

GregP
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Everything posted by GregP
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It just doesn't look right to me ... why that angle? Seems like it ought to be rotated clockwise 90 or 180 degrees.
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HOTAS Warthog Ministick in Flaming Cliffs
GregP replied to tspencer227's topic in PC Hardware and Related Software
First off, in order for DCS to see your microstick axes as mappable in-game, in your TARGET profile you need to have the following DX axis definitions: MapAxis(&Throttle, SCX, DX_XROT_AXIS); MapAxis(&Throttle, SCY, DX_YROT_AXIS); Then in the DCS UI, you ought to be able to select JOY_RX and JOY_RY as your horizontal and vertical slew axes. I too have been annoyed with how sensitive these axes are though, even after significantly flattening their response curves in the controls UI. lunaticfringe, good find about MAP_ABSOLUTE vs. MAP_RELATIVE, I had completely forgotten about those options. Since the TARGET script editor manual states that MAP_ABSOLUTE is the default, I think you are correct that MAP_RELATIVE ought to solve this problem. It makes me wonder, though, why my cursor slewing in DCS A-10C always worked just fine without specifying MAP_ABSOLUTE. -
UPDATE:: After further testing I found that snapview saving to other KP keys works, so to create a new center view you have to first save this new view to some other KP key, exit sim, and copy that key's section from SnapViews.lua to the [13] section of whatever aircraft you're trying to change. As I have done for the A-10C, P-51D, and Ka-50, I need to change the default center view for the FC3 aircraft so that they center appropriately in my T-shaped 4-screen setup. The process that I've followed for the other 3 aircraft worked as follows: 1) In \DCS World\Config\View\View.lua, set DisableSnapViewsSaving = false and UseDefaultSnapViews = false 2) Move view in-game 3) Press RAlt+KP0 And then your new snapview is saved in C:\User\Saved Games\DCS\Config\View\SnapViews.lua. But this process does not work for the FC3 aircraft; it seems that the saving process just does not 'take'. Anybody else try this yet, and/or know why it's not working?
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Having tried this greasing up procedure twice now, I just wanted to come back and emphasize how important it is to get grease into the innards of the ball & cup joint. On my first attempt, I didn't want to try removing the cup and instead just (carefully) pulled it upward as far as it would go and greased around it. This greasing did help, but still I could feel quite a bit of stiction that eventually annoyed me enough to prompt a second try: this time, I removed the entire cup assembly and inner piece, cleaned and greased everything, and MAN, what a difference. SO much better than the first attempt. Bottom line -- grease that ball & cup joint! It may be a pain to remove -- the little 'pins' that keep the ball assembly together did indeed take quite a bit of force to push out, and I'd recommend that others try Corrigan's method above to using a screwdriver to tap them out rather than through raw force (also with a screwdriver) like I did -- but the difference in stiction is well worth it. One final note: for those wanting to try this, note that in Corrigan's pics above, he disassembled more than is strictly necessary ... I did not detach the circuit board nor the ball assembly from the base. So in some sense it doesn't have to be as involved as his pics indicate, if you're uncomfortable with disassembly.
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Yup, just got mine today too -- I couldn't resist, even though I printed a spiral-bound B&W version a year ago and then a full-color binder-bound version at work a few months ago. :) But having it bound in a neat book format, with high-quality B&W, really is something else. Looks and feel great. Fantastic job, chaotikchiken!
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EDIT: SOLD I've had this for about 2 years and it's great, but recently I got a CH Products Throttle Quadrant as I needed more levers in Cliffs of Dover. Amazon is selling this for about $50 these days, so I'll sell mine for $25, which includes the shipping cost as long as it's within the continental US. I'd prefer Paypal payment. (Apologies for the rotated pictures)
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Why try to run Helios when you could just place it below your main cockpit view and render the entire cockpit on your touchscreen, allowing direct interaction with everything? Check out this video I made showing my setup: a 4-screen, T-shaped cockpit with the instrument panel being on the lower (touch)screen. Would be easy enough to set up with your current monitor...
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WOW, that's incredible! Nice job! When will you start taking orders to build more? :) What was the total cost to build that, by the way?
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Actually, I am indeed getting better FPS in Dishonored, Cliffs of Dover, AND DCS. :) But yes, obviously I could try rolling back to 12.9 ... it's just that I'd really prefer not to. And so I was wondering if there might have been something obvious that I was overlooking. I just can't believe that this worked a week ago and now doesn't. Seems impossible that new graphics drivers could affect this, but ... I guess I have to try. Damn!
