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Everything posted by PeterP
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Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
have a look at this post and some patience - I'm working on a somewhat "complete DCS view guide" that covers also your questions: #92 BTW: I'm asking for annotations like you mentioning since some years : Annotation in frequently user-changed Files but it seems that the lobby of the moderators isn't such great or they simply enjoy that the same questions are answered on and on again. .. I have to admit - sometimes it is just because the user refuses to read a simply read-me that pops up while installing - and I don't want to mention that some even ignore the manual and/or the wiki at all ... ( ... the last is somewhat well hidden in the top -right of this page...) ... :)...if you have questions that goes further and don't fit into this topic - please search for a appropriate thread or open a new one. well, the answers are spread over the whole forum - but a good start would be to examine my signature when you are using multi-monitors and follow the links that you find in the first post of A Plea for View-Export/Multi-head/TH Users. and once again: -
How to assign absolute independent Views to each seat ?
PeterP replied to PeterP's topic in Bugs and Problems
Sorry for the BUMP! - but this question becomes somewhat urgent to me - whatever - a 'acknowledged' would be a very good pointer if there is no simple solution that you can offer to me. BTW: I'm also have no fear to go the 'hard way' as long you point me in the right direction. It seems that these functions where available pre 1.2.4 : limits_6DOF[AB_212] = {x = {-0.2, 0.5} , y = {-0.2,0.35}, z = {-0.2,0.8},roll = 90} CockpitSeatPoint = {} CockpitSeatPoint[AB_212] = {} CockpitSeatPoint[AB_212][1] = {0.0, 0.0, -0.55} CockpitSeatPoint[AB_212][2] = {0.0, 0.0, 0.55} CockpitSeatPoint[AB_212][3] = {2.461, 0.5, -1.477} CockpitSeatPoint[AB_212][4] = {2.461, 0.5, 1.515} Seat_limits_6DOF = {} Seat_limits_6DOF[AB_212] = {} Seat_limits_6DOF[AB_212][1] = {x = {-0.2, 0.5} , y = {-0.2,0.35}, z = {-0.2,0.8},roll = 90} Seat_limits_6DOF[AB_212][2] = {x = {-0.2, 0.5} , y = {-0.3,0.35}, z = {-0.8,0.2},roll = 90} Seat_limits_6DOF[AB_212][3] = {x = {-3.2, 1.0} , y = {-0.6,0.5}, z = {-0.25,1.4},roll = 90} Seat_limits_6DOF[AB_212][4] = {x = {-3.2, 1.0} , y = {-0.6,0.5}, z = {-1.4,0.25},roll = 90} What happened to them ? - I tried many hours everything I could think of to re-enable this functionality again in 1.2.4 - but I failed. -
How to unchain the rudder from trim
PeterP replied to PeterP's topic in PC Hardware and Related Software
No- don't have any info on it. I'm not involved in internal testing or such - and I don't want to - as I'm usually short on time anyway - and being a 'tester' would change the way I'm posting in the open forum and/or how I devote my time for the community. Been there , done that (Not for DCS - it was another sim) - don't need this experience again . I found a bunch off people that devoted their time more to 'educate' people what to not ask - instead testing and/or see if it is possible. And if I would have these info you are asking for: I wouldn't be able to tell or even speculate because of named above reasons or a NDA. ... See - It's better to be not a 'tester' as all modules are available in beta state and I really don't see a good reason why the bug-report of a paying customer shouldn't weight as much as a official tester. whatever , I distract from your question... When I find some stick and rudder time without FFB - I will look at a alternate version that is working regardless of the trim mode for non-FFB users - as my LUA scripting skills evolved during the last time. But until then, maybe check my files and the default one to examine my changes - maybe you are able to do it on your own . ... see, good things need some time: http://forums.eagle.ru/showthread.php?p=1738233#post1738233 -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
Thank you - that's exactly the answer I wanted to read. +1 :) and once again: -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
Before I answer your question(s) - let me please ask one (OK -I admit - this are two questions in one sentence): did you also read the dark-red letters in post#1 and followed the instructions and did you read the last posts in this thread ? -
Why doesn't elevator trim wheel move in real time?
