numbers?
  20. Do you know how the size (length) compares with the Thrustmaster Warthog stick? I am also curious about the hand rest and if it is removable/upgrade-able (thinking of potentially 3D printing a different version of the hand rest that may give more flexibility)
  21. Hey FlightControl! Great work BTW! Now the questions :-) I am trying to task an air group to go to a given zone with the CONTROLLABLE:TaskRouteToZone() function. But ... it does not seem to work for air groups, only ground groups. Is this as intended? Are many more of the CONTROLLABLE class functions only usable by ground groups? In my case, this is what I am getting when I use the following code: do -- Set up the pool of spawnables based on the RED #001 group PatrolSpawnPool = SPAWN:New("RED #001"):InitRandomizeRoute( 1, 0, 50 ) --PatrolSpawnPool = SPAWN:New("RED #002"):InitRandomizeRoute( 1, 0, 50 ) if PatrolSpawnPool == nil then env.error ("DVD: PatrolSpawn is nil - the pool of groups we are spawning from.") end -- Grab the group whose path represents the 'polygon' PatrolZoneGroupRef = GROUP:FindByName( "PolygonZone #001" ) if PatrolZoneGroupRef == nil then env.error ("DVD: PatrolZoneGroup is nil - Could not find the PolygoneZone #001 group.") end -- Create the ZONE_POLYGON based on that group --[[ PatrolZoneRef = ZONE_POLYGON:New( "Zone #001", PatrolZoneGroupRef ) if PatrolZoneRef == nil then env.error ("DVD: PatrolZone is nil - Did not create zone from the Patrol Zone Group.") end --]] PatrolZoneRef = ZONE:New( "PatrolZone #001" ) if PatrolZoneRef == nil then env.error ("DVD: PatrolZone is nil - Did not create zone from the Trigger Zone.") end -- Spawn the instance from the spawn pool PatrolGroupRef = PatrolSpawnPool:Spawn() if PatrolGroupRef == nil then env.error ("DVD: PatrolGroup is nil - The group was not spawned.") end -- Assign the route PatrolGroupRef:TaskRouteToZone (PatrolZoneRef, true, 500, "Cone") env.info ("DVD: Patrol Group has been sent to the Patrol Zone Group zone.") end This is using the code from GitHub as of last week. The error I am getting is the following: 03876.854 ERROR DCS: Mission script error: : [string "C:\Users\penney\AppData\Local\Temp\DCS\/~mis00002DCF"]:15733: attempt to index local 'UnitPoint' (a nil value) stack traceback: [C]: ? []:15733: in function 'GetVec2' []:14611: in function 'TaskRouteToZone' []:40: in main chunk In my test mission, RED #001 is an aircraft and RED#002 is a ground unit. If I use RED #002 it works and if I used RED #001 it does not. Also ... a general call to all MOOSE developers. Is anyone using those CONTROLLABLE functions to create routes for air units because I would love to see some example code that implements those calls :-) Thanks for working on this framework FlightControl! The potential is huge! I have been working on making some dynamic missions for helicopters and fixed-wing aircraft and as I am learning the framework, a lot of the tediousness of working in Lua has been taken away!
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