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DudleyAz

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Everything posted by DudleyAz

  1. Hi all, Just a quick addon to this topic. I was having the same issue while building a new profile to reflect some hardware changes in my simpit. I was having the similar issue where a simple Helios button trying to send a single character (in my example "p"). I found that if I used my mouse to click the Helios button, it would send the character. So that proved that Helios was capable of sending the keyboard output binding I had assigned. However, I was building my profile to allow a physical button press on a new button box to send a key command. Helios would recognize the physical button press, but wouldn't send the keyboard output binding ("p", "g", nothing) on to anything (IL-2, DCS, or even just to the notepad). I started to recall I had this issue in the past (getting old sucks). I was just hunting around in the Helios button INPUT bindings window tried unchecking the "Bypass Cascading Triggers" box and NOW IT WORKED! This works for simple and complex keyboard bindings. I hope this helps someone whose been having this issue. Cheers Dudley null
  2. I have the TC MPDs, and they're fantastic! So you can bet I'll be getting the Keyboard. Can't wait...
  3. +1 on the need for a Force Trim reset control. I've also noticed at times that when I adjust the force trim, it won't recognize either the pitch or roll inputs unless I wipe the controls quickly. However, in the mean time I've stumbled on an unintended workaround if I am struggling to get myself retrimmed to a neutral position. Just jump into the CP/G seat, then back to the Pilot seat. The program will automatically reset the force trim. I have those commands mapped to an unused button on my collective to make it quick and easy. Doesn't negate my desire for a cheat to reset the Force Trim... but there ya go. Cheers, Dud
  4. Thanks for taking this to the team BIGNEWY! The -64 is amazing... especially the overall quality of the whole module for a day one early access release! I agree with Stackhouse that I much prefer flying with the monocle visible. While just moving the interface down a bit so the outer ring isn't obstructed would work, I honestly prefer the lower left corner of my vision as the preferable spot, just like it is when not in VR (it can move with my vision in VR or be parked in a single spot in the background). Thanks, Dud.
  5. That's impressive work. I'd love to see pics of the printed items! What make/model of switches are you planning on using for all the hats?
  6. So I just started experiencing a new problem with my Reverb G2 and WMR. Within the last couple of weeks, any time I launched WMR (either directly by clicking on the icon or by just putting on the headset) my display would reset and cause all sorts of issues with using my primary and other monitors in my simpit. After a tech support call to HP (no help at all), uninstalling and reinstalling everything related to WMR, the G2, Steam VR, etc, and searching all over the internet for problems with the G2 resetting the desktop resolution, I stumbled upon the real issue. Our friends at Microsoft changed how WMR was handling Win32 applications, and they decided to 'pre-install' three extra virtual displays whenever WMR launched. These extra virtual monitors were causing my real world two monitors to readjust and made a mess of things. Thankfully, they provided a simple, quick solution to the issue. https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-microsoft-edge#monitor-and-input-handling-issues I made the registry change, and everything is back to working just fine. Wish I would have found the solution 6 hours ago when I started on this journey to make things work right... again. I thought I would put the solution here and share with all of my fellow virtual flyers! Have a great day! Dud
  7. That did it! That's exactly what I needed. Thanks Adrian!
  8. So I have just gone back to using VAICOM with DCS. I have everything working wonderfully, all VA and VAICOM files are current as of today (6-13-21). Everything is working wonderfully except Chatter. I get the dreaded "vaicom unable to access command. command not available (chatter)" error. I do have the chatter extension, and I went back and revalidated the key. Chatter does show up in the 'LIST'. So after poking around in VAICOM and numerous forums for awhile, I think I have figured it out... There is no Chatter command in the Profile Edit - Extension packs command list. I seem to remember there being a Chatter command previously. So my question is, can anyone share the command syntax with me for their Chatter command. It should look something like this: but with all the Chatter information in it. I tried figuring it out myself, but no luck. Any help would be greatly appreciated! Dud
