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C6_Hellfrog

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Everything posted by C6_Hellfrog

  1. some ideas to prgress, but need help searching from all the afternoon, and finally looking at target /include folder with target.tmh and hid.tmh, found the way : define SIZEMYWORD 13*6+1 define SIZEMYARRAY 5*SIZEMYWORD struct array_MsgTrim { char str_MsgTrimDirection[sizeMYARRAY]; } array_MsgTrim str_MsgSay_Trim = {"Trim up ", "Trim down ", "Trim left ", "Trim right "}; - but I need help : compile error < Array/struct bounds overflow > my numbers should be wrong, I need help on how to calculate it for my array EDIT :have it compiling htat way, but more precise calculations appreciated : define KTRIMWORDLEN 13*6+1 define MAXKTRIMWORDLEN 5*KTRIMWORDLEN struct array_MsgTrim { char str_MsgTrimDirection[KTRIMWORDLEN]; } array_MsgTrim str_MsgSay_Trim[MAXKTRIMWORDLEN] = {"Trim up ", "Trim down ", "trim left ", "trim right "}; - then correct syntax to refer to the words in a function call and inside the called function...
  2. hello I am comming back on to scripting after several years out. and i am a bit glued with the problem of passing an array of words to a function in Target script. I finally fond the way to have it with an array of characters like {'a', 'b', 'c' } you need to call it that way e.g. to acces second element of the list : my_func(2, &my_array); and you have to describe your func that way : int my_func(int i, alias my_array){.. // you ref to it with &my_array+i ....} But HOW TO pass / call words array like {"cat", "dog", "crazy squirrell" ...} ? With C langage you have pointers, their type is defined, same as arrays type. BUT in TARGET SCRIPT we have that specious < ALIAS > What is the way to do it with ALIAS ? Can you define types ? and How to ? Or is Target limited to single arrays and not of words ? If you use previous syntax with words array you don't point to "cat" content, but you receive a character that is strange and a single one. I suppose there is a problem with types and the +i pointer not jumping bytes long enough be at the good location in memory... Any ideas ? any way having that working ?:cry: because in need crazy squirrels in my Hotas ! indeed !!!!:smilewink:
  3. Hi comming back after 4 years out of sim. passing from 1.27 to 1.53 and 2.0 alpha had relative success adapting monitorconfig and mods to 153, but no success with 20 add it working last night, but no way to have it again today, tried many manners, no result... on 127 and now on 153 my config is like that : 3 x 1920x1080, with display GUI on center screen only, display sim on second half (right part) of left mon, full center mon, and half left part of right mon. To avoid too low FPS, and have some place to locate screens exports and helios profile. working as it was with 127 on 153, almost, but having issue with fullscreen on/off no change and drastic fps reduce with helios on, don't seem to have the sofTH way of bypassing that as in 127... exports of ka50 working in 153 but freeze or fatal bug when I quit the mission. Edit : cured
  4. tested, working, excellent work ! :thumbup:
  5. isn't BS2 a 64 bits exe ? btw in my config, the tactile is the third monitor and it works. see unplug your screens, reboot with only one, then plug the second, reboot, then the third, and then only reconfigure your desktop layout, and then only you can reconfigure in windows options for tablet pc and stylet tactile functions...
  6. did you have difference between X & Y moves on the two different MSFFB before assembling ? if not current feedback seems strange...
  7. I flew the k50 for 3 years regularly, then stopped sim because of lack of time for two years, then am comming back. extension of stick is the main point for precision in control. great and very precise with cougar or warthog in k50. I have lost a lot with my 2 years long break but can really fly the k50 with effectiveness without 2 hours of training. It is something very different with the huey. Still WIP with curves ! rudder has to be less sensitive than flat curve because it is too sensitive like that in my opinion X and Y with K50 curves is not so bad but could be better. My K50 curves is too sensitive for the Huey. and you have to trim it a bit backward for proper take off. flying is easy with average speed. full speed is not so easy to gain, and there is a complete change in behaviour between average and low speed. That is a bad point for flight model because transition is a bit "brutal", not as are real aircrafts... in my opinion. Even with long extension, I have time to practice to gain good control of the Huey. collective need very frequent adujustments and coordination and anticipation with rudder and stick. that is realistic but very sensitive in DCS. and need much time of practice to control it very well. Huey is much lighter than K50 but powerfully powered and very reactive if not full loaded. Don't overcontrol it. be patient to let it respond to your inputs ... my 2 cents. and your feedback about FFB 2 motors mod not maintening stick with enough strong confirm my question below about some "elastic effect"... maybe... is it like if you have some damper with FFB trim additionned to your inputs ? therefore your inpts can't be soo precise as if you hadn't FFB. I "m used to use cougar or warthog script with lockaxis function to trim only X and Y and not rudder, for many years, and so that I don't have that feeling of struggling against FFB who dampers my inputs, that I was disapointed about with FFB alone (without extension). my 2 cents.
