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Buzzkillington

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Everything posted by Buzzkillington

  1. This may not be as hard as it sounds. Adding a check box to the settings to decouple the head from environment would tell game that head moves do not move the environment only the hmcs. Internally there must be multiple coordinate frames so the math isnt new. As for the calibration concerns for different monitors users of track ir already have to calibrate head movement to angle. So that calibrations isnt even a dcs issue. Basicly if dcs gets a command to steer head to 67 degrees they rotate the pilot head to 67. Track ir software converts a physical head rotate to 67 degrees
  2. can you please add the export to F16c RWR, its the same that you already have on most of the other displays but missed this one. These 2 lines: dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F_16C_RWR", "RWR") in DCSWorld\Mods\aircraft\F-16C\Cockpit\Scripts\EWS\RWR\indicator\RWR_ALR56_init.lua
  3. Please ED add the helios exports to the base files, at least the screen exports. This is such a low lift for your developers and doesn't expose any cheating. I understand that servers can turn off pure scripts but many wont because that check does protect the server from legitimate hacking. Many of your players rely on simple exports for their simulators and this really is such an easy risk free thing for your team to fix! If you want I will send you all the line for line fixes for the F16c
  4. Please ED add helios exports to the base lua files. It would take less than an hour and exposes no risks.
  5. I found if I changed the hud resolution in the cockpit resolution settings to 1024 mine goes away too. Change it to any other setting and it’s back
  6. I changed the cockpit resolution of the displays from 256 to 1024 in the settings and the hud doesn’t render. The mfds render fine. I was able to test 256 and 512 worked fine. I’m running latest open beta.
  7. Does anyone know if there is a hook or function that allows you move the jhmcs point on the screen without shifting the display so the hud is still right in front of you. The goal is to move the hmcs around like the pilot is moving his head. What track or does is move the world so jhmcs is in the middle of the screen
  8. I was turned on to an old mod called DCS witchcraft which opens a web socket and lets you run lua commands live against DCS. You can issue commands and print the return value. It was broken by modern node.js but I posted a version with it fixed for the new js api. Posted here, hope it helps someone else. I’ll put better read me if anyone really uses it. happy modding https://github.com/MrBuzzKillington/dcs-witchcraft
  9. Many of use use exports to push displays to other monitors for sim pits. With the new MP pure scripts checks they are now failing. Some of the exports have been incorporated into the base scripts so custom exports are not needed but it would be possible for ED to either exclude the dofile and try_find_viewports commands as "illegal mods" or add these few to the base scripts in dcs For F16 these are the ones that would be awesome to have: in ded_initlua dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("DED") in hud_init.lua dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport( "HUD") in rwr_alr56_init.lua dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("RWR")
  10. But the rcs of a pilot is lower than the aircraft body so the missile wouldnt fly directly into your face. Same for ir signature. If you watch an intercept the last thing you see is the mission flying directly to your eyeballs. I was guessing there is an aim point for the model that’s set to the pilot vs the centroid.
  11. The F-16 target model (where missiles are aimed) is set on the pilots head and not the airframe. This means that every hit is fatal to the pilot which appears different than other airframes. in multiplayer this means a nearly unsurvivable aircraft. My first clue was almost no ejections from f16 vs other platforms.
  12. myself and another developer put this together https://github.com/DCSFlightpanels/dcs-bios-arduino-library/wiki/Getting-Started
  13. And you will probably have several running. I have an icon on my desktop that kicks off 16 socats one for each aurduino.
  14. With an exported rwr on f16 the symbols disappear when you disable cockpit view with alt-f1
  15. This started happening to me after the last update. Only during MP, SP workers fine. Try this, start task manager and then start dcs. When dcs freezes alt tab to task manager. See if your free memory is at zero? I had 16gb and was at zero available when I froze. added more ram and haven’t had it freeze again. I see that you have 32gb already but worth a chance to check.
  16. Any using immersive pro for curved projector surfaces have issues with blurring right in the center of the screen? Before I apply the warp the text is sharp and readable but obviously bent warped. When i apply the warp the screen becomes blurry. in the center. The edges of displayed area are much more clear. I tried linear, biopic, 2x-x16 on the settings but that doesn't affect it. Its a 90degree projection surface and the center actually doesn't even warp because that's the center of the beam so i would have expected the edges to be the most distorted because that's the part that needs the most warp. It's making me crazy because I cant get the HUD readable.
  17. I’ve got a 3 way hdmi splitter on my onboard motherboard display and 4 projectors on my nvidia card, windows 10 is fine with it.
  18. A follow up for those playing at home. I was able to get the warp correct but with a couple major drawbacks. According to Fly Elise the issue with the warping of the side monitors is a bug in DCS. What you need to do is include the side monitors in your nvidia surround or your fly elise group, then in the warp software there is a check box that says do not warp. The issue is that fly elise requires that all displays in the group have the same resolution. So you gauge cluster displays must have the same resolution as your projectors or it wont let you group them. In my case the gauges are 1024x600 and the projectors are 1920x1080 so it wont work. If I unplug the gauges and perform the alignment with just the projectors then the output monitor.lua and warp look right. I have a work around for this, I'm going to put a 1920x1080 lcd on the computer, put the gauges on that then screen cast those to another PC that has the 3 smaller gauge screens. The 2nd problem i mentioned is that with the warp the scenery covers the 270 and looks great but the HUD is totally unreadable. I'm going to try lowering my screen and moving the center projector closer to the screen. I think the warp is stretching the pixels too far because the screen overcasts too much surface. I made an attempt to build a HUD but failed, I may have to revisit that. I did go back to one of my original configurations where I have the nvidia surround and desktop warp mode, on that the hud is visible but the wrap around only displays 180d vs 270d. I think this has to do with the position of the pilots head (closer to the HUD) vs the proper span which has you much further from the hud (thus harder to read) but more FOV If anyone has any pointers for making the warp less blurry let me know.