  9. Outstanding way to start the year out right! Way to go ED!!
  10. I'm back again! So I have made great progress and have figured out a lot about MOOSE and getting the results I am looking for, except for one item that still has me stumped. When using the SPAWN command, I believe I should be able to spawn more than one target group at a time... yes? Here's the setup: I have created a Blue player radio item in ME that allows the player to request a Red fighter group be spawned. MOOSE does this wonderfully be selecting a random template group, and spawning them in a random Spawn zone. PERFECT! However, I would like the Blue player to have the ability to request a second, simultaneous Red group to be spawned. The request works, and the script does spawn a new group, but it DE-SPAWNS the first group instead of adding another Red group. I have the init limit set to allow for up to ten groups and unlimited units with :InitLimit( 10, 0 ) I have tried this with values of 100,100 and it doesn't make any difference. There are no other Red units active in the game at the time, soooo... I'm stuck. Anyone have any ideas? The MOOSE script is attached. All help is appreciated! Dud A2A Tasking.lua
  11. Thanks again Fubar! So when I looked at my mission after reading your comments, it dawned on me that while I had the template groups created (MiG-19, MiG-21, etc), I had failed to actually create a RED CAP unit and place it on the map!! Oops... :doh: Then to see what else I had messed up, I followed your advice and took the script all apart and worked it step by step from single simple spawn, to random group spawn, to random zone spawn. That's when I found I had the syntax wrong for the REDCAPSpawnZones table.. it was originally: REDCAPSpawnZones = { "RED CAP Zone W", "RED CAP Zone WNW", ... When it should be: REDCAPSpawnZones = { ZONE:New( "RED CAP Zone W" ), ZONE:New( "RED CAP Zone WNW" ), ... With those errors fixed and some general cleanup, I can now use a radio menu command to randomly spawn a group in a random zone. Tomorrow I'll work on getting the rest of the features I want in the mission to work. I'll probably break something else and come crying for help again when I get over my head... but who knows! :D Thanks much for the help, Dud
  12. Thanks for the info Fubar and Habu. I made the changes suggested, however I still don't get any farther in making things happen in the lua script. With the changes suggested, it now looks like this: -- STATUS MESSAGE ********************** MESSAGE:New("Air to Air Tasking has started.", 15):ToAll() -- This sets all of the locations where RED CAP groups may spawn. -- These zones must be placed where you want them on the mission editor map, and be named exactly as listed below. RedCAPSpawnZones = { "RED CAP Zone W", "RED CAP Zone WNW", "RED CAP Zone NW", "RED CAP NNW", "RED CAP Zone N", "RED CAP Zone NNE", "RED CAP Zone NE", "RED CAP Zone ENE", "RED CAP Zone E" } -- This sets the groups to choose from for RED CAP spawns. -- These groups must be placed somewhere on the mission editor map, and be named exactly as listed below. RedCAPGroups = { "RED CAP AJS37", "RED CAP C-101CC", "RED CAP F-5E", "RED CAP JF-17", "RED CAP MiG-19P", "RED CAP MiG-21", "RED CAP MiG-23MLD", "RED CAP MiG-25PD", "RED CAP MiG-29A", "RED CAP MiG-29S", "RED CAP MiG-31", "RED CAP Su-27", "RED CAP Su-30", "RED CAP Su-33" } -- STATUS MESSAGE ********************** MESSAGE:New("RED CAP variables set.", 15):ToAll() -- This creates the actual RED CAP group. RED_CAP_1 = SPAWN:New( "RED CAP 1" ) -- identifies the spawning group :InitLimit( 10, 10 ) :InitRandomizeTemplate( REDCAPGroups ) :InitRandomizeZones( REDCAPSpawnZones ) RED_CAP_1_SPAWN = RED_CAP_1:Spawn() -- actually spawns the group -- STATUS MESSAGE ********************** MESSAGE:New("RED CAP 1 has spawned.", 15):ToAll() -- This assigns the RED CAP group to a zone to patrol CapPlane = GROUP:FindByName( "RED_CAP_1_SPAWN" ) PatrolZone = ZONE:New( "BLUE DOGFIGHT Zone" ) AICapZone = AI_CAP_ZONE:New( "BLUE DOGFIGHT Zone", 300, 8000, 500, 750 ) AICapZone:SetControllable( CapPlane ) AICapZone:__Start( 1 ) -- They should statup, and start patrolling in the PatrolZone. -- STATUS MESSAGE ********************** MESSAGE:New("RED CAP 1 has been assigned to zone.", 15):ToAll() When I initiate the tasking, I get the first message (just like before), but that's it. No spawned Red Cap and no other messages. I have been through the Moose docs and the Discord stuff, but from what my simple mind can tell, this should work.... but nuthin... :joystick: Any other thoughts? Thanks, Dud
