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Everything posted by Snakedoc
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Thanks Most of my design is based off the initial work of the warthog project and other free sources of information available online, so it’s only fair that the design will be free it’s a way for me to thank the community. Some “artistic license” was used to come up with solutions for text style, switch placements, etc so although the mounting pattern & most of the dimensions are IAW MS25212, the rest of the design follows my ideas & interpretations (e.g. thickness). They’re not intended to be an exact 1:1 copy of the real ones, but a close enough replica. Here’s a little preview of the last panel I’ve done. Quite happy about this one
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they're included. Haven't made my mind up yet but if I'm satisfied with the final product I might be making my finished panels available for purchase in the future but that's a long way ahead. I will however release my designs for sure for free so that anyone can have a go at it. Once I'm happy with the final version and done with all the panels, I'll upload them
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Second video is up Feel free to comment, share, subscribe as you like https://www.youtube.com/watch?v=Cg3Lipbi4wo
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I'm sorry I've missed your previous message. Thanks for the nice comments appreciate it! Yes the Invictus plans come with the .stl files to 3D print all the required pieces for the cockpit. It's the same parts which they sell separately on their web store. Of course they include .dxf .stp .pdf for building the cockpit tub (basically a skeleton of the pit). The only thing that don't include is the ejection seat plans which is a shame, but they've said they're working on it and they'll be releasing them separately in the future I've printed pretty much all the pieces faces down so I've had to use very minimal support, I also had to split some of the pieces in two in order to fit them on my work plate. Feel free to ask any questions if you like
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Video is up Part 1: https://www.youtube.com/watch?v=MO0TyCiiIzQ
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So a lot has happened in the last few days. I received the acrylic panels and after dialling in the laser settings I've started to cut & engrave my panels The tools - Flux Beamo - 30w Co2 Laser cutter l I was afraid that my 30w co2 laser wouldn't be strong enough to cut acrylic, mainly due to the fact that lots of online feedbacks point towards 40w or 50w to cut acrylic. Well, I am pleased to say that 30w is plenty. I'm using 36% of power and a speed of 4mm/s and it cuts through 3mm acrylic (also transparent) like a butter. I'm sure it will cut even through thicker acrylic (there's a preset for 5mm but haven't tried it as I don't have 5mm panels atm) The panels First attempt at engraving... good but not great, as you can see the resolution of the engraved text wasn't very sharp and some black dots remained on the text areas. Second attempt was much better. This time I increased the engraving resolution to 500dpi and used infill text & shapes rather than a bitmap image of the text. Unfortunately I had used only 1 coat of black paint so I was getting some light bleeding from underneath the black areas. I fixed this with the next step. As I was happy with the technique I went ahead and cut more panels, here they are ready for painting. I used 1 coat of grey primer followed by 2 coats of matt black paint. And here are my first 3 finished panels. With the 3 coats of paint the finish is perfect and there's no light bleed even with a very bright led light. I've put together a video explaining the process, just need to finish editing it and then I'll post a link to it here. Next I will continue to design, cut & engrave the rest of the panels to complete all the side consoles & MIP. I have also ordered a bunch of switches, rotaries, buttons, etc.. so I will also begin installing those & wiring them next Feel free to ask any questions and comment as you like PS: I've attached to my signature the link to my IG if you want to follow me there for more updates My Instagram - The Viper Project
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The tools I am using my resin 3D printer to make the parts which will complement the simpit, like the engine side panel, MISC panel, compass holder, etc. This stl files were included in the plans so I just send them into the slicer and printed them on my Saturn 3 12k I had never had a 3D printer before so it took some trial and error but pretty happy with the results. They aren't perfect and some came out with some small imperfections but after a bit of filling and sanding and a coat of primer the end result looks quite good in my opinion. Also printed some DZUS caps which I will put on the bolts I will use to screw in the panels so it looks a bit more like the real aircraft
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Hi everyone and welcome to my simpit progress report “The Viper Project" It all started after I got some Cubesims MFD for my home setup and then it all clicked in my head, so I started planning a build for an F16 simpit. I am recreating an F16CM replica cockpit which I will be using with DCS My intention is to recreate a medium/high fidelity pit while trying to keep the costs "contained" as my goal is to have all the hardware needed to have a full scale pit but I can't push myself to go all out and purchase real-life parts such as switches, panels, etc. I have already seen some amazing builds here on the forum which I admire so very much and I hope to build something that if comes out half as good I'd be very pleased For this reason, I will be using a design technique that I've seen first time a few years ago on YT watching a superb A10C self-build pit. I have to give credits to the creator because first his work is awesome and second it uploaded a step-by-step guide which helped me a lot in understanding how to build my own pit and from which I took a lot of inspiration. So to the creator on the warthog project (not sure if he's also here on the forum): a BIG THANK YOU! YOU'RE AWSOME https://thewarthogproject.com The plans I recently acquired some F16 plans from Invicus Cockpit System to build a 1:1 scale cockpit tub & consoles. I've sent the plans to a CNC cutting service to cut out all the necessary pieces, once the process is complete I will begin the assembly. This is being made from 18mm & 12mm MDF sheets. The panels The panels are 100% designed by me using CorelDraw (I've tried other softwares but I always seem to go back to CorelDraw so I'll stick with that). In a similar fashion to the warthog project, they are designed to be a 3-layer setup using laser-cut 3mm & 2mm acrylic PMMA sheets. The dimensions & mounting holes are 100% realistic, so they will fit a DZUS rail mounting system (I am not planning to use real DZUS rails but I will screw them directly to the MDF panel...) 