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wombat778

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Everything posted by wombat778

  1. Awesome, thank you so much for putting it up! Trying it now.
  2. Hi thx, thanks for the feedback! Including the vJoy number in the option field may be tricky because of the way vJoy opens devices, but I am happy to look. So, I'm going to confess that I have never actually set up a Github repository before and haven't got the foggiest idea what's involved (I'm an old school -- and just old -- programmer). That said, I'm more than happy to share the source code and/or let you put it up on github if helpful! Just let me know
  3. Try the fix I posted here and see if it helps:
  4. I use a VKB Gunfighter mkiii, a Virpil throttle, a Loupedeck, and a TrackIR 5. Oh and I use Logitech g923 pedals as my rudder pedals.
  5. Alright folks, here is a new version of the plugin. It's a complete rewrite of the prior version, and the basic workflow is totally different. Please read the README file for details and report any bugs! GameControlPlugin_0.5.zip
  6. Sorry for the extreme slowness guys, but I’m now back in action. I’m currently actively working on a completely overhauled version that is a lot cleaner and simpler (and can handle different vjoy numbers). Hoping to put a version out this week.
  7. Please try the fix I just posted here. Works perfect on my system so far.
  8. All, I have been using DCS-ExportScript with my Stream Deck, and have been very frustrated by the microstutter that constantly occurs. I have spent the last few hours troubleshooting, and _think_ I have found a fix. Specifically, open the file \Saved Games\DCS\Scripts\DCS-ExportScript\lib\Tools.lua and then search for "settimeout(.001)" or just go to line 48. Then simply change the value .001 to 0, such that the line reads: "ExportScript.socket.try(ExportScript.UDPListener:settimeout(0)) -- set the timeout for reading the socket; 250 fps" Save the file and try to see if the stutters are gone and the Stream Deck works as normal. On my system, it seems smooth as butter, and everything seems to work, but I have NOT done extensive testing to see if this change has some side effects that I am not aware of. Please report your findings if it works.
  9. I’m not sure I fully understand what the error is. Can you please post the excerpt of the log file?
  10. Sounds good. My first collective build a year ago used 3d printed parts. But they always felt too flimsy to me and never gave me the feeling that it would last. That’s why for this build I went fully steel/oak and generally overbuilt it. But what I would have given for a CNC machine!!!
  11. Absolutely, it works great! Two thoughts from experience: My original plan had been to use both sides of the clamp to grip the disc. This provided great grip strength but the problem was in mounting the clamp flexibly in such a way that one side of the clamp didn’t rub on the disc when open. In the end I couldn’t make it work and just cut one side off the clamp so the pressure was one sided. This in turn caused the disc/axle to flex, which is why I put a nylon bearing on the other side opposite the clamp (to “push back” against the clamp arm) I was surprised by how much force the clamp put on the disc/axle and how much deflection it caused. If I could do it again I’d probably use a thicker dowel for the axle (maybe a full inch instead of 5/8”) or something like steel
  12. Alright folks, here is a VERY preliminary test version of the plugin. It does not have a lot of quality of life stuff like error checking etc. Now that I'm back up and running I plan to flesh it out. PLEASE do NOT use this except for testing purposes and please report feedback here: Instructions: First, install vJoy from here: https://sourceforge.net/projects/vjoystick/ . If you already use vJoy on your system there is no need to reinstall it. However, this plugin is currently hardcoded to use the first vJoy device so it may create conflicts with other devices that use vJoy. Allowing changing of the vJoy device is next up on my list Set up the first vJoy device per the attached screenshot Unpack the attached zip file into \AppData\Local\Loupedeck in your home folder Start up the latest version of the Loupedeck app and click the little settings slider on the right-hand pane. Hopefully you will see the GameControl plugin. You might have to tick the little eye icon to make it show. From there you should be able to use the commands from the GameControl plugin like any other commands and mix and match with built in functions. Hopefully the names of the commands are fairly self-explanatory but happy to explain if not. Note that the numbers in the various command names refer to the DX button(s) that will be sent when the command is activated I have also built an optional (and clunky) functionality to add custom labels to commands. To do this: first navigate to \AppData\Local\Loupedeck\PluginData Open CommandList.txt and identify the internal names of the commands that you want to assign labels to. I suggest copying them into notepad so you are sure you get the spelling exactly right Next, open LabelList.txt and add a new line for each label in the following format: "<Command Name>|<Label Test>|<Label Color>". For example, if you wanted to make the toggle the command "Toggles (On-Off):Toggle 1-Off" be named "Landing Gear" in Green, you would add the following line to LabelList.txt "Toggles (On-Off):Toggle 1-Off | Landing Gear | Green". I have included on example command for reference, which you can feel free to delete You likely need to restart the LoupeDeck service to make the labels activate. Please report any problems/questions! Wombat LoupeDeck Gamecontrol Plugin v 0.1.zip
  13. Sorry for the delay everyone. A combination of health issues and PC issues put me out of commission for awhile. In terms of how I used the RP2040, I did everything through Arduino because i'm most comfortable coding in C and not micropython. I just connected all the buttons and switches up to the various pins (first I put the rp2040 on a solderable perfboard). Happy to share my ugly code if helpful. In terms of pics of the head, here you go. It's a rats nest of wires so I am hesitant to disassemble it much more than this for fear of breaking a wire or solder joint. I have also attached pics of the insides (which are not very pretty) where you can see among other things: The Hall sensor and magnet used to detect the throttle position The spring clamp that forces the brake pad against the brake rotor A counterspring that dramatically "lightens" the handle such that the brake friction is enough to keep it in place The brake rotor itself, which is a wooden disc with very rough steel metal on the pad side for grip and very smooth/polished steel on the other side on which a nylon bearing runs The microswitch that detects when the brake has been presss/released Happy to answer any questions!
