Jump to content

Azza276

Members
  • Posts

    21
  • Joined

  • Last visited

About Azza276

  • Birthday November 16

Personal Information

  • Flight Simulators
    DCS
  • Location
    Australia
  • Interests
    Flight Sims

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm using the latest, 0.3.2 Release Release 0.3.2 · mbucchia/Pimax-OpenXR (github.com)
  2. Ironically, the performance with HP Reverb G2 and WMR Vs Steam for OpenXR goes the way of the WMR. Though the difference isn't double. More like 45FPS for G2 through steam to 50-60 using WMR. I Suspect the 45FPS is a Motion Smoothing forced refresh from the 90Hz headset.
  3. I got this curious situation since running MT version, where Steam OpenXR runtime gets practically Double the framerate than the PimaxXR runtime. In these screenshots, just loaded into the Hornet Free Flight instant action on Syria, I get ~39 Frames with the PimaxXR runtime, but 75 with the Steam OpenXR (Pimax limited to 75Hz.) I know it's double as when I start the mission and the towns start loading in, PimaxXR drops to low 30's, and the Steam OpenXR drops to mid 60's. I'm not sure if this is caused by multithreading, or if PimaxXR is not working with the multithreading, but thought I'd mention it here. But for me, when using SteamVR, the improvement of Multithreading appears to be double at the moment. Hardware details FWIW: CPU: AMD Ryzen 9 5900X GPU: AMD RX 6800XT RAM: 64GB VR: Pimax 8KX (AMD "Compatible") I also have a Reverb G2, and plan to testing between WMR and SteamVR as well to see how that goes. Cheers
  4. Hi @Jabbers_ , I'm not sure if this a bug, or how it is meant to be, but after I unlock the box, move it and re-lock it, the box stays in place, but after a DCS restart, the box moves back to the 0,0 position in the top left. I was under the impression that if you move it and lock it, it stays there, but it doesn't after a restart. Is this normal? If not, it looks like the options is not saving my new position. If this is expected behaviour, how can I move it to the top right instead? Cheers
  5. Hey all, Submitting my take on the Australian Army AH-64"E" It is based on the concept images released by Boeing Australia after it was announced that the Apache was being purchased by Australia. Although technically not a current user, Australia will be by 2025. As this is not real at the moment, I do commit to updating the Skin once there are real reference images I can use. I hope you all like! AH-64D - 1st Avn Regt Australian Army (digitalcombatsimulator.com) Cheers Azza
  6. Hi, Got pointed to this script from the MOOSE Discord, and it is great for what I need. Thanks. I do have a question though. When I spawn into a Client slot on a multi-client group, the AI "Wingman" disappears. e.g. the Client taking the slot prevents any AI in the group. Am I missing something or is that the intended function? If it is the intended function, may I feature request to have AI "Wingman" remain in the group. Thanks. Azza.
  7. So it seems this problem is universal and there is no current solution... I will try to have a look into Scripts, or see if the MOOSE team knows a way, either way, I might but in a request for this feature. Thanks all for your assistance. Cheers Azza
  8. Yeah no worries, It was never a problem before until I wanted to add "Atmosphere" :) Yeah, Viacom is an option for me, but not for a fair number in our group.
  9. Because the carrier you want may not be in the top 10 closest ATC options. Basically, we have mission that has multiple assets/locations so people can fly anything they want. So 1 group is the Stennis, Tarawa, Kuznetzov, and a few fleet escorts (for enemy air cover.) This group is also relatively close to the shore, so you get Guadata, sukhumi etc as well... Then the other group with a Super carrier is further out, but also has a few escorts, so you are almost within 10NM by the time you can call it... I know, you can call in within 10nm, and the like, but when trying to practice and follow procedure, (calling inbound at 50nm) it is impossible. I don't need the other ships ATC comms, so want to remove them from the list of ATC comms. I know it's not game breaking, but it is a nuisance and I can imagine this has a simple, albiet script based solution. I would like to know if anyone has encountered this and has the solution, or if not request an option in the ME to disable the ATC or Radio for a ship. We have to enable TACAN and ILS, could we add Radio to that option? Cheers
  10. So I have put together a mission with a Carrier "Strike" group of some Arleigh Burkes, Ticonderoga etc, etc. But the problem now is that when attempting to contact the carrier, all the other ships also come up in the ATC comms menu (in this mission 2 Carrier groups due to Stennis and Super Carrier) meaning you usually have to wait until a lot closer to the Carrier before you can contact it. This is not directly Super Carrier realted, hence why it's here. I understand in some missions making contact with the frigates might be useful (Helo's) but that is not the intent of my mission, it is mainly for carrier ops. I have also searched google, these forums and gone through the MOOSE classes and the mission editor, and cannot find a way to disable Ship ATC comms. So does anyone know how I can diable the ATC Comms menu options for carrier support ships? Either by disabling the radio, disabling landing at that ship or hiding that option in the Comms menu? Thanks. Azza
  11. So the line where you define the 75 Gal Tank Roughmet, That first field "Drop_tank_75gal_roughmet", delete the _roughmet so it is the same as the line above... Only in the first field (first instance on the line, before the first comma) not the file name, file name mush be the same as what is in the folder... Have a look at other Roughmet file names (third field), and note the first field has the same name as the "0" (diffuse) channel. ;)
  12. Hi Mike, Yeah if you can screenshot the livery folder and the description file (or post it here with code tag I can take a look.
  13. What does your current description.lua look like? Do you have the roughmet file you wish to use in the directory with the roughmet?
  14. Alright @BlackLibrary, I've looked into the errors, learnt a little C++ and talked to a mate. The Dimmer.h looks like msg_ was not defined, so I defined it. This is my version of Dimmer.h (just added const char* msg_; under char pin_; error went away). #ifndef __DCSBIOS_DIMMER_H #define __DCSBIOS_DIMMER_H #include "Arduino.h" #include "ExportStreamListener.h" namespace DcsBios { class Dimmer : public Int16Buffer { private: void onDcsBiosFrameSync(); char pin_; const char* msg_; public: Dimmer(unsigned int address, char pin) : Int16Buffer(address){ pin_ = pin; } virtual void loop() { if (hasUpdatedData()) { analogWrite(pin_, getData()/255); } } ////////////////////////////////////////// // Inserted Code // void SetControl( const char* msg ) { msg_ = msg; } }; } #endif As for Buttons.h, the offending code is part of the Button matrix definitions added I believe circa v0.2.14. I was able to fix it to a point. What I found was that under the MatActionButton Class, the ?object? was called ActionButton, (line 64) which is probably for the other (original) class in this file. I think it was getting a little confused. So I changed Line 64 ActionButton to MatActionButton to match the class name... Next was pin_ was still defined, but not used in the MatActionButton > Public class (line 67) so I deleted that. This got it working to a point, but in the MatAction class, it was still complaining of error: invalid types 'char[char]' for array subscript, for both rows 53 and 71 (70 after pins line deleted.). This is about the extent of my knowledge. So I have just commented out the entire MatActionButton class and it appears to compile, but soft errors remain form the switch matrices (I'm assuming this is due to not fully defining them at the moment.) I hope this helps narrow it down a bit. Cheers Azza p.s. If you would like me to post the Button.h file content let me know... didn't want to clog this post up too much.
×
×
  • Create New...