1. The back plate will be a 2mm black acrylic where all the switches, rotaries and leds will be mounted to. 2. A middle "diffuser" 3mm opaque white acrylic will serve the funcion to hide the mounting nuts and diffuse the led lights. 3. A final front plate will be 3mm clear white acrylic which will be first painted black and then engraved with text so the backlight will only shine thought the engraved areas. The total thickness of the panel will not be 100% realistic but thats a compromise I have to take in order to use acrylic sheets vs other more expensive materials. Another compromise is the hole sizes for mounting electronics & screws, they are metric sizes to accomodate the type of switches I will be using (12mm/7mm/9.5mm etc) and the M4 screws I'm using to secure them Once I am done with the manufacturing of all the panels I will be releasing all the .dxf files for free so anyone can have a go and make these or take them as a starting point for their own design. The MFDs I am already in possession of 2xTM MFDs w/cubesim LCD screens. They work great and they've improved the immersion already so much! I will be using them in the pit The flight controls I have a TM warthog HOTAS setup. I will probably upgrade later to a FSSB base and still need to figure out how to make a realistic throttle (probably will go for a TM F16 thrust which I will then modify to extend the arm) The electronics I will be using standard 2 position/3 positions etc switches, encoders, rotaries etc to replicate all the functions of the panels. To keep the costs contained I am not planning to use realistic Honeywell switches. Everything will be wired to have a functional backlight dimmer in the cockpit and all the switches will work with various arduino boards which I will then program to interface with the PC (and mainly DCS) The visuals I will begin by using a regular PC monitor, most likely a large 55' TV later. I would like to build a wide angle projector system but that's for much later. So that's it for know, I will finish by attaching some pictures of my initial designs. Feel free to comment and bash me if I've done something wrong, but not too harsh please (click to enlarge)
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Really amazing work! Well done! I am building also an F16 pit using a very similar technique to yours! I am still at the early stages, will do a dedicated post in a bit but for now I just wanted to admire your work!!
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Experiencing the same issue with the F16. A10C II & F/A-18 fine for what I've seen. Exporting 2x MFDs to separate screens (cubesim) @BIGNEWY any chance you can have a look into this?
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personally I'm getting very good results with 2.9 I've only played around it tonight for a couple of hours. Before running any tests after the update I've run a slow repair and deleted my saved games folder to start "fresh". I then re-added my input folder to get back all my bindings. - Loading times: much much faster than before. Both VR & flat screen. Great! - Flat screen: Syria F16 free flight mission. All graphics maxed out (civ traffic off, motion blur off, depth of field off). MSAA 4x: 90fps. DLAA: 100fps DLSS quality: 110fps - VR: HP REVERB. same mission as above. Graphics as above with the following differences: shadows medium, terrain obj shadows flat only, grass about 1/2. DLSS quality: 55fps I've played the first mission of the new campaign FIWOS in VR with the settings as above and never went below 55fps. Absolutely fantastic experience. Had never experienced VR before like this, might even bump up the pixel density to see if I can sharpen up even more the already sharp cockpit letterings & panel writings. Well done ED! *edit: when using DLAA and DLSS I'm getting some ghosting around the moving text on MFD/DDI/RWR/etc screens and also on the TGP image when moving it around. It's minor but its noticeable. It's definitely a worthy tradeoff in exchange with the substantial bump in fps
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check this one from GP sim, should be out soon
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Hi all, relatively new to the F16 so not sure if this is a bug or else. When playing in an environment with many SAM and radar active, I can use the HAD to lock on the various emitters on the ground, use the SEAD function to step through each of them etc, however after a while this stops working and I can't use anymore TMS up to lock any emitters. I place the cursor on top of the emitter, press TMS UP but nothing happens, the emitter doesn't turn RED as in locked and no matter what I do I can't make it to work again. I tried turning on and off A/G mode, master arm, even the left harpoint (HTS pod) but without success. The only function that remains operative is if I press TMS RIGHT I can go into SEAD mode on the DED but I am unable to step through any emitters and anyway on the HAD display no red "locked" target appears. Is this intended behaviour? Am I doing something wrong and being stuck in some sub-mode? OFC I tried TMS DOWN to unlock any targets, but didn't work. If I reload the mission and perform the same steps, HAD works fine. I don't know how to reproduce this, only thing I've noticed is that it happens after flying around for a while but not every time (> 30-40 min) Don't have a track but anyway it would be extremely heavy & long TIA
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can confirm it's running better now, great patch! Good work ED!