  19. I'm really pulling my hair out here, can you clarify what you mean you created 2 profiles? Do you mean you created 2 sets in immersive or some other meaning? I dont know how you create "profiles" in dcs or what you mean by a 3d profile. I'm still struggling with this, maybe if i describe my steps you might see where i'm wrong. The problem is that when i apply the warp it warps my 3 projectors and my screen with the gauges. 1) In fly-elise I grouped my 3 projectors and did not include my gauge monitors 2) I configure the warp so the 3 projectors look proper 2A) in display pro, I load the multimonitor output from calibrate pro as my current profile 3) copied the contents of the viewport to my dcs lua file and added in my mfds and gauges 4) start DCS, select the proper lua. I set the display res to my 3projector+gauge. 5) start game, screen looks wonky but gauges are good. 6) hit hotkey to start window warp. All the projects AND gauges get warped
  20. My instrument monitor is not part of the nvidia surround. Can you post your dcs profiles?
  21. Thanks for the offer, quick question are you using nvidia spanning or are you using flyelise to merge the projectors.
  22. This post is old but if you haven't solved it yet here is some bios code that does what you want. You need to call checkEject(); in your loop() function. And call setupEject() in your setup function. int currButState_ = 0; int lastButState_ = 0; void setupEject() { pinMode(ejectionPin_, INPUT_PULLUP); currButState_ = digitalRead(ejectionPin_); lastButState_ = currButState_; } //Function to call and check if the handle is pulled void checkEject() { currButState_ = digitalRead(ejectionPin_); if (currButState_ == lastButState_) { return; //Do nothing } if (currButState_ == HIGH) //debounce? { sendDcsBiosMessage("SEAT_EJECT_HANDLE", "1"); delay(10); sendDcsBiosMessage("SEAT_EJECT_HANDLE", "1"); delay(10); sendDcsBiosMessage("SEAT_EJECT_HANDLE", "1"); delay(10); sendDcsBiosMessage("SEAT_EJECT_HANDLE", "1"); delay(10); sendDcsBiosMessage("SEAT_EJECT_HANDLE", "1"); } lastButState_ = currButState_; }
  23. did any of you solve this? I exported the config from config pro and tried that but like you said above it also warps my other screens which have the MFDs and should not be warped. I also noticed a strange thing. I thought desktop warp was for windows desktop and window warp was for full screen applications but they seem to be tied together. With desktop off (as vendor stated above) I load the 3 views and then hit my warp window key and it warps the 3 projectors and the 2 mfd displays so everything is messed up. If I enable desktop and load DCS I get something more reasonable. I had to manualy edit my views file from what came out of config but I do see my 290d and the FOV overlay area lines up but where the projectors meet its not warped in 3d properly. Lines that should be horizontal are not (see attached). So I'm back to thinking that desktop off, start DCS, enable window warp is the right way to do this but it keeps trying to warp my projectors and my side screens. I know @warthogproject uses 3 projectors and 1 monitor, I wonder if he included the extra monitor in his nvidia merge and then told elise to ignore it?
  24. how do you disable the hud on the actual projector screen? alt-f1 removes the cockpit but leaves the hud, I dont see any other ways to remove it
  25. I was able to get it mostly there using 3 displays and playing with boxh viewDx and FOV. At the view seam its still alittle wonky but I'm going to see how this goes for a while. For those playing along at home here is my lua file _ = function(p) return p end name = _('HeliosProject') description = 'Generated from compatible Helios Profiles' F_16C_DED = { x = 7027, y = 45, width = 263, height = 67 } F_16C_EHSI = { x = 6529, y = 789, width = 278, height = 265 } F_16C_LEFT_MFCD = { x = 5789, y = 547, width = 532, height = 507 } F_16C_RIGHT_MFCD = { x = 7027, y = 541, width = 519, height = 507 } F_16C_RWR = { x = 5978, y = 57, width = 378, height = 388 } Viewports = { --Center = { -- x = 0, -- y = 0, -- width = 5760, -- height = 1080, -- aspect = 5.33333333333333, -- --useAbsoluteFOV = true; -- --useAbsoluteAnglesShift = true; -- --FOV = 270; --2.667318; -- dx = 0, -- dy = 0 -- } P1 = { x = 0; y = 0; width = 1920; height = 1080; aspect = 1.777778; --useAbsoluteFOV = true; --makes it so you cant zoom useAbsoluteAnglesShift = true; --no idea FOV = 1.28044768085;--1.57;--0.889106; viewDx = 1.7; viewDy = 0; }, P2 = { x = 1920; y = 0; width = 1920; height = 1080; aspect = 1.777778; --useAbsoluteFOV = true; useAbsoluteAnglesShift = true; FOV = 1.28044768085;--0.889106; viewDx = 0; viewDy = 0; }, P3 = { x = 3840; y = 0; width = 1920; height = 1080; aspect = 1.777778; --useAbsoluteFOV = true; useAbsoluteAnglesShift = true; FOV = 1.28044768085;--0.889106; viewDx = -1.7; viewDy = 0; } } UIMainView = Viewports.P2 GU_MAIN_VIEWPORT = Viewports.P2
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