PeterP replied to Mango's topic in DCS: P-51D Mustang
Well , I'm not 100% sure if my answer on the trim wheels is right- only at 98%.. , but all my engineering skills tells me that it needs a lot of power to move a trim-tab that is in such a distance , and hinged on another moving surface, on such a small space mechanical - so if you don't have the needed throw available to do it directly, you use this small space to translate your movement by a transition that adds a lot of friction. So let's have a close look at his thread where I posted exactly this question: What would YOU ask a real P-51 Pilot? And let it maybe answered by someone who uses it by a living/passion. -
Sorry - just to give you a idea how to tell what settings you are using - so someone else can see if he can reproduce your settings and if it is usable for him - regardless of brand you are using. My settings: Collective : DirectX Axis resolution 1024 Throw: 35cm /14 inch (measured at middle-finger to axis) Axis response in DCS : Linear - without dead-zone Cyclic: Hybrid FFB/hall-sensor with a 1024/2048 DirectX axis resolution for each axis. (Using 2048 in the Huey) Throw: 40cm /16 inch (measured at middle-finger to axis) Axis response in DCS : Linear - without dead-zone Rudder: DirectX Axis resolution of 1024 Throw:15cm/6 inch (measured from middle of the sole to turning axis) and 16cm/6.3 inch total Forward/backward movement for each foot. Rudder have gas springs for mechanical resistance and constant force in any position. Axis response in DCS : Curve 13 ( to compensate the smaller throw ) no dead-zone I have to say proudly that I was able to do my very first flight in the Huey without crashing and landing safely afterwards. - well, I had already three flights in the co-seat (each 30min and more) in a real conventional helicopter (R22/AS135) - it was a very great helper , so I knew already how to use the anti torque pedals and how 'unstable' it can be. BTW: FSX and/or Dodo can not really prepare you for DCS:Huey :) Short rule of the thumb for less throw : Cyclic: If smaller the throw = you start to fly with your wrist instead of your whole arm = less precision and more itchiness. (thta's actually what most of you are doing when using a 'normal' joystick) - you will have to use a curve to counteract it. Solution: add a greater throw and FFB to be closer to the real deal. Thrustmaster Warthog Extension and/or be creative flying a helicopter without Force trim is like... Rudder: more close together/less throw = less precision in movement and you are missing the range of the Real one = you need to set a curve to compensate but this will let you also loose precision in the extremes. Solution: add a greater throw and/or be creative - How To: Remove centre detend from Saitek Pro Flight Rudder Collective: see above. Same can be applied to a fixed wing. Small example = on a 35cm stick I can use a range of 2cm movement to do what someone on a 8cm stick has only 0.5cm for. (measured at middle-finger to axis) = 4 times greater precision and the same amount less stress (mentally and physically ;)) Does the devil like it to have it more worse than it needs in hell ? - so why you do?! :)
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If this inherits a question ;) as I don't see a question mark - This belongs to another forum section of a in-Beta-state module. Please let not distract from the topic (that is: What would YOU ask a real P-51 Pilot? )and lets ask further things that are not answered already , in the appropriate section/thread.
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Pardon me if I answer it beforehand. That's a easy one - the motor is swinging and rumbling so much on the ground because its components are not working within it's designed average parameter and 'tied' to the ground, this adds a violent oscillation to the frame. Once off the ground everything can vibrate how the engineers foreseen it for normal usage - and the oscillation cancels out itself within the limits of the construction. BTW: controlling violent oscillation is a very complex theme (nowadays even more) when designing a complex machine it has to be tested and calculated carefully beforehand ... - I bet sitting in it while it flies would be much more enjoyable - ...if it ever have had the power to leave the ground ;): Edit: Yup! similar to what cichilidfan wrote.
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I hope this is a easy one and doesn't takes to much time to answer: Please ask if the Trim wheels acting in DCS like in the real one. I would be very glad to know if I'm right with my 'assumption' : Why doesn't elevator trim wheel move in real time? I read somewhere that a Mustang jokey is using up the left glove (when wearing) up in now time - and it's not because they have to use the trim so often - its because of the friction of the wheels. Edit : So i have a link , just to backup my 'mantra' that you have to use the right controls for the simulation.
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Advanced Flight Model - (AFM). What actually is it?