  14. Hi all, I’m so sorry I’ve been MIA on this! First I had PC trouble that put my development machine out of action, then had surgery. I’m going to boot things back up again and try to get a development build out here in the next few days. Again my apologies!
  15. All, I just thought I’d quickly show off my new DIY collective controller. Couple of notes: Made of oak, steel and electronics. All buttons are metal (mostly steel bolts that have been ground into shape). Includes a physical collective brake mechanism (adapted from a bike brake) that holds the lever in place when released. When the brake is pulled, the movement is exceptionally smooth as it’s nearly frictionless and on ball bearings. When the brake is released it also sends a DX button to the sim. Controls are 2x 5-way hats, an analog stick (that also can act as a 4-way hat), 3x momentary buttons, 1x latching toggle button, 2x 2-way toggles, 1x 3-way toggle and 1x rotary encoder. The collective position is based off a contactless hall sensor and magnet. The whole thing runs off an RP2040 pico Attached to my chair with a DIY chair mount. So far works like a dream! Let me know if you have any interest in internal pics or more info!
  16. I managed to essentially eliminate the stutters by editing Config.lua and increasing ExportScript.Config.ExportInterval. In mine it was 0.01 (even though the comment suggested it should be 0.05) and I changed to 0.25 and it was much much better
  17. EDIT: Version 0.5 released here: ------- Hey all, I picked up a Loupedeck Live about a week ago, and have managed to write a plugin to make it useful as a controller in DCS. I plan on releasing it shortly, but would appreciate first if there is anyone out there who might have a Loupedeck and be interested in testing it first and giving feedback. A couple of notes: The plugin is currently one-way, as it simply allows the Loupedeck to act as a joystick and send DX button presses. It is not capable of taking information from DCS. A small advantage of this approach is that no DCS plugins or modifications are needed -- simply set it up like any other controller in DCS The plugin is capable of sending 128 DX buttons, 8 DX axes, and 16 POV hat input directions. Multiple different types of toggles are supported (On-Off, On-On, On-Off-On, On-On-On), with both button hold and pulsed modes Axes can be controlled either smoothly by the dials or in discrete steps using button presses Custom labels on buttons and toggles are possible, though the process is a little cumbersome The plugin integrates with the rest of the Loupedeck software, so built-in Loupedeck commands such as keyboard shortcuts, widgets and macros can be used at the same time. Multiple different pages of commands are available Here is an image of the Loupedeck with the plugin in action. If anyone is interested in testing, please shoot me a message and I'll get you set up.
  18. I'd be a little surprised if that was the case, since the newsletter says "we are allowing you to use bonus points to take 60% off the price of any DCS World module".
  19. Same problem for me. I was excited to read the newsletter and jumped in to buy the F-5E. Unfortunately, I am only able get $18 of my bonuses applied (for a 30% discount).
  20. I'm not complaining (since LNS has been really great at addressing these issues in real time), but I am just intellectually curious why the MiG-21 activation system is so different than the other modules. I have had DCS since the beginning, and only needed to burn a handful of activations with even my oldest modules. Every time I reformat my PC, I simply export the various registry keys to a file, reinstall Windows and DCS, and reimport the keys to avoid losing activations. The one module this never works for is the MiG-21, which seems to require a new activation every time (on top of the seemingly random reactivations needed for various updates/different versions). I just don't fully understand what makes the MiG-21 system different than all the others. Again, it is not a problem given how responsive and generous LNS has been with crediting activations...
