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Clorydric

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Everything posted by Clorydric

  1. You'll find target.tmh in "C:\Program Files (x86)\Thrustmaster\TARGET\scripts\target.tmh Short example (for the warthog throttle)... include "target.tmh" int main() { //EXCLUDE DEVICES HERE Configure(&HCougar, MODE_EXCLUDED); Configure(&JoystickF18, MODE_EXCLUDED); Configure(&T16000, MODE_EXCLUDED); Configure(&T16000L, MODE_EXCLUDED); Configure(&LMFD, MODE_EXCLUDED); Configure(&RMFD, MODE_EXCLUDED); Configure(&TWCSThrottle, MODE_EXCLUDED); Configure(&TFRPHARudder, MODE_EXCLUDED); Configure(&TFRPRudder, MODE_EXCLUDED); Configure(&Joystick, MODE_EXCLUDED); if(Init(&EventHandle)) return 1; //SETTINGS SetKBRate(32, 50); SetKBLayout(KB_EN); SetShiftButton(0, 0, 0, 0, 0, 0); //ADD YOUR MAPPINGS HERE } int EventHandle(int type, alias o, int x) { DefaultMapping(&o, x); } Don't forget to mod your target.tmh with the 120 button hack : https://forums.eagle.ru/showthread.php?t=171098
  2. Yes. But it'll break IC (and maybe looks awful if the AB texture is stretched). You have to check for this reference in the aircraft lua (ex. "..\DCSWorld\CoreMods\aircraft\F-5E\F-5E.lua") : engines_nozzles = { [1] = { pos = {-6.922, -0.084, -0.226}, elevation = 0.5, azimuth = -2.08, diameter = 0.5, exhaust_length_ab = 4.5, exhaust_length_ab_K = 0.76, smokiness_level = 0.15, }, -- end of [1] [2] = { pos = {-6.922, -0.084, 0.226}, elevation = 0.5, azimuth = 2.08, diameter = 0.5, exhaust_length_ab = 4.5, exhaust_length_ab_K = 0.76, smokiness_level = 0.15, }, -- end of [2] }, -- end of engines_nozzles "exhaust_length_ab" controls the AB length, diameter controls (obviously) the diameter. ALWAYS do a backup before making any edits to this file (otherwise you won't be able to play on some MP servers).
  3. I think your cockpit ID is wrong... Try this : {action = device_commands.RADIO_ICS_Vol_Sidewinder, cockpit_device_id=devices.ICS, name = _("ICS Sidewinder Volume")}, You'll probably have to set your axis as slider and play with invert/deadzone/saturation. Last time I tried, only 50% of the axis was usable. If you want more axis (haven't tested all commands, some may not work) :
  4. Hotfix for 2.5.6 in attachment - WORK IN PROGRESS. I only have my old laptop at the moment, so I can't test everything (all DCS settings to low). Please report any issue (related with this mod) or feedback here. I noticed there's a new FLIR shader technique. I don't know what it is, nor what it's supposed to do exactly (This part is not modded yet). edit : Updated with a new variant : afterburner for F-16 and F-18 should be less blue. afterburner.zip
  5. Good to know. I saw chinese text for the ADI in this texture, so I though it will also replace the ADI texture... But I forgot the ADI uses another lua line. :music_whistling: You have to make a cockpit livery and place it in %userprofile%\Saved games\DCS\Liveries\Cockpit_F-5E and it won't trigger the IC. Don't forget to choose this livery in DCS options (options > special > F-5E > cockpit livery)
  6. About PBR and roughmet, just have a look at https://forums.eagle.ru/showthread.php?t=193596. If you want some more advanced readings about PBR, I suggest you to read this : https://academy.substance3d.com/courses/the-pbr-guide-part-1 The lines order in the lua doesn't matter as long as you insert them between the { }.
  7. Try to write your command after "HAWG1" (you'll get ex., HAWG1HOG), then delete HAWG1... Had the same issue a few days ago.
  8. If you prefer to have the english text for climb-dive rather than the chinese one, this one seems to work for me... edit : the chinese text is for the ADI... That uses another lua definition. So it should be fine ;) F5E-CPT-RADAR-01.zip
  9. Yup, here is the lua line : {"Smokewinder" , 0 , "../CH Patrouille Suisse generic/Smokewinder" , false}; (replace the path according to your skin... Is it supposed to be a red'n'white skin ? :D ) Textures are in DCSWorld\Bazar\World\textures\AeroWeapons.zip -Smokewinder_Diff.dds -Smokewinder_NM.dds -Smokewinder_Spec.dds About the drop tanks, remember they're not converted to PBR. Roughmet textures won't apply. If you (or someone else) needs the lua for drop tanks : {"Material #0" , 0 , "ptb_275_diffuse" , false}; {"PTB_150" , 0 , "ptb_150_diffuse" , false}; DDS are also in in DCSWorld\Bazar\World\textures\AeroWeapons.zip
  10. Keep in mind FC3 includes the J-11A (chinese Su-27, with Fox 3), and there's no way to get it outside FC3. Buying the 3 missing aircrafts (Su-25A, Su-27, A-10A) would be the same price than buying FC3 (around 30$ in sales IIRC).