PeterP replied to MadTommy's topic in DCS World 1.x (read only)
Another example what AFM is in DCS: (this is very often a problem in other simulations) Here is the punchline: The stick and rudders behave the same ! But you hardly notice it in a light aircraft like the P-51D. All control surfaces in DCS simulate a mechanical friction that is representing the time you will need to move it for a 'average' human. One example are the rudders in the Ka-50 - you are not able to move them from left to right in a fraction of a second. The mechanical hinges and hydraulics are taken into account. And now about the trim-wheels: The real one are connected to pulleys that makes it impossible to move them as quick as your input device can without braking your fingers . It's a sacrifice to have a AdvancedFlightModel instead putting your inputs 1:1 into the sim. If this wouldn't be the case - you would be able to do with the plane what would never happen in RL. One solution would be to add a great friction and/or a gears transmission to your Trim input , so you also wouldn't be able to move it all the way within a second. And that's a very good thing in DCS - I only can shook my head when I see a heavy plane in X-plane (for instance) that is able to move the control-surfaces within a second from one max to the other - and the developers claim that they nailed the flight-model down as good as it can be . Have a look how I modified my rudders to not 'over-react' : http://forums.eagle.ru/showthread.php?p=1745115#post1745115 And another one example: high attention is paid to the FFB behaviour - things that non-FFB users will never notice - but it helps so massive to fly the plane "with your butt" - FFB is not only for helicopters. ...and it is absolutely brilliant made in the P-51D, but it is so subtle sometimes that you can't show it with a video - you have to feel it . But it helps so massive to ride it on the 'edge' without stalling. -
Why doesn't elevator trim wheel move in real time?
PeterP replied to Mango's topic in DCS: P-51D Mustang
Here is the punchline: The stick and rudders behave the same ! But you hardly notice it in a light aircraft like the P-51D. All control surfaces in DCS simulate a mechanical friction that is representing the time you will need to move it for a 'average' human. One example are the rudders in the Ka-50 - you are not able to move them from left to right in a fraction of a second. The mechanical hinges and hydraulics are taken into account. And now about the trim-wheels: The real one are connected to pulleys that makes it impossible to move them as quick as your input device can without braking your fingers . It's a sacrifice to have a AdvancedFlightModel instead putting your inputs 1:1 into the sim. If this wouldn't be the case - you would be able to do with the plane what would never happen in RL. One solution would be to add a great friction and/or a gears transmission to your Trim input , so you also wouldn't be able to move it all the way within a second. And that's a very good thing in DCS - I only can shook my head when I see a heavy plane in X-plane (for instance) that is able to move the control-surfaces within a second from one max to the other - and the developers claim that they nailed the flight-model down as good as it can be . Have a look how I modified my rudders to not 'over-react' : http://forums.eagle.ru/showthread.php?p=1745115#post1745115 -
Ejected pilots now visible in MP! Thank you ED!
PeterP replied to BaD CrC's topic in DCS World 1.x (read only)
Is it true that I can't chat when ejected ? (Edit: Have to [ESC] to the spectators for chatting ) -whatever- Downed Pilot is waiting for a SAR at the south-west end of the great bridge near Sochi-Adler ! Bring Him Home! Server : Virtual Aerobatics Server Pilot will wait until the sun goes down. Edit: The SAR was a partial success: Was able to jump into the Huey - But I felt out and died after a hard turn. LOL Thanks to Pat for picking me up ! So: whenever you have a passenger with you - be very gentle with your bank-angle. -
Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
OK - last question before releasing a RC (Release Candidate) that goes to the user-files section of the DCS page, does anyone have issues (excepts the DCS:Huey - this will get some special treatment) ? if yes: post it now. Than I can make last changes and give better explanations in the Readme.txt how to handle it. -
Anybody figure out how to change FOV in the new patch?
PeterP replied to Spitfire2170's topic in View System
Zealu, your link in #31 directs in the right direction but is useless for 'instant' info. This is the correct one: http://forums.eagle.ru/showthread.php?p=1743059#post1743059 -
. DCS-World 1.2.4 has the option to swap each axis individually - you want to swap both for the MSSFFB2.
