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Everything posted by PeterP
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support ticket unresponsive for 2 weeks+ (MP invalid serial issue)
PeterP replied to Fox 1's topic in Payment and Activation
Good! Now maybe update your support ticket and tell that the initial issue is solved and ask to put all your bought DCS products into one account (and deleting the old) by adding all possible legit information that both accounts are yours. -
support ticket unresponsive for 2 weeks+ (MP invalid serial issue)
PeterP replied to Fox 1's topic in Payment and Activation
Use the serial numbers manager to assign all MP-serials to one account - well, you still have to know your login... >>> http://en.wiki.eagle.ru/wiki/All_about_your_account -
>>> \DCS World\Config\graphics_readme.txt
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MSFFB2 stick - AMAZING - I hope the FM doesn't change
PeterP replied to Vintovka's topic in DCS: UH-1H
maybe this is what you are looking for: Damper and friction effects in force feedback for Black Shark This adds more friction to the Stick when in Force-trim mod. Should work in the Huey the same as for BS. ! you will have to leave the sim after it has loaded to activate this FFB overwrite. -
What Nobody96 wrote! Make sure that you don't unintended moved the cogs/gears one tooth further as it was while dissembling! - open it again and bring both back to center when the ruder are centered - keep the rudders connected via USB and a control-window open in Windows while adjusting it to make sure the poti is working in the whole range.
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Yes he has! ...but I'm still kinda glad that in Europe it isn't allowed to do a similar show for paying visitors. - there is not much room left for failure at all . Be it human or mechanical.
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MSFFB2 stick - AMAZING - I hope the FM doesn't change
PeterP replied to Vintovka's topic in DCS: UH-1H
Thanks . But please >click< on the link (now without spoiler) and read again : -
MSFFB2 stick - AMAZING - I hope the FM doesn't change
PeterP replied to Vintovka's topic in DCS: UH-1H
Did you missed the first posts in this thread? -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
I know nothing what ED plans. - and that's OK. I'm just sharing my 'findings'. And it works without TrackIr just the same - but it is maybe not so 'convenient' as with it. - sorry , I'm really not the right person to answer this - I didn't tried to do it without a head-tracker since some (7?) years. -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
Try it - and you will see. To make it short: Yes - it will be a much more natural "check-six" experience. Further: All available modules/cockpits limits are reworked to match this new pivot-eye position. Having problems after using/installation ? > just read the readme again and/or follow the links in post#1. -
First: as others say - the pilot in the A-10 on ground has moved his seat all up to get a better vision of the ground. - this will shift you up from the optimal HUD-view position. And (almost) everything is in the right scale. ... and I see that Necroscope didn't slept the last night;):)... To give a better insight about his drawings and numbers and that everything is related to your real-world position to your monitor/projection/whatever - I'm just quoting a conversation of us two that was held in this thread Reworked Cockpit Views with proper Neck : (BTW: when using this mod you can see by far better outside and to the ground when looking to the left/right without the need to shift your view)
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Seems you want to simply change you default cockpit view "Num5". That's the 'Default View' and you do it like this: >>>http://en.wiki.eagle.ru/wiki/Snap_views
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Can we have this little Huey feature in our BS?
PeterP replied to sylkhan's topic in DCS: Ka-50 Black Shark
Even this isn't entire true. (It seems to me that some type their responses and conclusions before they have really thought this whole matter to the end. Further: You have a good argument ?! - post it! - but don't start a argument. ;) ) When you build rudder that have a force-trim damper that cancels the force at current position you have still the axis response set back to 'center' - and this would cause that you would still have to center your rudders - even with force-trim damper. DSC doesn't sends other FFB signal than for the X/Y axis for the stick. - using simply a hacked FFB controller is no option for Force-trim Rudders in DCS up to now. You have to build a mechanism that is chained to the push/release of your trim button. - so you would anyway have to use some crude and not 100% working mod like I made and/or you would still have to ask polity in the forum why ED isn't implementing finally the obvious function to support all hardware and not only try to please twist-stick users (<- that's my own personal interpretation why it was implemented at all). Because when you use a twist stick for rudders - trimming the Shark would be something absolute impossible if you woulden't reset also the rudders (well some that are able to solve the rubic-cube in less than 6 seconds would maybe have no problem with it ). And to be honest: I really don't care how non-FFB-Stick users trim the shark... but why have FFB-Stick users still dance this crazy "Fox-trot" while they can leave their stick-hand where it is when releasing the trim button? So I'm asking for just to leave my rudders where they are as long I have the FFB Option checked. So all possible axis and controls behave like they are FFB supported - please don't start to think about the 'how?' - Leave this question to the user when there no simple solution for it - But just please don't cancel out options beforehand. Well - if ED makes a own independent click-able option out of it that works independent form FFB - fine, better for all. -
Should we keep the autopilot and weapons hint display?
