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lesthegrngo

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Everything posted by lesthegrngo

  1. For my A10 cockpit I made one from MDF, as it isn't like a racing seat that needs to move or withstand the forces of braking and so forth, and then had a pair of cushions made to suit. It probably cost me about US$50, although I have the advantage of a CNC router to cut more complicated shapes. You don't need that complexity though, you can use aluminium angle extrusion to join parts and use a jigsaw to cut out the parts Les
  2. This method does exactly that, and the methodology should work for other aircraft models, just make sure the actual references from the mod are used Cheers Les
  3. Let me do a 'how to' with pictures Les
  4. Seems it has to be in the clickeabledata.lua file to be able to use it, is there a way of adding it? Cheers Les
  5. Thanks - I’ll check in with the guys in the know and post it back here for reference cheers Les
  6. A knock on question, as much for just knowing how to do it for future reference as for actually using it. The Ejection Seat 'eject' function is currently tied to three presses of the character 'e' and also I believe can be bound to a bodnar board in the controls setup. However I want to be able to make it a parameter that can be exported to DCS Bios, and I believe for that it requires the hexadecimal address so that it can be 'seen' by DCS Bios. I've looked to see if there is a hex address and can't find it, so is it something that has to be created with a cross reference or is it called out somewhere? Cheers Les
  7. If anyone is interested I found a very simple and cheap way to make the LCD displays the correct green colour. It was as simple as some self adhesive transparent green plastic sheet from Ebay, which was simply cut to fit into the front of the LCD display. Finally I have the A10 CMSC displays showing in the right colour, which was niggling at my OCD! Cheers Les
  8. Hi all, you are using an older version of DCS Bios, you need the Skunkworks Flightpanels version, which stops using that com port connection screen and replaces it with a fairly simple cmd file to connect multiple com ports Cheers Les
  9. If you have access to a 3D printer it wouldn't be too difficult to get one of the cheap 12 position Rotary switches from Ebay and make a knob that would slide up and down the splines that could work a micro switch. There are long shaft Rotary switches too, although they are not splined, but that would be able to be modified too. Cheers Les
  10. I use a K40 type unit, and if you buy a good laser tube (mine was from CloudRay) it will do just fine. they can have a problem with not being completely square but I measured mine and use the ‘skew’ function in Inkscape to compensate I use K40 whisperer to control it Les
  11. You need to use a Capt Zen profile and reduce what is in it to leave what you want - if you search my posts you will see one on making Helios profile files work Cheers Les
  12. Just sent you a message
  13. Great, I must say that I hadn't see that init.lua file! Cheers Les
  14. I have the transparent UC knob as one of my files, but it is made to fit my UC lever. However if you want I can modify the original to fit your lever if you give me details Les
  15. So did you try editing the MFCD_INIT.lua file? Les
  16. So it didn’t function for the A10c? Led
  17. it may be your active monitor .lua file, which one are you using? Les
  18. Hi Guys, I answered but for reference this is what I suggested trying go to DCS > Mods > Aircraft > A10C >Cockpit Scripts > MFCD > Indicator > MFCD_init.lua Make a backup of that file then open the original (edited) In it you will find a line " purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW} " (edited) Replace that with " -- purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW} " save it and try the A10C to see if the MFCD's are still there Remember this would only be for the A10C, if it works you would have to repeat it for the other affected aircraft Les
  19. That’s what the forum is for, glad I could help find a solution Les
  20. For anyone interested, I managed to do this - take a look here Les
  21. I have been working at this for a while now, you can see I have finally managed to do it here Les
  22. I have finally resolved this I have managed to now produce an external view that doesn't have the HUD projected on it, and I have also been able to use that same view to have a scalable viewport that projects the HUD where you want it and at the size you want it. I had made it possible to run DCS Bios devices with the HUD View, where a known shortcoming would normally disable the device data output meaning some DCS Bios devices would not work with the HUD View. I detailed that here https://forum.dcs.world/topic/334998-hud-view-seems-to-disable-some-dcs-bios-devices-solved/ In addition, by adding this into the monitor setup .lua file HUD = { x = 400; y = -200; width = 400; height = 400; } I was able to make a user defined HUD viewport The issue I then had was that when I combined the two solutions above, while the HUD View now projects the HUD the way I want it, somehow it also knocked out the other devices meaning that the BCS Bios devices are non functioning again unless I allowed the original HUD to be displayed as well. Essentially I had everything working as long as I accepted that there is a small HUD being rendered in addition to the large one I want. The original HUD is called out in the HUD-init.lua file in this line indicator_type = indicator_types.COLLIMATOR purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW} However I replaced it with this -- indicator_type = indicator_types.COLLIMATOR -- purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW} effectively commenting out the lines. As a result, when in cockpit view I get the original HUD being rendered plus the large HUD created by the viewport, but switching to HUD_View only leaves the Viewport version, so now, finally I have a fully functional HUD View with an editable HUD projection that can me moved and scaled to suit your purposes. There is limited movement that you can perform with arrow keys to rotate or r-alt+r-shift+(arrow key) to slide to adjust the view but the HUD will stay fixed in the position you set in the monitor setup .lua file So for anyone wanting a user defined HUD View, we finally can have it Les
  23. I just tried it, and it does work, no more HUD in HUD view. However there must be something wrong with my .lua viewport file as it doesn't show up after inserting this HUD = { x = 400; y = -200; width = 400; height = 400; } I'll keep trying the HUD_init.lua file has this at the bottom of it dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("A_10C_HUD", "HUD") I have tried both A_10C_HUD and HUD without success, however I have had this issue before on .lua files where it seems to be correct but something is not quite right, maybe the script characters are different or there is a space somewhere there shouldn't be ****EDIT Number 2***** I was right, some thing was incorrect and redoing it now has it working - except now, despite the removal of the "render_purpose.HUD_ONLY_VIEW" from the HUD_init.lua file, now I have two instances of the HUD, the original and the new viewport version. Going to the the Viewporthandling.lua file and commenting out the "render_purpose.HUD_ONLY_VIEW" line stops the original HUD from being rendered, but has the unfortunate side effect of knocking out the other viewports when in HUD_view mode Again, I'll keep trying.... Les
  24. While the HUD kit mentioned is ever so nice and makes my wallet itch, a vestigial sense of self-preservation tells me I have to wait a while before I can justify to SWMBO. That being the case, I still want to find a half way house, and having the current HUD removed from the 'HUD View' preset and replacing it with a viewport that can be adjusted (resized) to suit in the monitorsetup .lua file would be great. Your statement quoted above seems to indicate that I can indeed tell the game not to render the HUD, can you expand on that? Looking at the HUD_init.lua file it quotes "purposes = {render_purpose.GENERAL,render_purpose.HUD_ONLY_VIEW}", would removing the part "render_purpose.HUD_ONLY_VIEW" mean that the HUD view stops showing the HUD? Cheers Les
  25. Oh dear, I have now! Cheers Les
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