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PeterP

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Everything posted by PeterP

  1. This frequently asked question is answered in post #1 in the quote at the bottom. I took the time to mark the important part in red for you: ...see also here for reverence : #22
  2. , but don't needs any modification using the dual view-wort method. I hope this additional sentence above is short enough for you. And I think we both can now agree on it.
  3. I have setup my touch-screen to recognise every static press (not moving within 8x8 pixels) that is longer as 0.4 sec as right-click., so I can distinguish between righ/leftclick without problem (as DCS can't recognise gestures like moving a switch up/down). This allows me to turn knobs by dragging and/or do a right click at own will. Here is the whole logic: Press and hold longer than 400 milliseconds within 8x8pixels = Right click Press and release within 400 milliseconds = Left click Press and Moving out of the 8x8 pixels = Hold the left-click as long the touch-screen is pressed. If your touch-screen-driver don't let you set it up in such a differentiate way: There is always Autohotkey
  4. Yes sure, and I did fully understand howie87. The HUD right now has no depth info and it won't need it for the "second view-port method". Please let me explain: When using a stereoscopic plug-in that modifies shaders/draw instructions for the GPU , the HUD will be drawn at the level of your screen. And the HUD is blurred/unusable for aiming when looking far out , as it carry no depth information. Markers and aiming reticles will not point to the correct places. (This method can be very FPS friendly, as many things can be calculated directly by the GPU via shaders and it lets a lot of room for optimisations. But every object needs a definition where in space it has to be placed - up to now the HUD is handled like a GUI element and drawn at the level of the screen/projection surface. I made some resarch and showed what has to be done to fix this and lefuneste01 finally took the time to make a mod for the A-10C and Ka-50 >>> http://forums.eagle.ru/showthread.php?t=96477) But when it's done directly by the engine , by shifting the view-port, there is no need to add depth via shaders - the HUD will be drawn at infinity and always sharp when looking far out. This method of shifting the image will let the HUD appear always at infinity without the need of changing the currently used drawing method. (Well , it's up to the developer how to reduce the workload for the engine and not simply double it.) You can easily simulate it yourself right now: Take a screenshot of the cockpit , than take another one, that has a moved camera. It has to be about 3inches (7,5cm) lateral (the distance of your eyes) -> [RCtrl - RShift -Num4 or Num6] . Place both sreenshots side by side and look at them . You will see that everything will fit without the need of edited shaders or adding a depth info to the HUD. Markers and aiming reticles will point to the correct places. EDIT: The pity is that we only can rotate the view in the X/Y axis via the "monitorsetup.lua" for another view-port ( viewDx / viewDy ). There is up to now no command for shifting the view lateral , right now all the view-ports share the same origin ( same pin hole camera). This can be used for simulating the view of a chameleon , but isn't usable for a stereoscopic simulation. Attached image is made with above explained method.
  5. Sounds like a double assignment of an axis that gets activated as soon you move the controller and overwrites the wanted input. Sorry, but there is no way that someone takes away the workload from. You will have to go through the advises of post #1 yourself.
  6. No, you won't , as long the DCS engine creates the stereoscopic image by it self via a seconded lateral shifted view-port. You only need to ad the missing depth info when using a third-party plug-in. Sorry, ...Whatever I wrote, you did not understand the true meaning and why the hud needs modification for stereoscopic plug-ins. Edit: But whatever may comes down the road , solving the stereoscopic problem in the DCS engine via a second Viewport py ED themselves gives me high hopes that they will start to fix a lot of the problems that Multi-Monitor user are facing right now since a long time (http://forums.eagle.ru/showthread.php?t=88996). Because adding a second view-port is technically the same as adding a second monitor. I wish ED good luck that this wont be half-baked as it is right now.