  11. Hey ! I removed the export.lua, replaced by the one in VA/.../export/... But didn't fix the issue. It made me think of another install issue, so I end up uninstalling the lua code, remove the whole VA folder, letting Steam download it again and download/reinstall Vaicom from scratch. Then I disabled the "require admin" flag in voiceattack.exe properties... (haven't tested my other bindings yet, wait and see...) And now it works. :doh: Thanks a lot ! Before : Listening suspended Joystick : 'Transmit TX1 release' Captured sentence: request takeoff Recognized : 'request takeoff' (Confidence 95) Listening resumed Joystick : 'Transmit TX1 press' After : ATC (Batumi): Colt 1-1, Batumi, vous êtes autorisé décollage dès que prêt, montez à 300m QFE 29.50 Listening suspended Joystick : 'Transmit TX1 release' Constructing message... TX1 | SEL/AUTO: [ ATC ] , [ Request Takeoff ] Recipient for ATC set by call contents. Identified unit: Batumi with id 5000022 Getting selected unit for category ATC Have result, identified as command: Request Takeoff Captured sentence: request takeoff Recognized : 'request takeoff' (Confidence 95) Listening resumed Joystick : 'Transmit TX1 press' :pilotfly: After further investigation (I kept my older VA folder), it seems that some files in the older \VoiceAttack\Apps\VAICOMPRO\Database\ doesn't match the new ones. (size and MD5 are different). I probably forgot to remove those files during a manual plugin update :music_whistling: Just to be sure... Is it normal that Vaicom doesn't add anything in "..\DCSWorld\Scripts\UI\gameMessages.lua" ?
  12. Salut ! À part Caucasus, et bientôt une carte Pacific, il n'y a pas d'autre map gratuite. Par contre, si on parle des cartes de navigation réelles, il y a un site d'une université américaine qui a une belle collection de scans de cartes JOG/TPC/ONC...
  13. Hi, I think I have an issue with Vaicom or VA and can't find what's wrong... No commands are sent to DCS. Vaicom receive informations from DCS, modules and theater are properly recognized in Vaicom's PTT tab, all DCS comms are reported to VA window, but no commands are issued from vaicom to DCS. VA works properly when it comes to send keystrokes (ex. I mapped "Eject, eject eject" to 3x CTRL+E, and it works... *WOOOSH*), so the speech recon isn't an issue. Short example... Instant action : F-14 Takeoff (aligned and cleared to T/O at mission start), I'm trying to abort T/O... If you check the timecodes, it seems no packets are sent after the command has been recognized. I'm running DCS steam edition in my user (non-admin) session, VA (also steam edition) is running under admin session, elevated. All lua's are properly installed (auto install, then manually checked) VA and DCS are allowed in the firewall (BitDefender 2020). Win 10 build 1909, locale is fr-FR, but the en-US speech recon pack is installed. VA and vaicom config : Is there anything wrong in my setup ?
  14. Variable sweep wings, twin engine, multicrew... Anyone for the Tu-22M ?
  15. Googl'ed portcls.sys, found this : https://www.tenforums.com/bsod-crashes-debugging/56437-page-fault-non-paged-area-portcls-sys.html :lol: Just noticed someone wrote newer versions of VAC have a fixe for this. So if you really need VAC and have some time to loose...
  16. Les becs de bord d'attaque sont gérés par l'ordinateur de bord. Ne pas oublier que le -27 est par nature instable, et que l'ordinateur de bord contrôle pas mal de paramètres... Il est possible de le désactiver (rechercher "ASC" dans les commandes. Je pense que par défaut, c'est "S"), mais pas sûr que ça l'empêche de déployer les becs. PS : Ne pas désactiver l'ASC à plus de 700-800 km/h... L'appareil pique sec, voile rouge et... Bonjour le sol.
