Jump to content

ColdFront_WI

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by ColdFront_WI

  1. Just found this thread, and just wanted to say an enormous THANK YOU! I hand-modeled all the knobs for my Hornet pit. It was fun and I learned F360 in the process, but I was not looking forward to doing it again now that I'm at that point with my 'Hog pit. Really appreciate the work and especially your sharing! CF
  2. ColdFront_WI

    COMMS Menu

    Nice! Have you tested if VAICOM works with your repaired version of the RadioCommandDialogsPanel.lua file? Your file seems to work for me. It gets the radio menus working, but I haven't done enough to be able to tell whether it's in auto mode. Will do more checking tomorrow. Thanks for working on this!
  3. I've scoured and can't seem to find an answer...is it possible for DCS-BIOS to execute non-aircraft tasks? If so, is there documentation somewhere? Examples would be pause, active pause, toggle labels, recenter headset, etc. Thanks!
  4. I am having some issues as well--possibly since the 2.7 update. In my case field ATC and JTAC instructions are being captured, but SuperCarrier instructions (Case I, II, or III) are not showing up. Anyone else? Thanks!
  5. Hi, folks, I'm pretty familiar with the ME, and have done a lot of programming. MOOSE seems awesome, but as I'm starting to work with it (very basic test scripts to this point), I'm seeing some behaviors that I don't understand. First question is timing. I'm using the following code to spawn a group and then change its waypoint. If I schedule the SwitchWayPoint after delay it works fine, but without the scheduler it doesn't work: -- Spawn the group and make a group object local HS1 = SPAWN:New('Huey') HS1:InitRandomizePosition(true, 1600*5, 0) -- ~5 mile radius HS1:Spawn() local HG1 = GROUP:FindByName('Huey#001') -- Try to switch waypoint...THIS DOES NOT WORK HG1:SetCommand(HG1:CommandSwitchWayPoint(3,5)) -- But if I schedule the waypoint switch it works HG1:ScheduleOnce(5, function() HG1:SetCommand(HG1:CommandSwitchWayPoint(3,5)) end, {} ) I have also found that the unscheduled WP switch works fine if I put in a separate script that runs later, or if I it is applied to a group that is present at the start of the mission. What gives? Does it take some time to "finish" the spawn process, and it's simply not done by the time the subsequent code is run? Second, why do some things have to be within SetCommand() while others can be done directly: HG1:SetCommand(HG1:CommandSwitchWayPoint(3,5)) -- This works HG1:CommandSwitchWayPoint(3,5) -- This does not work HG1:CommandSetCallsign(3,2,0) -- This works HG1:SetCommand(HG1:CommandSetCallsign(3,2,0)) -- This works, but throws an error in the log I feel like there are some basic things I'm missing here. Any help appreciated, thanks!
  6. Happy to help, glad you found it useful! Let me know if you have any questions as you build your pit--there's a lot to figure out as you go through this.
  7. I have a bunch of Hornet STL files available, including the lighting knobs at my GitHub site. From the front page, go to STL Files --> Knobs. I think the ones you're looking for are named "...Quad," "...Triple," and "...Flat Sides." All are designed to fit 18-spline 6mm potentiometer shafts.
  8. To other examples: Note indicates 11 comments, but only two show up: https://www.digitalcombatsimulator.com/en/files/3308226/ They are NOT the most recent, as I have seen the counter increase from 8 to 11 in the past few days, but the two comments showing have not changed. Note indicates 6 comments, but only one shows up: https://www.digitalcombatsimulator.com/en/files/3306757/ Have tried two (Chrome and Edge) and have tried an incognito window in Chrome to rule out a cache issue.
  9. Glad to see I'm not alone! Thought I was going crazy...
  10. Yes yes yes, a million times yes! WTF does flag 37 do again? Am I still using flag 19? Eric
  11. I'm noticing some strange behavior with Uncontrolled / Perform Command-Start / AI Task Push on the Supercarrier. Hornet flights all set to "Takeoff from ramp." If I have both AI flights and a Player flights on the Supercarrier, the AI flights will normally startup, taxi, and takeoff with no problem...generally long before the player can finish startup procedure. If I delay the AI startup via Uncontrolled / Perform Command-Start / AI Task Push, the AI flights will start engines at the specified time, but will not taxi until the player flight starts to move. It is not that the Player flight is blocking the AI because 1) the AI can taxi just fine when starting as controlled without delay, and 2) this does not occur if there are two AI flights (and no player flight) on the carrier. Thanks, Eric