  8. Very "pro" look for this work ! Congrats. One thing I'm asking about is a possible "rumbling or vibration phenomenon" because of the weight of the cougar stick and the extend above the FFB mechanism. Is there any or not when you activate the Trim ? Is there any move around the stick locked position just after trimming before being stabilized or does it stay there without any move nor any kind of rumbling ? something I experienced with normal FFB without any modding, even if it was not a problem for piloting the aircraft, it was something that bored me in some maner. Do you notice any ?
  9. having a question about size to plan this mod : what is the total height from counterweight base to upper of the stick case ? with the counter weight moving, what is the diameter of this move ( to see the min wide and long of the case) ?
  10. keep up the good work guys ! it will save many time to other people interesting in this mod like me, and hopefully will discard many troubles
  11. having problems to post here because of forum editor buggy , can't use rich text neither advanced editor. But some help needed to configure softTH with DCS I have 3 1920x1080 main is center one right one is touch screen I want to display mainview from 810,0 to 4650,0 0,0 to 810,0 for export shkval and abris and 4650,0 to 5760,0 for others exports and Helios + 100 x2 for bezel compensation i made a lua for monitor setup and adpat options lua and softTH config, but softTH log is buggy : head_2 rendered is not what I have specified in my softTH config I can't post here details, but you can see files on french site here (files comments in english) http://www.checksix-forums.com/viewtopic.php?f=268&t=185328&p=1414194#p1414194 on post 2 if anyone can help please. EDIT almost done ! / any comment on upgrading setting welcome solved
  12. just use this link as noted on first page of this thread http://www.kegetys.fi/dl.php/SoftTH208balpha_x64.zip
  13. with only 1 FFB, return to center is not trim but normal behaviour of stick without FFB, only trim order in DCS send FFB orders to stick didn't payed attention with both connected and can't retest because of unmounting...
  14. agreed with you Artman what I made : Two FFB2 connected, not linked altogether = (PeterP's mod to attach them not already made) parameters in DCS : swap axes for each in FFB options the first is X and Y as input for cyclic the second has no binding for X and Y (erased) the both work as they should do : I pull the first and the second move the same. Therefore the problems described above may be wiring related.
  15. known problem add the same 3 days ago re testing an old FFB... soluce is to edit FFB properties in DCS (at down of atttributions page) and to check the 'swap axis' option.
  16. collision tress is VERY interesting.... BUT if you have to put it all over the country... what a load of work ! any comment ?
  17. installed two days ago on fresh 127 install of DCS and working OK with BS2 and H1
  18. Hi Noob in C#... therefore source code is not very usefull to people like me ... Is there any guide on how to do to use this software to communicate with helios or to display anything (autohotkey or with lua in DCS...) ? Or is it only to be used with interface cards for hard pit builders ? Hope you will find time to answer and if possible to implement it one day.
  19. my contribution was not criticism : it is only to explain for people who want to test further with less or more performant configs. the addition of very high option may be inspiring other people for medium or less resolution for people having trouble with high res. idea is excellent ! as you don't alter basic BS settings with same idea one can create verylow or super high or personalized vis setting !