  7. Wadeyboy, no need to mess with SLMOD as long you don't run your own public server. I hope you found time to play around a little with this mod in the meantime and all your possible questions are answered up to now. Just use for now the readme/instructions from post #1 for the 1.8.5.beta of this mod - its all the same or at least very similar. ATM I'm very busy with RL stuff and work, but I hope I will find at the weekend some time to finally finalise this mod with a proper readme/instruction (fingers crossed) and push it out of the 'beta' status. No - sorry, no (easy) way to have a customised own map (if I get your intention right). This needs a rewriting big chunks of the existing code . Even if I played around a with options like this lately, I fear I won't find the time to do such a thing or even explain how it can be done. Better leave things like this to ED... The map is stored in ...\Eagle Dynamics\DCS World\Bazar\Terrain\A-10C\Maps\TAD_COLLECTION.zip You will need a image-viewer that can handle DDS files. (XnView for example)
  8. No need to change anything in the Mi-8 mainpanel_init.lua ! And you won't need the "Mi-8MTV2 Beta 1.2.6.18651 HeadMovment Hot-Fix.rar" anymore since the latest update. Belsimeteck fixed it by them self. Zoom (FOV)is controlled in the server.lua ,that comes with this mod, bythe local GlobalCameraViewAngleLimits = {20,160} -- {min horiz. FOV in °, max horiz. FOV in °} <- aka Zoom ( Since 1.2.6 you can't get below 20°) ...a newly written explanation for all values that can be controlled by the enduser can be found in post #394 (just three posts up).
  9. ...another one: R.I.P.
  10. Alternative Charts made by Beniboy >>>
  11. verdammt nochmal,..! Wollte mich mal in einem 'sticky' im DE Forum informieren was so Gerade ansteht .. - , muss mich aber durch einige Seiten Platzhirschen-Quatsch lesen .... Kann ein Moderator hier mal aufräumen, bzw. den Off-Topic in ein andern Thread verschieben? Ich denke dass einige deutschsprachige Newcomer, im Nachhinein ,dafür dankbar wären. Nichts für ungut.- Ich wünsche euch weiterhin viel Spaß.
  12. DCS World Keyboard Charts
  13. Visit the links in the first post and your problems will be solved: >>> Dummies Guide for the “MonitorSetup.lua“
  14. It's not fixed in 1.2.6.18933 . Create a mission with all flyable planes and jump in/out of the various cockpits (I do this often to test my mods). Sooner or later you will end with this whining sound in one of the Russian planes.
  15. All curve settings are only compromises to get more sensitivity around the centre by sacrificing it at the outer limits. Responsible for this is not the simulation , its the design of the stick. The throw is simply not long enough to give you the same precision as a real one. So the best advise I can give you is to get a extension asap to smaller this mismatch , and you will save also your whist from a lot of fatigue in the long run. Once you have extended the stick throw you will never again have to worry about curve settings on the x/y axis. DIY Warthog stick extension Thrustmaster Warthog Extension
  16. >>> Sticky: Unofficial "Dummie's Guide" to Multi-Monitor Setup
  17. How to move controls position window
  18. Sure there are problems , but: Where is the Data ?
  19. Thanks, - and here is a fix for your PAPI light (the magnesium fire in front of the airport) : PAPI Light Adjustment
  20. Map can't be resized >>> Multimonitor + Map (F10) Getting the DCS window started at the left secondary screen (non-Main) >>> BS Multi monitors setup with negative co-ords (secondary screen on the left)
  21. The easiest way is to just delete your (probably messed up) C:\Users\>YOUR USERNAME<\Saved Games\DCS\Config\View\SnapViews.lua a new will be written after the next simulation start.You also should make yourself familiar how to save a new snap-view:http://en.wiki.eagle.ru/wiki/Snap_views - the link is partially outdated , so I quote the relevant info. Following will only work when you checked "User snap-view saving" in the DCS [Options] >> [Misc.] settings. See here what options you have to move your camera inside the cockpit: "Num/ - RCtrl - RShift" Cockpit Camera Move Back "Num5 - RCtrl - RShift" Cockpit Camera Move Center "Num2 - RCtrl - RShift" Cockpit Camera Move Down "Num* - RCtrl - RShift" Cockpit Camera Move Forward "Num4 - RCtrl - RShift" Cockpit Camera Move Left "Num6 - RCtrl - RShift" Cockpit Camera Move Right "Num8 - RCtrl - RShift" Cockpit Camera Move Up "Num/" FOV- aka Zoom-in "Num*" FOV+ aka Zoom-out "NumEnter" Default FOV aka Zoom "Num0 - RAlt" Save Cockpit Angels ( and make it as default for current snap view in used plane) ...if the info above doesn't solve your problem, please explain your problem more differentiate and give us all info that might can be useful for us to help you better. (when dos it happen/ in which plane/ what did I have done before / my version is ../ ect. )
  22. mainly responsible for the render distances is ..\DCS World\Config\terrain\high.lua line #56 farDistance = 10000; Higher it to 30000 and see the change.
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