  21. I have to agree with this suggestion. The activation/deactivation routine made sense in the past with standalone installers and 2-3 modules, but with my 12+ modules its really annoying. I just upgraded my PC and forgot to deactivate when I wiped the drive. Lost an activation for each of my modules and, for some reason, had to manually re-enter serial numbers for each and every module. I also am getting nervous about my older modules such as the A-10, since they are starting to run low-ish on activations. All in all seems really unnecessary in this day and age. I have an ED account, it knows what modules I own...why can't I just type in my username and password and be done with it?
  22. I'm really not sure I agree with this. The Kickstarter describes the project as a "joint venture between RRG Studios and Eagle Dynamics" and the press release describes Wags as one of the people "excited to announce an upcoming Kickstarter campaign" for DCS WW2. It even includes a quote from him ("'We want to open a new page in WWII combat simulations,' said Matt Wagner of Eagle Dynamics"). Now, maybe there is a remote possibility that was all done without ED's permission. But, in that case, ED had a responsibility make the public aware that they were not affiliated with RRD and did not endorse the project in any way. I would have also expected them to send RRD a cease & desist. As far as I can tell, however, none of that happened. Instead, direct links to the Kickstarter campaign were included on the DCS website, and the backer page and press release were hosted on the DCS website. It seems to me that ED endorsed this project by lending its name and support to it. Before they did that, I believe they had an obligation to conduct due diligence to make sure that the business model was solid and that customers were going to get what they were promised. If ED didn't know where the funding was coming from or believed it unsupportable, they should have refused to let their name be associated with it. Endorsements are a powerful thing for customers, because it gives them some level of assurance that the product/business is sound and that the endorsing company will step up to the plate if needed. For me personally, I am quite sure I would not have backed the project had I not found it on ED's website and otherwise felt like it was a joint venture with ED. I am not saying that ED is inherently in the wrong here for restructuring the project under the circumstances...things happen and I think we mostly all understand and can sympathize with that. However, I do not view ED as a white knight saving this project. ED messed up by supporting something they should never have supported. We all make mistakes, but that does mean they now they have an obligation to right the situation as best they can.
  23. Whoa, I just ran across this thread. Seriously ED? I also have spent around $500 with ED, and I had a pretty decent bonus balance accrued. I had expected to use it for the various upcoming modules. Taking that away, together with substantially cutting back my KS backer rewards, is leaving quite a bad taste in my mouth regarding ED.
  24. I am glad that ED are monitoring, and I sincerely hope they take the feedback on board. Speaking only for myself, I just reviewed my order history, and I have spent just a bit under $500 so far on DCS products. Yet I can't help but feel a certain of loss of faith with ED as a result of my feeling somewhat cheated (as I mentioned before, I am a $50 backer), even though the amount at issue is only $10. To any ED people reading, I respectfully suggest that any amount you "save" by not giving anything in return for my $10 may end up costing you far more than that in the future as a result of my lost goodwill. Just something to consider when weighing options...
  25. I am a $50 backer, and, frankly, I am not thrilled by this outcome. I admit I have not been following the saga closely, but I now see that my originally promised 6 planes, a map and alpha access has now become 2 planes and a map. While I understand the argument that the Kickstarter was with RRG, not ED, I think that is a bit disingenuous. The Kickstarter page for the project clearly stated (and still states) "The project is a joint venture between RRG Studios and Eagle Dynamics," and the press release for the project stated "Legendary flight simulation designers Ilya Shevchenko, Igor Tishin, and Matt Wagner are excited to announce an upcoming Kickstarter campaign for a new WWII flight simulation being developed for the PC." In addition, the reason I even found the project in the first place was a big post on the DCS homepage. I do respect ED's position that the original reward structure was unsustainable and needs revision, and I am generally fine with that as long as I don't feel like I am getting shafted. I have historically been a huge ED supporter, and have bought every module (sometimes multiple times) whether I have interest in them or not. I think I would be a lot happier if there was some sort of credit for the $10. I think the best solution would be if there was a way to put in an extra $10 and get bumped to the 3 aircraft level. A less ideal, but still reasonable, solution might be to add a $10 bonus credit to the rewards account of the affected backers. Regardless of what happens, this was my first, and will likely be my last, experiment with crowdfunding.
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