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PeterP

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Everything posted by PeterP

  1. You can change the external camera FOV by matching your cockpit view by RCtrl+Numpad* - RCtrl+Numpad/ and/or you can set a different default FOV for the external cam by editing the ..\DCS World\Config\View\View.lua in line #40: ExternalViewAngleDefault = 60.0 More info about the relation of the used in-game FOV, your monitor ,head-position and the stretched sides >>> BTW: Thank you very much Mustang ! It's so nice while flying through valleys in the morning.
  2. Thanks for the feedback Brichot! Here is some content for the Mi-8 Kneeboard : Mi-8MTV2 QuickStart aid in the Kneeboard
  3. I have made JPG images of the "DCS Mi-8MTV2 QuickStart EN.pdf" to have them inside the kneeboard for quick access. So I don't have to print it or alt-tab out during learning the cold-start and setting up the weapons. Simply copy attached files into... a) C:\Users\<YOUR-LOGIN>\Saved Games\DCS\KNEEBOARD Create the "KNEEBOARD" folder if necessary. (this will make the Mi-8MTV2 quickstart visible in all modules) b) you have this mod installed >>> http://forums.eagle.ru/showthread.php?t=107586 ...\DCS World\KNEEBOARD_MOD_PeterP\Custom_Charts\Mi-8MTV2 (this will make the Mi-8MTV2 QuickStart visible only in the Mi-8MT) DCS Mi-8MTV2 QuickStart for Kneeboard.rar
  4. This DDS files are not JSGME compatible 'out of the box'. You have to do what Toby wrote and than create your own JSGM compatible folder structure with your modified zip folders. 1. Copy all four seasonal zip folders out of the DCS World\Bazar\Terrain\vfstextures folder to a diffrent location. This can be ...\Eagle Dynamics\MODS\DCSEnhancedTerrain-v1-1\DCS World\Bazar\Terrain\vfstextures when you have installed JSGME into the Eagle Dynamics folder. 2. Modify this four seasonal zip folders by drag'n'drop Tobys DDS files in them. 3. Now activate this new mod with JSGM.
  5. Collective Brake - aka Collective Trim ... and why you should use it.
  6. Are you really sure you opend the right page? ..and there is no "Thrust" at all. If it is messed up - reset each controller to default. A instruction can be found here: corrupt calibration? crazy joystick response? Use this tools Fix it
  7. No need to disagree on something when we both say basically the same thing. But it seems that you have a false understanding what the default_fighter_player is responsible for. It's looking up/down/right/left and side movement when beyond horizontal 90°. This has nothing to do with the dimensions of the seat and/or the cockpit. And there is no plane in DCS that is limiting the ability to turn your head. The the default_fighter_player settings are a representation of the physiognomy of a human. The settings to simulate the body movement while strapped in the seat and/or the boundaries of the cockpit are controlled via the limits_6DOF. And these are different in each cockpit. EDIT: Here is a explanation for each important setting in the sever.lua and what it does: default_fighter_player settings: CameraViewAngleLimits = {20,160} <- degrees MIN/Max FOV ( Since 1.2.6 you can't get below 20°) CameraAngleRestriction = {false,130.00,0.90} <- degrees ancient setting for FC2 that should prevent to be able to see untextured/not fully modelled parts of the cockpit - it is set to 'false' in true 6DOF cockpits EyePoint = {0.16, 0.1, 0.0} <-meters Position of the Camera(eye)relative to its turning point. Allow360rotation = false, Prevents to turn your head round and round (only important when using the keyboard/mouse for view input) CameraAngleLimits = {190,-75,115} <- degrees Maximum angel to turn head/eye to the back,down and up ShoulderSize = 0.15 <-meters Moves the body/neck lateral incremental up to 15cm to the left/right when looking to the back more more than 90° Cockpit specific settings: CockpitLocalPoint = {3.188000,0.390000,0.000000} <-meters XYZ position of the cockpit relative to the model of the plane limits_6DOF = {x = {-0.020000,0.350000},y ={-0.150000,0.165000},z = {-0.170000,0.170000},roll = 90.000000} <-meters This sets the boundaries of the movement for the neck/eye inside the cockpit. Can be used to simulate a strapped-in position and/or prevents the camera to go trough the cockpit-frame.
