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Buzzkillington

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Everything posted by Buzzkillington

  1. 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_; }
  2. 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?
  3. 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
  4. 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
  5. I think this is the key, I have one viewport because I'm using fly-elise and nvidia span. I just played around on my other pc with 2 viewports and made some progress. I'm going to try on the 3 projectors tomorrow. I'll post my files if i get this working for the next person. I found a note somewhere about putting this inot your viewports configuration, does anyone know if FOV is indeed an arctan? useAbsoluteFOV = true; useAbsoluteAnglesShift = true; FOV = .448; --I think this is an arctan
  6. As I mentioned in the first post editing the views.lua didn’t seem to work in expanding fov. Has anyone actually gotten it to work beyond 120d?
  7. Thanks for the reply but that doesn't solve my problem, that only saves the view you have. The issue is no matter how much you zoom out you can never get 270degrees. I also tried manually changing the viewAngle in a saves snapview and it wont go beyond maybe 120 degree.
  8. Does anyone know how to increase the allowable field of view beyond the ~120 its set to? I've got a 270degree screen and I cant get the game to output the real field of view. When you zoom in and out with / and * that affects the FOV but its limited. I know its wrong because when you jump into a mission and the jets are all lighted up wing abreast when i look at my screen 90d to the right i should see the next jet in line and I don't. Ive tried changing each of the settings in the views.lua for the F16 (Mods\Aircraft\F-16C\views.lua) but they don't seem to affect that instead the affect how far you tan turn the virtual pilots head. My viewports are configured as 3 projectors merged into a single display using nvidiaSurround and fly-elise warp. All my searches on this subject pointed me to people asking how to save or specify a FOV at startup but nothing about setting the max FOV higher. Does anyone have any other ideas where in the LUA I can adjust this setting, essentially making the pilots vision wider to match my real screen perspective.
  9. This thread was very helpful. I was able to make this work with the F16c adding this: dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F16_HUD", "HUD") To C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\Mods\aircraft\F-16C\Cockpit\Scripts\Displays\HUD\indicator\HUD_init.lua Then in my test monitor setup file _ = function(p) return p; end; name = _('HUD test'); Description = 'Left MFCD on the left and camera on the center' Viewports = { Center = { x = 0; y = 0; width = 2560; height = 1600; viewDx = 0; viewDy = 0; aspect = screen.aspect / 2; } } HUD = { x = 5120; y = 0; width = 600; height = 800; }
  10. Thanks for the reply. it sounds like your performClickableAction case came from 2 different modules and it was a race condition? Mine is from a while loop, essentially pseudo code below, so each is from the same calling function and each is guaranteed to be sequential. Does you case still apply? for(i=0; i<numActions,i++) performClickableAction(i)
  11. I'm looking at a mod that isn't reliably setting switch positions if 2 calls to performClickableAction happen in quick succession. It appears only the first gets executed. If I put a delay between them (~100ms) then both operate successfully. I've put print statements right at the call to performClickableAction and for both calls the command seems properly formed (ie the mod did send both). There is no apparent difference between the calls with or without the delay (working or not working). Is this a know behavior of that function call? I wasnt able to find where in DCS that function is defined despite searching both the steam and saved games folders. I also looked at the return code and it seems to return 1 when I set and 0 when I clear the switch so thats no help. Any other ideas besides putting a sleep command?
  12. Im trying to write a lua plugin to move the jhmcs pointing location. Ultimately I’m going to have it follow my head without moving the background. I’ve got a 270degree projector for my simpit so only the jhmcs needs to move which is different than what it does natively with head tracking. Does anyone know if there is a hook exposed to the lua interface to specify where the jhmcs thinks it’s pointed in cockpit space? By that I mean, internally it must know that 0,0 is straight forward and 90,0 is directly to the right along the waterline. Can I set and get that coordinate? Buzz
  13. In your screen LUA file: --On left HUD RWR_SCREEN = { x = 2904; y = 0; width = 256; height = 256; } In scripts\ews\rwr\indicator\RWR_ALR56_init.lua, add this to last line: if not USE_LCD_MFD then --ViewportHandling dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") update_screenspace_diplacement(1, true, 0) try_find_assigned_viewport("RWR_SCREEN") end
  14. Exporting displays Has anyone had luck exporting some of the displays to other monitors. I have so far only gotten L/R MFD RWR EHSI I'm trying to get the others (SAI,Fuel Flow, etc)
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