  17. Could be a driver issue. Check that your audio drivers are up to date, and uninstall virtual audio cables if you have this kind of software installed. Drivers : https://www.msi.com/Motherboard/support/Z270-GAMING-M7
  18. Updated with new texture (variant 5) : Preview: Day : 1h after sunrise / before sunset 30' after sunrise / before sunset sunrise / sunset night
  19. Afterburner looks better with a slight mod of the f-14b.lua : lines 511-531 engines_nozzles = { [1] = { pos = {-6.67, 0.051, 1.414}, elevation = 0, diameter = 1, exhaust_length_ab = 5, exhaust_length_ab_K = 0.75, smokiness_level = 0.05 }, [2] = { pos = {-6.67, 0.051, -1.414}, elevation = 0, diameter = 1, exhaust_length_ab = 5, exhaust_length_ab_K = 0.75, smokiness_level = 0.05 }, }, Diameter seems to be good at 1.0, but length may require some tweaks to match current AB flames length. I'm also using an .fx mod for the afterburner, so expect the exhaust flames to be slightly more visible with DCS vanilla effects. While the afterburner fx mod doesn't break IC, modifying the f-14b.lua does.
  20. Variant 4 tweaked, it's a little bit more visible now. Var. 1 remains (I think) the most realistic... In a bright sunlight, you'll only see the "shock diamonds" (circles in the AB trail). Flames are almost invisible once they leave the engine exhaust. Real life pictures for reference : The last one was a very cloudy day, shot around 0930, and you can barely see the afterburner... Sadly, the variables I have access to change color/opacity doesn't work exactly the way I'd like. This is either too bright just before sunset, or too dim the hour after sun disappeared. :wallbash: (Not to mention I have zero knowledge in C or shaders development) Of course it would be better to have ED fix it (at least they know what to do, and how their variables works... Unlike me :D). But I think they have more important things to do than some minor fx tweaks.
  21. Exactly the same AB for day ? I'm not sure. Some functions were completely reworked and thus won't have the same behavior. I can (try to) make it pretty close. > File updated in ED user files with a new variant (WIP, day similar to DCS vanilla fx/night is mod variant 1).... The color change for day has been removed, but restoring DCS default opacity is pretty hard. The hardest part is not to have a good "day" effect, and a good "night" one, but to have a realistic transition across the whole sunset/-rise... Feedbacks welcome ;)
  22. Little update : Missiles and rockets exhausts have been added to the mod. Mostly a color change ATM. Also looking forward to add a flare effect to their exhaust (depending on gSunAttenuation), but it's harder than I expected... AB FX : - Added a fix for the F-14. The afterburner FX is now visible (diameter/length were 0.01/0.01 ; now 1.0/6.0), but this breaks IC. Night : Day :
  23. Take a look at DCSWorld\Mods\aircraft\F-16C\Cockpit\Textures\F-16C-CPT-TEXTURES\f16c_cpt04.tga ;) The green is probably coded in lua files. Maybe DCSWorld\Mods\aircraft\F-16C\Cockpit\Scripts\materials.lua ? (There's some GREEN material references there, but I'm too lazy to test)
  24. You can use : - photoshop (paid, a bunch of $$$ per month) with the Intel DDS plugin ( https://software.intel.com/en-us/articles/intel-texture-works-plugin ) - Gimp (free) with gimp-dds plugin ( http://code.google.com/archive/p/gimp-dds/ ) - Affinity photo (paid, one-time fee of ~50$ iirc) or any good picture editor, but you'll need to import/export in TIFF, and convert to/from dds with an external program.
  25. As long as you're still working on the skin, and use it for testing, you can save it as uncompressed. It's way faster to save, but takes much more disk space. 4K, Color only, BC7 8bpp, Fine, no mip map : 16Mb, Saves in 3-5 sec. With mip map : 21.3Mb, Saves in 4-7 sec. 4K, Color only, uncompressed, no mip map : 64Mb, Saves in <1 sec. With mip map : 85.3Mb, Saves in 2 sec. 8K, Color only, BC7 8bpp, Fine, no mip map : 64Mb, Saves in 10-12 sec. With mip map : 85.3Mb, Saves in 12-15 sec. 8K, Color only, uncompressed, no mip map : 256Mb, Saves in 1 sec. With mip map : 341Mb, Saves in 3-5 sec. For reference only (don't do this) : 16K, uncompressed, no mip map : 1Gb, Saves in 5 sec. 16K, uncompressed, with mip map : 1.3Gb, saves in 15 sec. 16K, BC7 fine, With mip map : 341Mb, Saves in 85 sec. So, if you want to do a quick save to test in the model viewer(/in game), use uncompressed and disable mipmap generation. For the final version, compress using BC7. Keep in mind saves times will vary according to your computer performances. With my former laptop, a 8K save with BC7 used to take 5 minutes. If I don't consider the safety shutdown to prevent overheat.
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