  13. Hi all, Let me start by saying that I am an absolute beginner when it comes to using MOOSE. I have spent the better part of a week getting MOOSE and LDT set up and trying to learn how to use it correctly. It is simply amazing in what it can do, but I'm apparently not able to figure it out. Now I'm stuck and don't know what I have wrong in my lua file. :wallbash: I have a mission where I want to randomly spawn AI aircraft to one of several zones based upon the player asking for an 'air to air tasking' via the radio F10 options menu. I have the radio menus working within DCS Mission Editor, and I have verified that when I select the 'air to air tasking' option (F10 > F1), it does start my MOOSE lua script "Air to Air Tasking". I confirmed this by inserting a message at the beginning of the script to tell me the script has started (line 11). But that is as far as it gets. I get no error messages, and nothing else happens. I have watched the wonderful tutorial videos and read the Moose User Guide, but I'm a novice in lua scripting and I can't figure out what the issue is. Any help or guidance that can be provided would be GREATLY appreciated! :helpsmilie: (FYI... the F10 > F3 and F4 radio entries are for future use and don't lead anywhere right now.) I have attached the lua scripts and the miz file. Thanks in advance for your help! Dud Air to Air Tasking.lua Radio initiated message.lua Test Mission Caucuses.miz
  14. Just a bump on this topic. I was reading in other posts that wind direction/speed will be used to select your runway. This is true on most runways, but Nellis is a unique case in that they have a hard rule to not allow departures from 21 to avoid overflying the strip. So regardless of the wind speed you will be told to takeoff from 03 and land on 21... if you choose to listen to the tower that is! :music_whistling:
  15. I found that these settings in the RWR init file made my exported RWR readable again. However, it makes the in game cockpit RWR symbols almost invisible. I chose to have my exported one work. D:\Eagle Dynamics\DCS World\Mods\aircraft\FA-18C\Cockpit\Scripts\TEWS\indicator\RWR_ALR67_init.lua shaderLineParamsUpdatable = true shaderLineDefaultThickness = 0.08 shaderLineDefaultFuzziness = 0.03 shaderLineDrawAsWire = false shaderLineUseSpecularPass = true
  16. The recent DCS update to 2.5.5.33184 released yesterday (July 7, 2019) seems to have broken one of my Helios profiles. The profile is based on the excellent Capt Zeen F-15 Helios profile that uses the Helios Flaming Cliffs 2 interface. This profile has been working wonderfully since putting it in place a couple years ago. It worked in both the original track of Helios, and in the new BlueFinBima development track (which is OUTSTANDING btw!:thumbup:). The problem is that since the .33184 release, as soon as I start flying the Helios profile slows to a crawl, the touchscreen becomes unusable, and DCS itself eventually becomes unstable. I also noticed that if I exit out of DCS, the gauges within the Helios profile continue to sputter along as if DCS was still running and I have to close Helios to get control of my touchscreen again. This led me to look at the DCS interface that the Helios profile was using. It turns out that this is the original Flaming Cliffs 2 interface. So I made of copy of my Helios F-15 profile and deleted the FC2 interface. Bingo! Helios worked just fine again and so did DCS. The challenge is that by deleting the FC2 interface from my Helios profile, none of my instruments that are exported to Helios work any longer for that particular profile. I find that using the functional Helios gauges easier to read and utilize than the in-game ones because they are bigger and are always available to glance at regardless of what I'm looking at in the actual sim, so this is an issue for me. I use OvGME to manage all my DCS .lua files and such, and it works wonderfully. None of my other non-FC2 profiles are broken since the update, so my guess is that DCS changed some base coding that is no longer compatible with the FC2 interface in Helios... I just don't have the skill or knowledge to troubleshoot farther than that.:joystick: So, my questions are: 1. Has anyone else experienced your Helios profiles using the FC2 interface not working correctly since the .33184 update? 2. Any thoughts or experience in getting the DCS F-15 gauges to work in Helios without the FC2 interface? Here are the particulars of what I'm using, and I'll also attach the Helios profile if anyone wants to take a look for themselves. Any help with the issue is greatly appreciated!:D Dud Helios version 1.4.2019.0616 by BlueFinBima OvGME version 1.7.4 DCS version 2.5.5.33184 DCS F-15C v2.zip
  17. The pleading for a single person dynamic campaign in DCS has been going on for years... This thread alone is over eight years old. I've been flying ED stuff since the beginning and I have to say, if ED has one in the works, I really wish they'd just confirm it to be a real project on their end. I can't think of any single thing that would have such a huge positive impact to the enjoyment and consumption of my free time spent flying the virtual skies. Come on WAGS, give us some hope!
