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Jack McCoy

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Everything posted by Jack McCoy

  1. 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. 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...
  2. 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!
  3. 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. I believe units should be meters/second.
  4. 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?
  5. Well, after a year pondering your answer, I have no idea what I allegedly repeated or missed(?) that would be worth pointing out.
  6. 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!
  7. 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.
  8. 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!
  9. @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...
  10. 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.
  11. I'm number 19 999 and 20 000... hopefully.
  12. 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
  13. 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.
  14. DCS 2.5.6.53756 Open Beta Animations of the stick's pinky (NWS/Undesignate) switch and A/P Disengage paddle are criss-crossed.
  15. I thinks you're gonna love me; I do! For a few weeks I had a problem with TDC down not responding (up or further on the radar). I came across this thread but wasn't satisfied as I will not use anything else than my Warthog throttle's view hat (index finger position). The SOLUTION for me was: Go the the General command binding category and clear all 8 positions of the hat switch (that includes diagonals). These command have precedence over mods (i.e. Aircraft) key bindings. Go back to the F/A-18 Sim (or Easy :lol:) category and remap TDC directions. While at it, get rid of those camera commands mapped to the diagonals.
  16. Salut Boudreaux, This is most likely a bug. The VR mouse cursor (i.e. small while circle) is not visible after displaying the voice chat window alone, using LCtrl-LShift-Tab. As a work-around, open the interactive text chat using LCtrl-Tab. Then the VR mouse cursor will show.
  17. Since the latest patch, I've noticed a major improvement in framerate (Rift S VR). Have you guy noticed something?
  18. Hi Rolds! I don't know if it's a related issue, but there seems to be a sign (+/-) problem with the weathervaning torque: the aircraft will turn downwind (the nose tends to point the same direction as the wind sock!) instead of into-the-wind. Very confusing when correcting on roll-out...
  19. Let me explain - Rift S: Cons: - Hand controller excessive battery drain - I think they drain even without any VR app running. - Fully charged NiMH batteries report low battery and PREVENT from using the headset even if I don't want to use hand controllers - bug in firmware? - Narrow sweet spot - Periodic static "click" in speakers - Without earphones, one can hear surrounding sounds - Inside-Out hand tracking is better for full room (the reason I "upgraded"), but is shakier than CV1 and loses tracking of hand close the headset, like when shooting a virtual rifle (the other reason I "upgraded"). - Noticeable fresnel lens artifacts in peripheral field of view. Looking sideways the brain has a hard time combining both (different) images into a single coherent 3D picture. - Framerate lowered from 90 to 80 which is irrelevant (unattainable) for most users in VR. But from 45 to 40 in half-FPS mode I find is noticeable. Pros: - Better image clarity in the sweet spot - A bit less screendoor effect - Much less God rays - No cumbersome external sensors required - Requires 1 to 3 less USB 2.0 ports. I'm not saying the Rift S is bad, but I don't feel I much improved from CV1 for the amount of money paid. I will admit I have used almost exclusively the S since getting it, I guess because of novelty and I want to give it a fair shake given I've been using CV1 from countless hours.
  20. DO NOT downgrade to S from CV1. Especially for DCS. Keep your money. When your CV1 is broken, you could consider the Rift S or other.
  21. I find this Mission Editor laser code interface a bit awkward to set three digits. :joystick:
  22. See my answer, discussion starting at post #34: https://forums.eagle.ru/showthread.php?t=214816&page=4 I hope it helps!
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