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Really don't know if this is the right forum section I'm posting it , should I have it posted into the "How-to" ? - so if it doesn't fits , please move. Question: How to assign absolute independent Views to each seat ? What did I missed ? Below you will find a quote taken out from this thread: Reworked Cockpit Views with proper Neck In a nutshell: I'm working on a mod that redefines the eye-position/pivot point for more realism and a natural-feel when looking around with a head-tracker. I'm facing now some serious problems in a Vehicle like the UH-1H that have multiple seat positions:
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Please post at least your softthconfig and your exact DCS settings to give us a starting point and motivation to have a deeper look on it- this also prevents a lot of posting that are only guesses.
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Reworked Cockpit Views with proper Neck
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
...a small update about the UH-1H Views: (Did I ever mentioned that using simplifications in the design-phase will start to kick your butt when you try to do it 'right' in a later phase...?! things like this will force to rewrite code you thought that it was ready long ago. It's very similar to building a house - you need a solid basis that gives you the possibility to add a bigger roof in a later stage .) The Cockpit view limits of the Huey start to drive me nuts - They share all (Pilot/Co-Pilot/Left and Right Gunner) the same limits and snap-view. These leads to unforeseen problems when trying to set plausible and realistic views. For example: Having the flexible-sight in a perfect condition leads to a off-set of the Gunner-views - so it will be very inconvenient to aim at all without the red-cross helper. Whatever you change - you will mess something else up. @ ED/BELSIMTEK/and any developer that works on modules with multiple Seats : Please!! Have a good look to give all seats a own View-set as this simplification we have right now will cause problems when you really want to do it right. ...Or simply tell me/us how to give each position a own independent view. Or Did I missed something ? - please tell. This kind of simplification reminds me of this: Demo for a HUD that works in stereoscopic 3D ...Will still try to work out a compromise but don't have high hopes that it will work well in the end. EDIT: Moved this question to a own thread in the Belsimtek forum: How to assign absolute independent Views to each seat ? So when you want to reply on this matter - please follow the link. -
HDR with a 'D' like Dynamic for DCS 1.2.4
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
Yes - there is : A) Background for indicator exports Needs a retouch here and there but gives a good advise How-to and uses up virtually no FPS. B) Seeking best connection method for optimal multi-monitor-performance This edit is simpler but is more "qiuick'n'dirty" - some that used it have reported a Significant FPS hit. BTW - I have a mod like this ( but for all modules) on my 'To-do' list, but this list is so populated right now - I can't say at all when I will rework all exportable gauges so they have by default a black background. - Still hoping that some day ED will catch this Idea up them self to prevent pitbuliders from headaches... ...please let not distract from this topic - so if you have further questions: Please follow the provided links and post in a own thread or a appropriate one. ;) Further: To get a almost complete overview what bugs/design-flaws you have to face when using edited view-ports - please follow this link: A Plea for View-Export/Multi-head/TH Users. -
HDR with a 'D' like Dynamic for DCS 1.2.4
PeterP replied to PeterP's topic in Utility/Program Mods for DCS World
This is working very good with multiple screens , I do it my own. ...Well , as long you use a single View-port and its matching your total in-game resolution... For all that think they found a bug and want to post a report: Save a track where you have seen this - than replay this track without this modification. If this bug is still visible , it's definitely not caused by this mod. Thanks. - Doing it every-time like described above for any mod you are using will save you and the authors of a mod a lot of time. -
Find a early Mod for enabling a editable Viewport for the Kneeboard in this post. Kneebord Export for all DCS modules - I need your suggestions Ceck the whole tread from post 1 to gather relevant info how to use the files, as up to now no read-me is available.
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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
Because nothing can happen all at once. Things need to be prioritized. >>>How to unchain the rudder from trim -
FC3 FOV and CameraViewAngleLimits values ?
PeterP replied to Rafalsky's topic in Lock On: Flaming Cliffs 1 & 2
Use the snap-views saving function to save a new default cockpit view that suits you.- find relevant info for editing the view ingame and a How-to Wiki link here: http://forums.eagle.ru/showthread.php?p=1743059#post1743059 Please ignore the attached files if you are not confident to use a beta-mod. -
Kneebord Export for all DCS modules - I need your suggestions
PeterP replied to PeterP's topic in DCS Modding
Nice, thanks for having a closer look at my initial edits. Skype: Yes, we will - but very busy a.t.m - let's target Thursday as a starter.