  20. hey men, there is already a thread for taht , already adressed 2 months ago here : http://forums.eagle.ru/showthread.php?t=80921&page=1
  21. no differences in BS2 .000 and with patch 1111 should work the same made a report about modifications between original files and the mod http://www.checksix-forums.com/showpost.php?p=1233416&postcount=4 EDIT : made a try for BS2 in 1920x1080 res for mainscreen http://www.checksix-forums.com/showpost.php?p=1233479&postcount=5
  22. description of this mod 2011.12.19 what is in this mod ? comparisons between clean BS2.111 patch and this one modifications of .\Config\graphics.cfg line 191 edited : Camera { [color=Blue]current [/color]= [color=Blue]"Very_High"[/color]; [color=Gray] -- original "Medium"[/color] addition in file after line 251 : [color=Blue]Very_High { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {150, 24000}; trees = {1000, 20000}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {5000, 80000}; mirage = {3000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; districtobjects = {400, 400}; districts = {12000, 12000}; lodMult = 2.0; lodAdd = 0; }[/color] edition lines 300-309 : -- original ones : [color=Gray] LandDay { L01 = 20000; L12 = 40000; } LandNight { L01 = 16000; L12 = 30000; }[/color] new ones : LandDay { L01 = [color=Blue]30000[/color]; L12 = [color=Blue]50000[/color]; } LandNight { L01 = [color=Blue]30000[/color]; L12 = [color=Blue]50000[/color]; } edition line 382 : ScreenshotQuality = [color=Blue]100[/color]; [color=Gray]-- original 90 [/color] edition line 393 : MaxFPS = [color=Blue]39[/color];[color=Gray] -- original 120[/color] add a new file .\Config\Terrain\Very_High.lua edition of .\MissionEditor\Data\Scripts\optionsData.lua add a new line after line 331 : -- original : [color=Gray]{ id = "High", dispName = _("HIGH")}, }[/color], new one : [color=Blue][color=Black]{ id = "High", dispName = _("HIGH")},[/color] { id = "Very_High", dispName = _("VERY HIGH")}, [color=Black]},[/color][/color]
  23. added description of this lua edition 2011.12.18 I added original BS2.111 patch original values distance = { distance10x10 = 30000.0; [color=Blue]distanceLevel0 [/color]= [color=Blue]100000.0[/color]; [color=Gray]-- original 18000.0[/color] -- uniqueSceneFarDistance = 0; -- uniqueSceneFarDistance = 5000; uniqueSceneFarDistance = 10000.0; smokesSceneFarDistance = 10000.0; minimalSquareOnScreen = 50; minimalSquareOnScreenFull = 100; mapLodDistance0 = 2000; mapLodDistance1 = 4000; mapLodDistance2 = 6000; mapLodDistance3 = 8000; smallShitDimention = 400; } distanceBlend = { townNearDistance = 10000.0; [color=Blue]townFarDistance [/color]= [color=Blue]100000.0[/color]; [color=Gray]-- original 25000.0[/color] fieldNearDistance = 10000.0; [color=Blue]fieldFarDistance [/color]= [color=Blue]100000.0[/color]; [color=Gray]-- original 13000.0[/color] waterNearDistance = 6000.0; [color=Blue]waterFarDistance [/color]= [color=Blue]100000.0[/color]; [color=Gray]-- original 12000.0[/color] townLightNearDistance = 9000.0; [color=Blue]townLightFarDistance [/color]= [color=Blue]100000.0[/color]; [color=Gray]-- original 10000.0[/color] [color=Blue]subforest [/color]= {8000, [color=Blue]20000[/color]}; [color=Gray]-- original 8000, 13000[/color] beach = {8000, 13000}; [color=Blue]road [/color]= {[color=Blue]6000[/color], 13000}; [color=Gray]-- original 8000, 13000[/color] } --Old Noise land_noise = { noisemin = 0.1; -- the weight of a noise texture in a distance shot (âåñ òåêñòóðû øóìà íà äàëüíåì ïëàíå) noisemax = 0.5; -- the weight of a noise texture in a close shot (âåñ òåêñòóðû øóìà íà áëèæíåì ïëàíå) noise1front = 1000.0; -- the range of close shot for noise (äàëüíîñòü áëèæíåãî ïëàíà äëÿ øóìà) noise1back = [color=Blue]40000.0[/color]; -- the range of distance shot for noise (äàëüíîñòü äàëüíåãî ïëàíà äëÿ øóìà) [color=Gray]-- original 18000.0[/color]next lines not modified
  24. already made rar files you can have it on french forum here http://www.checksix-forums.com/showthread.php?t=173121
  25. differences between files in 111 and BS2.000 I made a report posted on lofiles : http://www.lockonfiles.com/index.php/files/file/2139-patch-bs2-11-report/
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