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rdalcroft

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Everything posted by rdalcroft

  1. @Drakoz Using the hard coded alias thing worked! I could not figure out how to do it with your first example though: MapJoystick(alias devjoy) { MapKeyIO(&devjoy, TG1, ...); MapKeyIO(&devjoy, S1, ....); // etc.... }
  2. Wow! Thank you for taking the time to explain all this. I will need to study this for a while, before it finally clicks in my brain. lol But I will go away and play with this on one of my simpler scripts to practice. Much appreciated, I will let you know how I get on with it!!. Cheers!
  3. Hello Thanks for the reply. But the NEW AVA base although it changes the Alias ID, the Sticks are the same, therefore the axis and button mappings are identical. So my question was for users who already have scripts for their old warthog stick and base F16, F18, A10c, (&joystick) and want to use the new AVA base with the same sticks. Then it's just a matter of changing the Naming of the &joystick to &AVA_F16 (or &AVAF18). I thought maybe there could be a simple line of code to state that &joystick needs to be replaced with &AVA_F16 And do this for all script pages (as some scripts have 4-5 pages? Right now I am using Notepad++ to Change all of these entries, and it works fine, But in the case with the CTS script for DCS, there are so many different scripts and pages, I do not know if by doing this I may mess up some other links within the script?
  4. Hello What is the easiest way to convert these scripts so they work with the new Thrustmaster AVA base? The ID of the sticks have changed on the new base: Instead of: &joystick it is now: &AVA_F16 Same will be for the F18 stick &AVA_F18 Is there not a way to tell the script at the beginning to recognise that the AVA_F16 is connected and link all &joystick to the new &AVA_F16. I have been using Notpad++ to just replace all instances of &joystick with &AVA_F16 I thought there would be an alias command? or line of code that could do this?
  5. Hello Just to chime in on this thread? With the release of the NEW AVA thrustmaster base, there are now 2 more aliases you may need to consider for the warthog sticks: Warthog F16 (original): &joystick Warthog F18: &JoystickF18 AVA base with F16 stick: &AVA_F16 AVA base with F18 stick: &AVA_F18 But reading the Target.tmh file I am sure there must be a way for the script to know which stich is actually connected? rather that having to physically select and replace all instances off &joystick to get the new base to work with the scripts??: } // BUT HAT X Y Z Rx Ry Rz Thrtl SLD1 SLD2 SLD3 SLD4 stGameCfg virtualj = { 120, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0}; define CREATE_JOYSTICK 1 define CREATE_KEYBOARD 2 define CREATE_MOUSE 4 int Init(alias h, int cfg=CREATE_JOYSTICK+CREATE_KEYBOARD+CREATE_MOUSE) { &Throttle = GetIndexJoy(Select(&Throttle)); // expect a Warthog Throttle to be plugged on USB &Joystick = GetIndexJoy(Select(&Joystick)); // expect a Warthog Stick to be plugged on USB &JoystickF18 = GetIndexJoy(Select(&JoystickF18)); // expect a Warthog Stick F18 to be plugged on USB &LMFD = GetIndexJoy(Select(&LMFD)); // expect a LMFD to be plugged on USB &RMFD = GetIndexJoy(Select(&RMFD)); // expect a RMFD to be plugged on USB &HCougar = GetIndexJoy(Select(&HCougar)); // expect a Hotas Cougar to be plugged on USB &T16000 = GetIndexJoy(Select(&T16000)); // expect a T16000 to be plugged on USB &T16000L = GetIndexJoy(Select(&T16000L)); // expect a T16000 left handed to be plugged on USB &TWCSThrottle = GetIndexJoy(Select(&TWCSThrottle)); // expect a TWCSThrottle to be plugged on USB &TFRPRudder = GetIndexJoy(Select(&TFRPRudder)); // expect a TFRPRudder to be plugged on USB &TFRPHARudder = GetIndexJoy(Select(&TFRPHARudder)); // expect a TFRPHA Rudder Pendular to be plugged on USB &A320Pilot = GetIndexJoy(Select(&A320Pilot)); // expect a A320Pilot to be plugged on USB &A320Copilot = GetIndexJoy(Select(&A320Copilot)); // expect a A320Copilot to be plugged on USB &TCAQuadrant12 = GetIndexJoy(Select(&TCAQuadrant12));// expect a TCA Quadrant Eng1&2 to be plugged on USB &TCAQuadrant34 = GetIndexJoy(Select(&TCAQuadrant34));// expect a TCA Quadrant Eng3&4 to be plugged on USB &TCAQBoeing12 = GetIndexJoy(Select(&TCAQBoeing12));// expect a TCA Q Boeing Eng1&2 to be plugged on USB &TCAQBoeing34 = GetIndexJoy(Select(&TCAQBoeing34));// expect a TCA Q Boeing Eng3&4 to be plugged on USB &TCAYokeBoeing = GetIndexJoy(Select(&TCAYokeBoeing));// expect a TCA Yoke Boeing to be plugged on USB &ViperTQS = GetIndexJoy(Select(&ViperTQS)); // expect a Viper TQS to be plugged on USB &ViperBBox = GetIndexJoy(Select(&ViperBBox)); // expect a Viper BBox to be plugged on USB &TCASidestickXPilot = GetIndexJoy(Select(&TCASidestickXPilot)); // expect a TCASidestickXPilot to be plugged on USB &TCASidestickXCopilot = GetIndexJoy(Select(&TCASidestickXCopilot)); // expect a TCASidestickXCopilot to be plugged on USB &FarmStickRight = GetIndexJoy(Select(&FarmStickRight)); // expect a FarmStickRight to be plugged on USB &FarmStickLeft = GetIndexJoy(Select(&FarmStickLeft)); // expect a FarmStickLeft to be plugged on USB &AVA_F16 = GetIndexJoy(Select(&AVA_F16)); // expect an AVA base + F16 handle to be plugged on USB &AVA_F18 = GetIndexJoy(Select(&AVA_F18)); // expect an AVA base + F18 handle to be plugged on USB if(cfg & CREATE_JOYSTICK) PlugGame(&virtualj, "Thrustmaster Combined"); // create a Virtual device if(cfg & CREATE_KEYBOARD) PlugKeyboard(); if(cfg & CREATE_MOUSE) PlugMouse(1); &_evh = &h; SetEventHandler(&DefEventHandler); SEQ(); // initialize SEQ function as VPN CHAIN(); // initialize CHAIN function as VPN AXMAP2(); int i; while(i<256) { USB[i] = i+1000; i = i+1; } // fill the USB table MapList(&Joystick, &JoystickMap); // default DX buttons mapping for all devices MapList(&JoystickF18, &JoystickMap); MapList(&Throttle, &ThrottleMap); MapList(&HCougar, &JoystickMap); MapList(&HCougar, &HCougarMap); MapList(&LMFD, &MFDMap); MapList(&RMFD, &MFDMap); MapList(&T16000, &T16000Map, 16); MapList(&T16000L, &T16000Map, 16); MapList(&TWCSThrottle, &TWCSThrottleMap); MapList(&TFRPRudder, &TFRPRudderMap); MapList(&TFRPHARudder, &TFRPHARudderMap); MapList(&A320Pilot, &T16000Map); MapList(&A320Copilot, &T16000Map); MapList(&TCAQuadrant12, &TCAQuadrantMap); MapList(&TCAQuadrant34, &TCAQuadrantMap); MapList(&TCAQBoeing12, &TCAQBoeingMap); MapList(&TCAQBoeing34, &TCAQBoeingMap); MapList(&TCAYokeBoeing, &TCAYokeBoeingMap); MapList(&ViperTQS, &ViperTQSMap); MapList(&ViperBBox, &ViperBBoxMap); MapList(&TCASidestickXPilot, &T16000Map); MapList(&TCASidestickXCopilot, &T16000Map); MapList(&FarmStickRight, &FarmStickMap); MapList(&FarmStickLeft, &FarmStickMap); MapList(&AVA_F16, &JoystickMap); MapList(&AVA_F18, &JoystickMap); i=elements(&vbtntbl); while(i>0) // initialize Throttle virtual buttons with 1 { i = i-1; if(vbtntbl[i]) Throttle[vbtntbl[i]] = 1; } HCougar[DFM] = 1; // initialize Cougar virtual buttons with 1 HCougar[SPDM] = 1; DXAxis(MOUSE_X_AXIS, 0); DXAxis(MOUSE_Y_AXIS, 0); }
  6. Your old target scripts will not work with the new AVA base, as they have changed the ID name of the base depending on which stick you have: Original Warthog Base: &Joystick AVA Base with F16 : &AVA_F16 AVA Base with F18 : &AVA_F18 So you see, you are going to have to go through your whole script and change all instances of &Joystick and change them to, either &AVA_F16 or &AVA_F18 I would use Notepad++ and do a replace of all &Joystick entries to whatever stick you have. See attached .PDF for Guidance only. Update: Follow this, just use PDF for a guide. This way only the relevant items will be replaced, and not other parts of the script. 1: Find what: &Joystick --------Replace with: &AVA_F16 2: Find what: Joystick[ -------Replace with: AVA_F16[ This will mean you will have to do it in 2 separate runs for each file. Using Notepad++ and selecting "search" from the top menu, then "replace" from the drop down. I still suggest using the replace button and doing it one entry at a time. To be safe. Do not use replace all, if you are unsure. I would make a copy of the script and try it out on that, to be safe.
  7. Just reading through this thread. I cant help thinking there are other factors also affecting this. the sound engine from DCS. Explosions, warning sounds from the cockpit. all seem to have a negative impact on frames for a split second. And yes sometimes it may coincide with the movement of your track IR. also slight stick or rudder inputs seem to also trigger frame drops also. its not every time, but again can coincide with the movement of track ir, or even slow panning either vertical or horizontal.. so there is a magnitude of different things going on in the DCS engine which I think creates these momentary stutters every so often.. I dont think this can be fixed with any number of settings. we just have to live with it. Get it the best you can by capping frames, gsync what ever. Unless DCS realises this and overhauls their game engine. these are all going to have an effect of the smoothness of the game play.. explosions, sounds, triggers in game, waypoints. all these seem to have some impact on frames one way or another.. that's my thoughts. after spending some time going through different settings suggested in this post..
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