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PeterP

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Everything posted by PeterP

  1. This is a feature of my screen capture program (FlashBack Player), so you can visualize better what you are doing with the mouse - it has nothing to do with DCS. Nothing that brakes the mission/mod has changed in the new update. It still works. Check your settings - something must be wrong at your end.
  2. ...just in case you get tired to swing each day the ban-hammer , please have a look again at this: >>> Keyboard controls for the Su-25T listed inside the Kneeboard
  3. @ENO and all others that host a open server: Please have a look what you can do to make life easier for the newbies and yourself when you host a open server >>> Keyboard controls for the Su-25T listed inside the Kneeboard
  4. I saw some threads where people are concerned and worried that they have to password their open servers because of the new steam users that jump into a server without even knowing how to start the engines and start to annoy everybody to ask for the needed key commands... ( Steam partnership premature? / <51>SERVER - How do I start the engines? ) So I edited three images that have all keyboard commands for the Su-25T listed and I also made a example mission and a video how to add them to your *.miz file . - this will make the keyboard control list for all that join your server visible inside their Kneeboard. Just add a ..KNEEBOARDIMAGES.. path inside your *.miz that contains the keyboard controls images, and add a explanation how to use the kneeboard inside the briefing and/or ad a hint-text how to use it via SLMOD. Please examine the miz file and the video how it's done. It's up to YOU to tell your preferred server hoster to include this files to his *.miz - so you can just tell the new users to look inside their Kneeboard ...instead re-typing the manuals for them... I hope this will make some servers a little more Noob friendly... ;) Su-25T -> http://forums.eagle.ru/showthread.ph...46#post1842246 F-15C -> http://forums.eagle.ru/showthread.ph...46#post1842246 A-10C -> http://forums.eagle.ru/showthread.ph...49#post1842249 Su-25 -> http://forums.eagle.ru/showthread.ph...51#post1842251 P-51D -> http://forums.eagle.ru/showthread.ph...52#post1842252 Ka-50 -> http://forums.eagle.ru/showthread.ph...53#post1842253 A-10A -> http://forums.eagle.ru/showthread.ph...55#post1842255 MiG-29 -> http://forums.eagle.ru/showthread.ph...56#post1842256 Su-27 -> http://forums.eagle.ru/showthread.ph...57#post1842257 Su-33 -> http://forums.eagle.ru/showthread.ph...59#post1842259 I will upload a complete set and also all used templates to the DCS-userfiles-section when all planes/modules are finished - so it will be easy to maintain/edit them for future changes. Su-25T Example Keybord Controls in Kneeboard.miz
  5. You can use this mod without any change. ED just fixed some bugs that this mod already has fixed before the last update. >>> P51 View Glitch On Left Side
  6. EDIT: ...,so I removed the attachment.
  7. Updated post #1 with this info: How to reset a 'messed up' profile to default: example for the A-10C Sim Keyboard:
  8. How to reset a input file to default - Example for A-10C Sim Keyboard profile
  9. Please use only the native res in DCS- that is 1360x768. And don't do it by editing the options.lua. Your #1 way to do it is via the launcher option screen. And I'm a little astonished that you never before tried running a smaller windowed res yourself - just to see if DCS starts at a 'low-level' setting and to rule out internal GPU/Driver incompatibilities. I highly recommend to upgrade to a higher Res monitor instead of using scaled up Resolutions that are not fully supported/and or forced by a driver customisation. - Edit - My conclusion: Your crash is caused by a incompatibility of the customised GPU resolution timings and your TV. It's not in the responsibility of ED to fix this. And I can't be much off support any more in this , as I never tried seriously to run a TV on my PC as monitor and so I'm very inexperienced in this... But this is what I know: This kind of combinations are a can of worms - as you have to fiddle around with under/over-scan settings that are just a workaround and never give a really crisp image. -whatever- Happy gaming!
  10. your dxdiag: Can you please tell in which exact res you try to run DCS and in which res your desktop is running?
  11. Here is another variant how to find it:
  12. I edited the "ReadMe.jpg" - should now be easier to find out what to do. And the RAR container was and is OK, and a Mission file is inside. - Must be a problem at your end. edit: And here is a video if it's still unclear:
  13. "ReadMe.jpg": More Info: http://forums.eagle.ru/showthread.php?p=1818902#post1818902 Sling Load Cargo Practice Beta 1.2.5.rar
  14. I get the strange feeling that my posts are only partially visible....
  15. Again: Arrange your monitors similar like this to stay inside the 8192x8192 DX9 limits: [P]-[L]-[P] ---[L]--- And/Or don't run native resolution and lower it for each screen.
  16. Delete the last curly bracket. (If the syntax isn't intact = DCS will crash ) And please read this : Dummies Guide for the “MonitorSetup.lua“ ,...as your width/height of the MFCD's clearly shows that you don't know what you are doing. EDIT: Read this too , as you reach the resolution limits of DX9c (your right MFCD is at x=8960) : Will DCS World support 11,520 x 1080 resolution?
  17. So why don't you simply change also the pivot-point position via the snapviews save function ? Why not ? The last time: Eye-point and pivot point are related to each other - isn't it obvious ?. This is why I provide a modified 'default' snapview.lua.... Please read the second step again - and I marked the points of interest in red: >>> BTW - I still don't get what you want to tell me - so let's drop this. Thanks.
