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Jack McCoy

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  • Flight Simulators
    DCS World, IL-2 BoX
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    Montreal, Canada

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  1. DCS-MT version 2.9.4.53627 . This issue probably affects propellers with any number of blades but is most noticeable with 2-blade propellers. Steps to reproduce: - Start DCS MT in VR - Look at a running Yak-52 (2-blade model) from the front, outside - Pause the simulator - Close one eye, then the other, and notice the propeller in the two views are 90 degrees out of phase. This is very confusing for the brain, simulation paused or running... For my mod, I currently specify 4 blades as workaround. The phase issue is still there but at least both eyes see the same image. MyAircraft.lua engine = { prop_locations = {{2.19219, -0.702867, 0.00}, {math.rad(45), 0.0, math.rad(-4.7)}}, -- forward..back, down..up, left..right, rotation roll, yaw, pitch prop_blades_count = 4,
  2. Thanks, @Copprhead! I had a regression about that with the 2.9 update but I couldn't figure it out. It's not easy having to write the API and Breaking Changes document ourselves! I now learned to keep my eye on the evolution of wHumanCustomPhysicsAPI.h. Just to be clear, the propeller in the EDM must respond to argument 407 but it should not be set in the EFM. MyEFM.cpp void ed_fm_simulate(double dt) { propellerAngle += engine_rpm * rpm2radps * dt; propellerAngle = fmod(propellerAngle, twoPI); ===== void ed_fm_set_draw_args(EdDrawArgument * drawargs, size_t size) { // drawargs[407] = (float)0; // don't do this drawargs[413] = (float)0; // [0..1] propeller pitch ===== double ed_fm_get_param(unsigned index) { if (index <= ED_FM_ENGINE_2_RPM) { switch (index) { case ED_FM_ENGINE_1_RPM: return engine_rpm; case ED_FM_ENGINE_1_RELATED_RPM: // 0..1 return engine_rpm_0_1; case ED_FM_ENGINE_1_CORE_RPM: // 0..RPMmax Engine and prop sound return engine_rpm * engine_running; case ED_FM_ENGINE_1_CORE_RELATED_RPM: // 0..1 displayed as RPM% in 2D F2 view return engine_rpm_0_1; case ED_FM_ENGINE_1_FAN_PHASE: // 0..2*pi return propellerAngle; } } =====
  3. Thanks, @prccowboy! Somehow I no longer had engine.prop_* fields! This fixes a lot of things! <duh> MyAircraft.lua engine = { prop_locations = {{2.11219, -0.702867, 0.00}, {0.0, 0.0, math.rad(-2.112)}}, -- forward..back, down..up, left..right, spin axis orientation: roll, yaw, pitch prop_blades_count = 2, prop_direction = 1, -- clockwise as viewed from cockpit -- prop_pitch_*: specify even for fixed-pitch propeller or else AI will show thicker (pitched) blades as viewed with the prop disk edge-on (i.e. from the side) prop_pitch_min = 0.0, -- prop pitch min, degrees prop_pitch_max = 10.0, -- prop pitch max, degrees prop_pitch_feather = 80.0, -- prop pitch feather position, degrees if feather < prop_pitch_max no feathering available } prop_blade.FBX Exported a textured single blade at scale 0.01, same orientation as the aircraft model. Textures\MyAircraft\description.lua and/or Liveries\MyAircraft\*\description.lua {"Material_propeller", DIFFUSE, "prop.dds", true}; {"Material_propeller", ROUGHNESS_METALLIC, "prop_roughMet.dds", true}; -- optional With the above changes, the AI now works perfectly in all regimes. Now the problem is with the player aircraft: - The propeller hub spins and stops correctly, in direct relation with argument 407. - The DCS-generated propeller blur disk changes the blurred blades' visual aspect but does not spin. - When engine is off, the propeller's rest position is alternating at every simulation frame between the EDM's rest position and whatever constant value I supply for argument 407. In other words, it flickers... - I still have no idea what I should do, if anything, with argument 370. I tried engine_rpm, engine_rpm_0_1, 0, 1...
  4. Congrats! To communicate with the ground crew, I think the canopy needs to be open (and recognized as such by DCS) OR you need to set up an intercom device. From what I've seen, radios and intercom are related as "linked devices" which, to me, is yet another layer deeper in the black box... Bonne chance!