  12. Hmm...the curved extensions are much trickier. You can't have them screw directly onto the base because the alignment most likely won't be right. It requires a separate collar for tightening to allow you to align it. Not sure my skills are up for that, but if I figure anything out I'll PM you with the design info.
  13. Good luck, and let me know how it works out! See the update above about print settings and strength...I've had them crack when printed with 2x side walls and 20% infill.
  14. UPDATE: I have found that these have a tendency to crack at the male threads when printed with my default print settings (two side walls, 20% infill, 0.2mm layer height). I printed a "solid" one yesterday...5 side walls and 100% infill and will see how it holds up. --------------------- Hi, folks, In case anyone is interested, I have published STL files for various lengths of Warthog/Virpil extensions on my Hornet cockpit GitHub site. This started because I was using a 75mm extension in my setup, but found I really needed a 50mm. I wasn't thrilled about spending >$50 (with shipping) and waiting until one was in stock from Virpil or another supplier, so I decided to design design my own, a few pictures below. I did find that the 36.0mm female threads on the initial design were very tight (may be my printer), so I created versions with 36.5 and 37.0mm threads. This are indicated in the names of the files. Let me know if you need other lengths...it's extremely easy to make others. Thanks, Eric 50mm design side-by-side with a 75mm from Virpil The female threads. I have made a couple of tweaks to the design since this was taken. Installed between WarBRD base and TM Hornet grip
  15. Great looking design! For mine, I'm not thrilled with the wing fold. There's no push/pull...it's just a rotary switch, and the position between Hold and Extend toggles the push/pull. So to fold the wings after landing, the first left rotation pulls the handle, the second moves to hold, and the third moves it to fold. It's not great, but it works for as often as I need to fold/unfold. The parking brake uses a push-pull potentiometer combined with some custom Arduino code and a 3D printed collar to restrict the movement. The STL files are the "Hand brake..." parts on the GitHub page. you can also find the Arduino code that I use to control it on the site.
  16. :lol: Apparently there are other people who live in this house who occasionally want to use that space. Who knew? :smilewink:
  17. Thanks, BrassEm! It was my intention at the start to make it modular, but that got lost along the way. That said, if I decide to build another pit in the future (Viper, maybe), I could leverage a lot of the same designs. But right now I'm pretty married to the Hornet!
  18. Thanks, Gruman, I inkjet printed the panel layouts, and thought the white acrylic would give the cleanest appearance in combination with the white paper. I thought about printing the panels white-on-black, but figured that much ink would rub off and make a mess...especially on the side consoles where I rest my hands.
  19. Hi, folks, Haven't posted here before aside from a couple of questions/responses, but this has been a great source of ideas and information, so thank you all. I did want to share what I've been working on during the lockdown here in the US...my home Hornet simpit, project Quar-net or Hor-entine. I won't say this is complete, but it's at a pretty good state for the moment. It's not as sexy as some of the projects out there with lights and dials, but it is very practical for VR use. A brief description of the construction below and a few more pictures, but if you're interested I've placed a lot of info including more detailed write-ups, DXF files for the panels and console boxes, STL files for parts I've 3D printed, Arduino code, and some LUA code for control setup on a github site at https://github.com/ColdFrontWI/Hornet_Cockpit. This started out as a "modular" home cockput that I built when VR got me back into flight sims after a long (multi-decade?) hiatus. I built it so I could easily swap between HOTAS and yoke/throttle quadrant. Well, with War Thunder (I know, I know...) and then DCS, the yoke lost its luster and has been collecting dust. This project started off as a desire to build a button box with some of the key functions for the Hornet until "mild" scope creep set in. I wound up building full left and right consoles and front instrument panel. It's been a blast to fly in VR. I had to develop some pretty good muscle memory, but it didn't