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I have trackIR but I still don't get how he's rotating the view around the aircraft so slowly and smoothly Maybe I explained wrong but that's what I'm looking for. "pan" I think is the wrong word (sorry English is not my native language) . I'm looking for the "rotating the camera around a focus point" key. I can do it with the mouse in game but is super jerky and still way too fast compared to his videos A picture is worth a thousand words: red arrow in the picture above. That's what I meant Maybe @Wags himself could chime in and reveal his secret? :)
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Hi everyone! I am trying to reproduce the same panning effect that WAGS does on his training videos like the one he just released about the JSOW from minute 0 to 1:00 Any idea on which keyboard controls are doing this? I've tried the ones listed in the option menu but they all pan way too fast (even after slowing down the camera speed with its dedicate key) TIA
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As per title would be great to have the kneeboard folder function enabled to have map-dedicated charts like in Caucasus and PG Currently creating manually a ...Mods/Terrains/MarianaIslands/Kneeboard folder doesn't work in game. pretty please
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CombatWombat's Airfield Diagrams: Mariana Islands
Snakedoc replied to shu77's topic in DCS: Marianas
Awesome work!!! Thank you so much for this!! -
Hi First of all great job with this map, flew it few moments ago and it's awesome! I found this little object bug: Is located near "Olf Orote" airstrip I found this playing the quick mission "hot start" from the F/A-18 menu Thanks, Snakedoc
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I had it set to balanced, tested today with "high performance" but sadly it made no difference
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Yes it is obvious, the more units the more resources required... but what's odd (at least for my build) is that these micro stutters happen only on Syria map since 2.7.2. Raven 1 campaign on PG, The enemy within 3.0 on Caucasus, Maple flags training campaigns for the A-10 etc have all very demanding and detailed missions and hardware/resources requirements are high but I encounter no such issues there Anyway thanks for all the inputs people, hopefully further optimization of Syria map and DCS will happen in the future
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Looking at the individual cores and threads there are no indications that there might be a CPU bottleneck whenever the microstutters occur (from afterburner you can see some spikes in the individual cores and thread usage but none of them are pinned at 100%) picture below shows a screenshot just after a microstutter Sorry but I am not the designer of the mission and at the moment I cannot share it Tried removing any Razer software but the effects are the same, still microstutters now and again with the "usual" gpu usage dip It seems again that (in my opinion) this behaviour is caused by the number of AI/scripts/triggers in this specific mission as it is more demanding than a simpler "empty" flight where no micro-suttering are occuring
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I do use Riva statistics for my fps and other readings I tried with both Geforce experience enabled and disabled but the results are identical. Here's a screenshot of one of the microstutter moments, as you can see the GPU utilization dropped to 41%, CPU stayed at 16% and the ms response times are quite low. Anyway I did some more testing and I found out that the micro-stutters only happen during this custom mission which has quite a few triggers, scripts, AI units, static obj, audio files, etc... If I try the same with an empty mission, same spot on Incirlik none of this happens and the GPU utilization is pinned at 99% with a smooth simulation. I get the same good results with any other mission/instant action/etc with any other of my modules (i.e. no stutters, GPU utilization at 99%, etc) So my conclusion is that these stutters are directly related to this custom mission which is loaded with "stuff". Now, I don't know what exactly in this mission is causing stutters however Could be a trigger activation, an AI departing, a flag turning on but I have no idea unfortunately. I have recorded some videos of this particular flight as well as the other "normal" flights where no stuttering occurs... If it could be of any help let me know and I'll post it swapped the hornet with an FC3 F15C and same story (stutters only in this particular mission), other scenarios are fine
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I see thanks! I'll have a look at that column tomorrow when I'll be doing more testing thanks again!
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Thanks Hiob, However if it would be a cpu issue wouldn't it happen on every map and flight? I am experiencing this only on this specific area of Syria Map, nothing anywhere else. I played TEW 3.0 with the same latest OB and its butter smooth without any sort of stuttering. I did check my cpu activity as you suggested but I didn't see anything unusual, also with the nvidia overlay it always hovers around 15-17% during all flights (all cores %)