  18. No - your post is confusing me now even more. Lets now start from the beginning: ... whatever: Please watch carefully following 1:1 comparison of this mod and the Default view of DCS 1.2.5. This mod: Left Side Default : Right Side Both Have the exact same initial eye-point relative to the cockpit - so there is noting 'cropped' when comparing with the 'default' view... but the left has a pivot point that is 16cm behind and 10cm under the eye-point position. And both used tracks are 'feed' with the exact same input from a TrackIR. (BTW - This is how it's recorded: First I recorded this track using My mod and the provided Snapvies.lua. Than I did put in the track file the default server.lua and the default snap.views. Than I recorded both tracks and replayed it side by side with VLC player while recording it once again.) And as you can see - The HUD looks 100% the same when looking straight forward. Now please explain again (in very simple words - as it's very hot here -and I'm might not so fast as usual... :P) if your 'the Problem' has anything to do with my modification at all . Reminder: The thread title is "Reworked Cockpit Views with proper Neck" :) - if there is no linkage : Feel free to open a thread to discuss it as much as you like , but please don't do this any-more inside this thread/topic as long there is no proof of your concept. Please don't get me wrong... ...some 'guessing' here and 'believing' there is might enough to found a church and convincing some others - but this is not enough evidence to expect any more input on this mater - at least from me . ;) Thanks.
  19. First: There is NO wrong/right initial viewpoint with this mod - it's up to you how you set the initial view position up yourself via the snap-views saving option. (A Real Pilot does this by adjusting his seat height) My delivered snapviews.lua is just a little helper - as it sets the initial view point very close to the default one. The 'only' mayor thing that this mod changes is that it moves your virtual camera (that represents your in game eye) 16cm in front and 10 cm up of the pivot point. But this can be also easily changed again by following my annotations in the server.lua. Second: No/Yes. Means: Not possible on a end-user level for FC3 , as the FC3 planes have their devices hard coded. It sure might be possible in other modules (reading up to post #22 would have given you the info.), but this is very complicated and tiresome if not impossibile - as you have to reverse-engineer the whole HUD with all it's functions and sub-pages of a specific module. This thread/mod maybe gives you a small insight what a task this can be: http://forums.eagle.ru/showthread.php?p=1808261#post1808261 (his mod has a pdf with explanations what have been done to let the HUD rendered correctly when a stereoscopic render plug-in is used).
  20. Need proof and better examples ? ...it would have been a good idea to google your own thread title before opening it .
  21. Thanks for your input, Zealu. ... Lets put aside that I really don't know/understand how to bring your whole post into context with this thread and/or my post before yours and I have even bigger problems to understand some terms you are using. I just want to point out that you are wrong with a very important point - and I just want to prevent that others get even more confused how a real collimated HUD is working. What you describe as 'The problem' is a absulute correct simulation inside of DCS. And you would experience the same in Real life with a collimated HUD. The HUD projection will always cover the same FOV - regardless how near/far your eyes are away from the combiner glass. - And if there is a change (because of manufacturing tolerances that differ from the ideal) - you wouldn't be able to measure it inside a distance of less than 1 meter (~3feet). Let me please quote a explanation from wikipedia - and I marked the most important facts that are explaining the 'why' in green-italic-bold: http://en.wikipedia.org/wiki/Head-up_display You can find here much more detailed explanation: http://www.davi.ws/avionics/TheAvionicsHandbook_Cap_4.pdf
  22. For all that are confused why the " edges of the HUD are getting cut off.": Please make your self familiar how a real collimated HUD works and/or just follow the links in post#1 - it's been discussed about a dozen times in this thread...or just google it... - and you will soon realizes that this absulute normal and a consequence when you have your (virtual) eyes not turning around them self any-more. Here is a little test you can do your own and will maybe serve you as 'eye-opener' to get a idea why the things are like they are when you are not turning your eyes around themselves : It's also not possible to 'only' smaller the HUD - it has a fixed size bound to a certain FOV it is covering and the HUD is carefully calibrated to the whole cockpit-frame/fuselage. And there is only a small narrow band in which the HUD projection can be fully seen. Changing a parameter of it will de-calibrate it and make your aiming reticles useless and way-points will not be placed where they are. You will have to move your head towards the HUD to 'smaller' it. I'm sorry for this 'annoyance' ... welcome to reality! ...So make your self familiar how to save a new default cockpit view (...it's basically done in two steps and within seconds...) - a instruction is posted where you downloaded this mod - sorry - I can't set it up for you - you have to do it your own, as what is usable on a 16:9 display can be awful at a triple head setup and it also highly depends on the used FOV. (BTW: This has been also discussed about a dozen times in this thread) About : 'the constraints keep you from creating a perfectly top down view over the side consoles' This mod uses reduced cockpit movement limits that prevents you to put your virtual Eyes at impossible places - like directly above you knees or between the HUD frame. This affects also the ability to make a perfectly Top-down snap-view of certain cockpit elements. BTW - a real pilot will also not have the ability to view this device in such an angle as long he respects the safety regulations and keeps sitting in the seat while flying -instead of 'wandering-around' in the cockpit or even braking his neck and/or pulling out his eyes ... ______________ All above 'restrictions' are made with realism in mind. If this is something you are not looking for - please don't use this mod and stay with the defaults. Because there is no way to combine the 'conveniences' of the Default view with the restrictions of this more realistic view setting.
  23. A mod that fixes the P-51d 'ShoulderSize' behaviour and some more things : >>> http://forums.eagle.ru/showthread.php?t=96116 Check-six feature aka "ShoulderSize" in the P-51D:
  24. ... also post your actual files , so others have a easy access/starting point to show you (and others) what to change. rephrased it is something like this: Try to minimize the room for 'Guessing' as much as possible - so you help others to help you without the need that they request for the appropriate data before they start the investigation.
  25. Thanks Jay, This has nothing to do with this mod or thread , ...and we have a dedicated bug-section for reporting observations like yours - I saw this too and I can go on and list many similar things like this... - but guess what?! It's already reported - !:)
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