  18. I'll take and Alpha or a Delta... Or both! Yes... Both please.
  19. +1. I just spent five hours over the course of a weekend replying the same campaign mission over and over, repeating the first 30 minutes of start up and simple flying just to try a different approach to resolve the challenging situation that kept getting me killed. Turned the sense of victory into something of a grudge fight, me against the mission designer. This is supposed to be fun right? A save game feature would have done saved me hours of repetition. Please ED!
  20. Problem resolved! I apparently had corrupted something as I was doing an update prior to all of my problems. I did a fresh install of DCS and all of my problems went away. Now I have all of my files either in the Saved Games folder (when possible) or am using OvGME for any that have to be directly in the DCS World install folders. All is working perfectly! Thanks much to you Capt Zeen for your fabulous Helios profiles and for the newest export.lua!
  21. Hi Capt Zeen, Yes, the default keys are still in place. Just can't figure out what is happening. I'm am going to try a fresh install I think. I must have messed with something by accident when setting up OvGME... More to follow!
  22. So I suddenly have a problem where two of my Helios profiles (SA342 and UH-1H) have stopped sending output to DCS. My new F-18 profile and my A-10 profile work just fine though. EVERYTHING else in DCS and Helios seem to be working fine. Just outputs from Helios to DCS for any switch that calls to/from the export.lua file from these two profiles. A button or switch only sending plain keystrokes works fine. Here is some info on my setup: *Two screens, stacked one above the other. *Most current version of DCS 2.5 is only DCS install I have *Helios profiles based upon the wonderful Capt Zeen profiles *Have the most current Zeen export.lua placed in SavedGames/DCS.openbeta/Scripts/ *Exports of MFDs and other viewports (MFDs, RWR, Nadir, UHF, etc) for ALL aircraft including the Gazelle and Huey work fine *Inputs from DCS to Helios work fine. EX: If I click on any switch or button on the screen in DCS, the corresponding switch or button in Helios moves to match the setting *Both profiles worked fine a month ago and I hadn't made any changes to them prior to the problem starting *I have a functioning monitor setup .lua file placed in SavedGames/DCS.openbeta/Config/MonitorSetup/ that works great. *I have used the Eagle Dynamics stand alone update tool and the repair tool. Both ran without incident. *I have been into both Helios profiles and confirmed/reset the install path for Helios, and even clicked the Remove Helios Setup button, saved, then clicked the 'Setup Helios' button. *I confirmed that in the Zeen modified DCS file folders for the display exports, I have the correct folders named 'aircraft' instead of 'aircrafts'. EX:...Mods\aircraft\SA342\Cockpit *I grabbed a new copy of the export.lua from Zeen's website and put it inSavedGames/DCS.openbeta/Scripts/. So, I decided that I was tired of DCS constantly overwritting my work and scripts to get all of the viewports, exports, etc functioning, so I started using OvGME as a mod management tool. I can't say that the problem with the Gaz and Huey didn't exist prior to making the switch, as I have been busy with the Hornet lately. But I have only 'noticed' the problem since OvGME went in place. I have OvGME working fine and the only thing it manages are the Zeen modifications to the aircraft displays being exported to the second screen being that the export.lua and monitor setup files are in my SavedGames folders. The problem exists with the Gaz and Huey whether I have OvGME managing the files or not. Being that the A-10C and the F-18C are working perfectly I'm stumped. I've tried everything I can think of except for completely uninstalling DCS and starting over again... ugg. Did I probably cause this problem while setting up OvGME and getting stuff moved around correctly... it wouldn't surprise me. But I can't figure out what it would be if the F-18 works just fine... color me frustrated! I will take any help, ideas, or assistance anyone can offer. I feel like a bomb tech who just said... 'wonder what this wire does?'... BOOM! Thanks, Dud
  23. Outstanding! I look forward to your Helios profiles almost as much as the sim itself!
  24. I would love to find a source for Hall effect sensors to replace the pots in my old Cougar! I just tried doing it with a Honeywell HRS100WAB090 and I couldn't get the thing to register any output. I have reached out to Honeywell about it but haven't heard back yet. Anyone have any sources or ideas? I really don't want to try building my own with a Hall sensor and some magnets, I would rather just have a drop in Hall pot... Anyone? :)
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