  8. ...\Bazar\vfstextures\Buildings_textures.zip: town_1_illum.bmp.dds town_2_illum.bmp.dds town_3_illum.bmp.dds and village_1_illum.bmp.dds village_2_illum.bmp.dds ... village_21_illum.bmp.dds
  9. No, don't remove this part (that you have quoted in post 389). - if you remove this function it will brake all cockpits that haven't explicitly defined all values. Just type in/add your own values you want to use or remove the default_fighter_player from the cockpit settings of a particular cockpit. Example for the Ka-50 view limits: My settings : ViewSettings["Ka-50"] = { Cockpit = { [1] = default_fighter_player({ CockpitLocalPoint = {3.188,0.39,0}, limits_6DOF = {x = {-0.18,0.32}, y = {-0.18,0.12}, z = {-0.24,0.24}, roll = 90}}), the CockpitLocalPoint and limits_6DOF are added , and everything else will be used as it is defined in the default_fighter_player settings. These are: CameraViewAngleLimits = GlobalCameraViewAngleLimits, CameraAngleRestriction = {false,130.00,0.90}, EyePoint = GlobalEyePoint, Allow360rotation = false, CameraAngleLimits = GlobalCameraAngleLimits, ShoulderSize = GlobalShoulderSize, So lets say you want to use instead the 'default' CameraAngleRestriction your own setting in the Ka-50 you have to add them like this: ViewSettings["Ka-50"] = { Cockpit = { [1] = default_fighter_player({ CameraAngleRestriction = {false,XXX,XXX}, -- < put in your own values CockpitLocalPoint = {3.188,0.39,0}, limits_6DOF = {x = {-0.18,0.32}, y = {-0.18,0.12}, z = {-0.24,0.24}, roll = 90}}),and when you don't want to carry over a single setting from the default_fighter_player you can also leave out this function totally , but than you have to make sure that nothing is missing . If a value is missing it will use 0 for all values in this missing definition. So you can basically leave out the ShoulderSize in following example if you don't want to use it in the Ka-50 as the setting will be also 0 for this function : ViewSettings["Ka-50"] = { Cockpit = { [1] = { CockpitLocalPoint = {3.188000,0.390000,0.000000}, CameraViewAngleLimits = {20.000000,120.000000}, CameraAngleRestriction = {false,60.000000,0.400000}, CameraAngleLimits = {140.000000,-65.000000,90.000000}, EyePoint = {0.090000,0.000000,0.000000}, limits_6DOF = {x = {-0.020000,0.350000},y ={-0.150000,0.165000},z = {-0.170000,0.170000},roll = 90.000000}, ShoulderSize = 0, -- or 0.15 - 0.20 },Ideally only the CockpitLocalPoint and limits_6DOF should be different in each cockpit , as this defining the boundaries of a cockpit . All other values should be the same in all cockpits (default_fighter_player) - as this defining the physiognomy of a (strapped in) pilot, and this is normally not changed by the cockpit-type that is around him. I hope this clears some 'mysteries'. And again - don't simply remove functions that are still in use for other cockpits that you don't want to edit.
  10. The limits only prevent you to go through this invisible 'wall' - but they can't force you to go back. Once you are outside the limits while 'jumping' back - the whole logic of the limits gets broken as you are inside a undefined space in this particular seat position. Only way to prevent this is to give all seats the same limits. So you don't run into this limitation(flaw) of the view-system. (like It is done by default in the Huey/Hip) " Do you somehow know what it means? Yes , I know. This is a part of the function that tells which values are used as 'default' (res) whenever a seat-position is named =default_fighter_player . And looks out if there are differences that should be used instead of the 'default' ones (t). - it simply is just a helper-function that prevents retyping the same stuff on and on again . If you want to learn what the function is doing in detail - start here: http://www.lua.org/docs.html
  11. ?? Reset your controllers to default: http://forums.eagle.ru/showthread.php?t=42462
  12. Reset your controllers to default: http://forums.eagle.ru/showthread.php?t=42462
  13. The UH-1H has a fully click-able cockpit in which rotary switches are controled mainly with your mouse-wheel. Zoom in/out is by default assigned to Numpad/ and Numpad*
  14. No , no particular reason - I made some tests and forgot to change it again before up-loading. It's set back to false in the new version again. @ all New version is available: V1.2 includes also new view-limits for the Mi-8MTV2 Beta and a Hot-fix:
  15. Don't worry , I will just release documented un-compiled AHK scripts and I will also try to program a alternative calibration tool that need two steps instead of a single one. And this is how it will work: First you will have to click on the top of F1 and than on the bottom of F12 - so it gets both maximal Y values - than this space will be divided by 12 and assigned to each F-key. This method will than work even if people change the Font size and/or use Softth.
  16. I wrote that it's only a 'workaround' for you.;) First let me show you how it works at my end. See - I have no problems: Toby wants it smaller... ...you want it bigger... ...and Greg needs direct access to edit the whole calibration process as he is using probably SoftTH and scales the DCS render on his touchscreen - so the calibration is way off. Up to now I didn't found a real satisfying solution to solve all the problems you have with it -. And instead to work out individual solutions and talk each individual trough it , I will release the un-compiled AHK scripts that defines the click-able area and I will also document what I know about where to change positions and fonts of every element. So you and others with 'special' needs can do whatever is possible and what you want/need. Please be a little patient , this need some testing and than I have to write the documentation. I will finish it probably during the next weekend .
  17. Yeah, quite the exact same thing I'm going trough every time when I'm entering a bar at 2 o'clock and than suddenly the happy-houer started at 4 o'clock... Than I also ask for a refund and/or if I get the next 8 drinks for free. ...How annoying!
  18. >>> http://forums.eagle.ru/showpost.php?p=1880239&postcount=2
  19. I deeply apologize ! I mixed up (again) one important file wile putting the download together. How to fix the Mi-8 kneeboard : A) Navigate (while version Beta 1.8 is installed ) to ...\DCS World\Scripts\Aircrafts\_Common\Cockpit\KNEEBOARD\indicator\init.lua and edit line #7 from or aircraft == 'Mi-8MTV2' to or aircraft == 'Mi-8MT' or B) simply download Beta 1.8.5 - this version includes the fix. Sorry for the inconvenience .
  20. This is how I have set up the FFB-Tune options for the MS-SWFFB2, and the force-trim works without problems:
  21. New version 'Beta 1.8' is up ! Now the kneeboard for the Mi-8MT is working - I placed it on the center console - so you can see and zoom in from all cockpit seats : [DOWNLOAD] BTW : You need for the Mi-8 1.2.6 a Hot-Fix to let the view work properly in each seat-position: Mi-8MTV2 Beta 1.2.6 HeadMovment Hot-Fix.rar (7.6 KB)
  22. ...lets hope you learned your lesson . Please don't spend your coupon for the next module instantly , please wait next time until it is on sale - so no one feels betrayed again.
  23. Who is "they" ? here is a much easier question to answer : Who is not fling the Mi-8 ? http://en.wikipedia.org/wiki/Mil_Mi-8#Operators
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