PeterP replied to EvilBivol-1's topic in DCS: UH-1H
It feels kinda strange to me that there is a necessary to discus about 'all or nothing' and/or size/position about new introduced on-screen elements at all. DCS allows you with very small and standardized file edits to turn virtually any item in a export that can be controlled via the monitorsetup.lua and give the customer full control about position and size. - and I really puzzled why new developers go the same route as ED and repeat same 'design-flaws' of the past on and on again. If it is wished and /or not known by Blesimtek : Please give me until tomorrow and I load up a example how it's done with the two "Pilotsight" files. BTW: KNEEBOARD Export for 'multimonitorsetup.lua' in all modules - DCS 1.2.4 -
And to give you a better idea what is happening with the real cyclic in the Huey when you use Force-Trim. Please have a look: another force trim mechanism http://forums.eagle.ru/showthread.php?t=83814
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Multi-monitor set-up guide & help (unofficial)
PeterP replied to MadTommy's topic in Multi-Display Bugs
Center = { x = 0; y = 0; width = 1280; height = 1024; viewDx = 0; viewDy = 0; aspect = 2.5; <<< This has to be 1.25 = 1280 / 1024 } -
This controller is long gone as a first price in a video contest: 1st DCS Movie Maker Smack-Down
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>>> TrackIR advice
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Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
A guide is also in the works and it's only merely purpose is to help the users understand why the things are like they are (besides explaining how to edit all possible aspects them self an doing things like this ). - as posted here : #92 But creating a mission that guides you for this will be very disappointing for most of the users - when you have a Monitor that covers only ~40° of your real horizontal FOV (22" in a distance of ~70cm) - you will have to set up DCS also to a horizontal FOV of 40° - Than you will have all elements in real-size, but this is not usable in most cases at all. My monitors covers real 90° (T-shape setup downscaled to 3840x2048 and only 'center' viewport ) and I have set up DCS to cover 120 -and I can live with this compromise. Now let's get back on topic. -
the only change you should do that differs from what you have done now is to replace your focus.png - as it can may block the visibility to laser-beams /IR markers while the NVG is on (this depend on your screen setup). >>> http://forums.eagle.ru/showpost.php?p=1692935&postcount=120
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Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
Thanks for your detailed info! There is no file that you have to edit to use a TrackIR - it works by default, and with this mod too. Well , fine - just don't use this mod. The 'only' things this mod does is to redefine your eye-position to your pivot point and readjust your cockpit-limits to take this into account. - and it also swaps the default Su-33 pit to the new full 3D Su-27 pit if you choose this option. And it also alows you to save own snap-views without to make a file edit beforehand. -Stretched view ? - reads like a too big FOV in conjunction to your (real)head position to your monitor. - this is in your own hands and I'm not responsible for it. BTW: When you put on a 90° FOV in the sim but your monitor in front of you only covers 40° of your real view , the image gets stretched more and more to the sides. This is a optical law - its like looking at a photo - you are watching a projection of a camera that hasn't the same parameters(position/FOV) as your eyes. When you tilt a photo in your hands it also gets distorted...- there isn't much you can do about it. Solution: A) Get a display/projection that covers a greater FOV in front of you B) Move your head towards the monitor - so it covers your real FOV and it is matching what you have set-up in the sim C) Get a real-time image warping software that counteracts it - but this will also smaller the usable Pixels/space on your monitor - as you have to 'push the boarders in' to counteract it. - so you end up with a smaller real FOV and a 'fish-bowl' effect - this form of warping is only working satisfying when using spherical/cylindric projections. >>>>> @ all If you want to waste your time and the time of others. Post your issues like it's done here: http://forums.eagle.ru/showthread.php?p=1757396#post1757396 But please don't be up-set if I won't answer at all in the future. -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
?? - I didn't altered any files that are responsible with the mouse/cockpit behaviour. - please check your installation and the integrity of your settings and of DCS. If you want to have me a closer look you should be also a little clearer on your 'bug-report'. Please define these phrase much more clearer so I can re-do what you did step for step: After installing the files in - what files? it doesn't work anymore - what exactly didn't worked? / in which module ? In which file can I turn it on? - what you want to turn on? I don't know - as I know nothing about your visuals system/screen-setup If you where always happy with the Default 1.2.4 snap views you should be good to use this files without re-editing your views afterwards. Please follow the first postings in this thread (conversation with GregP) - its all still valid for the 1.2.4 mod. -
Cichlidfan, yes, it does 1:1 - but in which limits? Make a test - enable trackir 1:1 and move your head 100 Degrees to the left. I hope you can Imagine what will happen. So the often posted argument to wear a Trackir with the VR-Goggles becomes pretty useless. Well, some will say : Mount the camera at the celling and the points at top of your head and swap the axis movements. Than it will work somewhat in the horizontal - but you will still have a restriction when looking up/down and tilting.