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bumblebomb

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Posts posted by bumblebomb

  1. I fumbled with the dx values more than I fancy to remember and never got the program to do anything but 90° or flat in-plane. 

    I'll have another look at it but really, I'd pay real money for an official, supported solution. (Not Fly Elise, see above)

    First challenge will be to get the monitors in the right order after Windows juggled them around (thanks MS or NV, whoever of you manky gits botched it) and so far have been using Surround, which is a freaking hassle to use if you need to switch back to regular (thanks again NV)

     

  2. NVidia 3090, 3x 1920x1200. 

    Until recently my middle screen happened to be screen 1 (  [2][1][3] ) which accidentally worked for DCS with a 3 screen setup. 

    Now I struggled to get it right, my old config was this, with _no_ nvidia surround (I don't want NV surround for various reasons, one annoyance is the chat and server messages moving to the outer screens, can be fixed, I know, but once I switch back from surround I have to re-enable the monitors and check if they come back alright, re-arange all windows, thank you MS)

     

    _  = function(p) return p; end;
    name = _('1 big');
    Description = 'One monitor configuration'
    Viewports =
    {
         Center =
         {
              x = 0;
              y = 0;
              width = screen.width;
              height = screen.height;
              viewDx = 0;
              viewDy = 0;
              aspect = screen.aspect;
         }
    }
    --GU_MAIN_VIEWPORT = Viewports.Center
    
    UIMainView =
    {
    x = 1920;
    y = 0;
    width = 1920;
    height = 1200;
    }
    
    GU_MAIN_VIEWPORT = 
    {
    x = 1920;
    y = 0;
    width = 1920;
    height = 1200;
    }

    Now after the update Windows says my screen order is [1][2][3], so matching the physical setup (nvidia thinks otherwise for reasons beyond me)

    I tried setting both "x =" to -1920 which sort of worked but now all main action happens on the left screen, including the Jester wheel, which makes the F-14 unusable. 

    I just learned there is appSettings.lua as well which recently got new features, so long story short if someone could show me the ropes here I'd greatly appreaciate.

     

  3. Let me see if I got this right: you suspect: when I release the 4way it overshoots into the opposite position, causing the in-game lever to come back a tiny bit? 

    Does that matter when the lid is closed in-game and you issue CADC master reset?

    I'll test your theory, though.

  4. A feature that's been asked for for near a decade now, maybe it's possible to put this on the engine reworks?

    Large screen setups distort toward the edges and all we'd need is 2 more camera viewports and configs to define their angle and FOV. 

    I see how this all needs to be integrated in the render engine, but since in general triple screen configs are possible what's missing is only the angle/FOV definition. 

    I cannot bring myself to shelling out 270 EUR for Fly-Elise for a screen config option. 

    • Like 2
  5. @FroZone

    I tried your config on my triple screen setup, and the camera viewports on the outer screens are no longer distorted, good that, but: it only owrk at a certain eye level. When I move my head up or down the outer screens tilt. (And I cannot zoom with the slider anymore, but that's the minor side quest). Do you have this, too? I can upload a video if unclear.
     

    _ = function(p) return p; end;
    name = _('triple_forum');
    Description = 'Exported configuration with 3 projectors'
    Viewports =
    {
    	P1 =
    	{
    		x = 0;
    		y = 0;
    		width = 1920;
    		height = 1200;
    		aspect = 1.777778;
    		useAbsoluteFOV = true;
    		useAbsoluteAnglesShift = true;
    		FOV = 1.106157;
    		viewDx = 1.162454;
    		viewDy = 0.000000;
    	},
    	P2 =
    	{
    		x = 1920;
    		y = 0;
    		width = 1920;
    		height = 1200;
    		aspect = 1.777778;
    		useAbsoluteFOV = true;
    		useAbsoluteAnglesShift = true;
    		FOV = 1.121219;
    		viewDx = -0.000000;
    		viewDy = 0.000000;
    	},
    	P3 =
    	{
    		x = 3840;
    		y = 0;
    		width = 1920;
    		height = 1200;
    		aspect = 1.777778;
    		useAbsoluteFOV = true;
    		useAbsoluteAnglesShift = true;
    		FOV = 1.106157;
    		viewDx = -1.162454;
    		viewDy = 0.000000;
    	}
    }
    UIMainView =
    {
    x = 1920;
    y = 0;
    width = 1920;
    height = 1200;
    }

     

  6. On 8/6/2021 at 10:33 PM, FroZone said:

    Yes it is

    Is F-E worth it? I am surprised there is nothing in your file that would state anything on lens correction (while I don't expect DCS to have any means of doing so, how F-E for example does that for dome projection is beyond me), and the view stretching in my setup is quite a bit annoying. I am reluctant still to pay that sort of money for a video config option, if one prefers to look at it that way.

  7. 3 27" monitors, when I sit 1m away they all face me, so the outer screens are some 15° angled. In 1 Screen 5760x1200 the outer edges are distorted, and in 3 Screen I fight to get DCS to display the single cameras on the proper display.

     

    My monitors show in windows as  | 2 || 3 || 1  |  - will this work at all or do I need to replug until I have proper | 1 || 2 || 3 |  ?

     

    I can switch primary with NirSoft MultiMonitorTools with a mouseclick on a batch file, no big issue, though I think DCS should be able to handle this in 2021. 

     

    Below the config I tried. I started off someone else's Fly-Elise generated file and modded the screen values to match my monitors.

    Still, even what I can see the cameras looking to the sides are distorted. I commented out the "use" parameters as they don't seem to do anything at all. 

     

    Spoiler


    _  = function(p) return p; end;
    name = _('3_Acer');
    Description = 'Configuration with 3 identical monitors each with its own camera'
    Viewports = 
    {
         Left = 
         {
              x = 0;
              y = 0;
              width = 1920;
              height = 1200;
              aspect = 1.6;
              --use_AbsoluteFOV = true;
              --useAbsoluteAnglesShift = true;
              FOV = 1.2;
              viewDx = -0.8;
              viewDy = -0.32;
         },

         Center = 
         {
              x = 1920;
              y = 0;
              width = 1920;
              height = 1200;
              aspect = 1.6;
              --use_AbsoluteFOV = true;
              --useAbsoluteAnglesShift = true;
              FOV = 1.333333;
              viewDx = 0;
              viewDy = 0;
         },

         Right = 
         {
              x = 3840;
              y = 0;
              width = 1920;
              height = 1200;
              aspect = 1.6;
              --use_AbsoluteFOV = true;
              --useAbsoluteAnglesShift = true;
              FOV = 1.2;
              viewDx = 0.8;
              viewDy = -0.32; 
         }
    }


    UIMainView = Viewports.Center
    GU_MAIN_VIEWPORT = Viewports.Center

     

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