take long, and at this point I'm much faster at finding controls on the panel than with the mouse. Plus, I don't have to look down. General info on the construction: - The original cockpit frame was built with 2x4s and plywood - Side console and front panel boxes were built from MDF (1/2" for sides, 1/4" for bottoms). - Panels are 3mm white acrylic. - The designs were drawn in QCAD using the NATOPS panel foldouts as reference, printed on full-sheet labels, and then stuck to the acrylic. The prints became the reference for drilling and cutting holes for switches and buttons. No fancy CNC or laser cutter available...just a drill and a jeweler's saw. - Controllers are a mix of Arduino (knockoff Pro Micros) and Leo Bodnar boards (2x BU0836As and 1x BBI-64). - I wound up getting most switches/buttons from Newark electronics (https://www.newark.com/) although some came from Amazon. I have been happy with Newark. They have a fantastic search, it is usually possible to find the same switch/button more consistently than with Amazon, and they usually have detailed spec sheets with dimensions. The electronics I started out with more Bodnar boards, but have swapped a couple out over time for Arduino (the left and right consoles). The Bodnar boards are fantastic and very easy to use--totally plug and play! But they are more expensive, and I found that I wanted more inputs (at lower price), and really enjoy coding the Arduinos. There are also some things you can do with Arduino that you can't do with the Bodnar boards, e.g. have the board send a button press when a switch is turned OFF as well as when it's turned ON. I also used matrix break-out boards for the Bodnar BU0836s, but would not do that again either...I learned that wiring a matrix is slightly more complex (more planning, and need to think about where to put the diodes in the matrix), but there is WAY less wire involved. 3D printing parts The most recent updates I've made have been to create 3D printed parts for many of the knobs and as caps for the switches. This makes it easier to identify what you're doing in VR without having to do as much "counting" of switches. 3D printing has also allowed me to implement some features that I find pretty cool including blue73's Jettison Control Knob (https://forums.eagle.ru/showthread.php?t=239718), as well as a collar for the Emergency/Park brake that restricts it's movement to how it moves in the Hornet, and when used with a push-pull pot provides a cool piece of immersion--look for the "Hand Brake" parts in the STL section of the github site. Happy to answer any questions, and would love to hear any suggestions or feedback. Thanks to everyone here for your ideas and inspiration! Eric Overall view: Front panel: Left console: Left console update:[/b/] Recent updates to the Jettison and Parking brake knobs.[/u] Right console: And by the way, it stores "neatly" in the corner of the basement when not in use...
  20. First of all, this design is AWESOME! Thanks blue73 for creating it...I'm making some updates to my Hornet pit and plan to incorporate it. I did have a couple of tweaks that I wanted to share. First, as many have noted the pushbutton is difficult / expensive to source outside of Australia, so I created an adapter that will work with this button: https://www.newark.com/multicomp/r13-509a-05-bb/switch-pushbutton-spst-3a-250v/dp/03P2491 I got it from Newark electronics but there seem to be a lot with the same dimensions on Amazon. You just glue adapter on top of the button plunger, and then into the Jett button in blue73's design. Second, I happened to have these rotary switches that I picked up from Amazon: https://www.amazon.com/gp/product/B074WMC9C8 They fit the original frame, but have 6mm splined shafts instead of D-shafts. So I tweaked the multiselector gear to accommodate the splined shaft. STLs and Fusion360 files for the both the pushbutton adapter and splined shaft version of the multiselector gear in the attached zip file. Thanks folks! Jettison knob mods.zip
  21. LSO view with Supercarrier? Is there a way to use the LSO view with Supercarrier? I have a mission with both the Stennis and the Roosevelt. The LSO view still works with the Stennis, but does not seem to work with the Roosevelt...picking cockpit view results in a view looking forward from the ship. Thanks!
  22. Fantastic, thanks for clarifying! Do you know what the timeline is for implementation?
  23. Good thought. I have not yet because I'm trying to figure out whether or not it's been implemented. But I will post a bug after a bit more testing and if I don't get a clear answer. Thanks!
×
×
  • Create New...