  5. Related to DCS changelog: "New to DCS 2.9.4.53549: Added over-pressure shockwave influence from bombs, missiles, shells and gunfire on terrain vegetation like trees, bushes, and grass." From my observations, both variables ED_FM_ENGINE_1_FLOW_SPEED and ED_FM_FLOW_VELOCITY have to be set for the effect to manifest itself. Units are meters/second.
  6. What am I missing to leverage the latest "propeller technology"? MyAircraft.lua propellorShapeType = '3ARG_PROC_BLUR', propellorShapeName = 'prop_blade.FBX', -- this file is in Shapes\ with the *.EDM and no complaints in dcs.log MyAircraft.EDM - Animations work, as with all official modules, i.e.: - 407 spins the propeller - 413 changes the propeller blades' pitch - 475 value <= 0 : propeller blades are visible - 475 value > 0 : propeller blades are hidden - Has connector PROP_LOCATOR_0 or PROP_LOCATOR_1, scale=1,1,1 - Propeller model scale=1,1,1 - No geometry for blur disk MyEFM.cpp double ed_fm_get_param(unsigned index) { if (index <= ED_FM_ENGINE_2_RPM) { switch (index) { case ED_FM_ENGINE_1_RPM: return engine_rpm; case ED_FM_ENGINE_1_RELATED_RPM: // 0..1 return engine_rpm_0_1; case ED_FM_ENGINE_1_CORE_RPM: // 0..RPMmax Engine and prop sound return engine_rpm * engine_running; case ED_FM_ENGINE_1_CORE_RELATED_RPM: // 0..1 displayed as RPM% in 2D F2 view return engine_rpm_0_1; } } ===== void ed_fm_set_draw_args(EdDrawArgument * drawargs, size_t size) { drawargs[40] = (float)propellerAngle; // 0..1 if (size > 407) { drawargs[370] = (float)propellerAngle; // 0..1 drawargs[407] = (float)propellerAngle; // 0..1 ===== In the sim for both AI and player aircraft, - neither the propeller blades nor the blur disk are visible when the engine is running - the hub spins and comes at rest normally - by fluke, I caught a glimpse of my (giant) propeller in the middle of the runway (I suspect the map's 0,0,0). See attached picture. My aircraft is at proper scale, parked way in the back, far from the prop. 1) Should the connector PROP_LOCATOR_N be referenced somewhere in lua or MyEFM.cpp? 2) What are the specs for the prop_blade.FBX? 3) What other question should I be asking? 4) Please?
  7. Well, after a year pondering your answer, I have no idea what I allegedly repeated or missed(?) that would be worth pointing out.
  8. I put my flyable aircraft mod (EFM) on hold for almost a year now because I can't make the radio work. I think the only missing step is to turn the radio ON which apparently is not exposed to lua scripts. I want to scream!
  9. I owe you one, buddy! That argument 370 !!! This is not documented anywhere on the entire internet, except for here! I guess I'm using "new propeller technology" now! I will post my observations and working code in a future post.
  10. I'm going nuts with my prop not turning on my mod aircraft! The ModelViewer shows rotation with argument 407. The AI system is able to animate the prop! I verified the animation lua code is called and I can animate, for example, the rudder with set_aircraft_draw_argument_value(17, propState) -- propState values are reasonable. I verified there is only one entity (lua or MyFlightModel.cpp) modifying argument 407. SOS!
  11. @JCTherik, what switches, if any, do you specify for \bin-mt\DCS.exe ? I'm crashing with the HP G2 and the Rift S ! 2D runs fine...
  12. 4 minutes later... all gone! I had two in my cart but changed my mind when I saw the total with shopping being a bit over 3400 CAD! Sticking (pun intended) with my trusty Warthog + F-18 Grip... for now.
  13. I'm number 19 999 and 20 000... hopefully.
  14. Installing this worked for me. "The latest supported Visual C++ downloads" https://support.microsoft.com/en-us/topic/the-latest-supported-visual-c-downloads-2647da03-1eea-4433-9aff-95f26a218cc0
  15. This issue resurfaces here and again. It would be nice to be warned, while binding a key, that a General or UI Layer binding already exists.
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