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A simplification: my method above for setting a new default view is needlessly complex. As pointed out by PeterP here, the process can be shortened as follows: 1. Press Num5 to reset your view to the current default. 2. Adjust your view to what you want as the new default but do not use any snap view keys in the process! 3. Press RALT+Num0 - your new default view should now be saved. Man I wish I had known this months ago!
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Reworked Cockpit Views with proper Neck
GregP replied to PeterP's topic in Utility/Program Mods for DCS World
PeterP, fantastic work with this mod. I finally got a chance to try it and I really like the way it feels. My results are a bit different from other people's because I already had a customized default view, and this brought up a question for me: In my already tweaked default view, I had pulled the eyepoint back and down such that I could see all of the HUD without having to move my head. I now can't remember whether the default DCS default view has this same quality, or whether part of the HUD is cut off; but either way, I wonder: would the real HUD and pilot position have been designed such that the pilot would have to move his head forward and down to see the entire HUD? This seems unlikely to me, and is perhaps just a limitation of the game itself. -
The 'keepComposition=1' fix is no longer working for me. I have explicitly followed your instructions, PeterP: 1) Aero theme selected 2) Disable aero theme unchecked in DCS 3) keepComposition=1 set in config.SoftTHconfig And still, I cannot click on the menu that pops up when I hit 'esc' in a mission. This is on 1.2.1-6288. For the life of me, I can't think of a single thing that changed since I had this working a week ago -- other than that I changed Radeon drivers from 12.9 to 12.11 beta. PeterP, any ideas?
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I keep forgetting to try it out whenever I start the game up, will have to do that soon. I've seen lots of people complain that they wish the devs had spent time fixing real problems rather than add an 'arcade' and anachronistic plane like the Su-26 into the game; I can appreciate that perspective, but I also read that the devs had been using the Su-26 as their benchmark for creating realistic FMs, under the presumption that, given that real Su-26 flight data was so easy to obtain, if they could build a virtual model of it that performed fairly realistically, then that meant their overall FM dev process was probably sound and therefore the other planes could also be expected to have similar fidelity. If all that's true, then really it probably wasn't too much work for them to make the Su-26 player flyable, since it was essentially already in the game. I wouldn't regard that as a 'cheap' attempt to placate frustrated COD players as many seem to do.
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Just wanted to mention that I, too, recently tried the 'removing the big spring' thing and I agree -- totally different feel now; much, much improved. I may try to buy some washers to tighten the feel a bit more, and I do need to grease my WH up, but man ... I can actually move the stick precisely now and not strain my arm in the process. Great find!
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Reworked Cockpit Views with proper Neck
GregP replied to PeterP's topic in Utility/Program Mods for DCS World
PeterP, this is excellent work, and I'm looking forward to trying it. For clarity, though -- what resolution were you using when you created these? As you say, results will vary depending on FOV and aspect ratio, so I'm trying to determine ahead of time how well these numbers might work for me on my 5900x2160 setup. -
I avoided COD until this past Friday, when the last patch came out. I then bought it on Amazon download for 20 bucks. I've spent a lot of time since then getting it tweaked and setting up my HOTAS, and I have to say -- I'm fairly impressed with COD in its current state, especially given how far it's come. On my two 7970's (which admittedly are probably not the average system spec), I run COD in Eyefinity at 5904x1080, with most graphics options maxed but SSAO off and a few things like Forests and Buildings Amount set to Medium. In the missions I've tried so far -- and I admit, it's been limited to mostly quick missions and a few single missions -- I have no problem averaging in the 40-70 FPS range. I do, unfortunately, get a bit of microstuttering quite often, but this comes from Crossfire and not the graphics settings. For the moment I'm willing to put up with it, as it's not that bad, and worth the huge FPS boost I get from the second card. You can run FXAA/SMAA injectors to help 'pretty it up', although in my experience, it is almost impossible to force AA on Radeon cards via these injectors, whereas it seems to work better on Nvidia cards (and/or Nvidia users have access to SGSSAA, which is vastly superior in IQ to the Radeon's SSAA). I currently use SweetFX to change the color palette a bit (reduce the default washed-out look) and sharpen it, and it looks pretty damn good. Thus far, my only two complaints are: - It really does suck that the game does not have any working AA, nor (at least for me) can it be forced from the outside. - Try as I might, including with the PPJoy/GlovePIE trick, I have not been able to get my Fanatec ClubSport pedals working as rudders in-game. The bottom line is, official dev work on this sim is now complete. What we currently have is all we're going to get. For $20, I'm willing to make the best of it. Even with its remaining problems, this is the best WW2 sim out there. Glass half-full, y'know? :) As such, I'm having a lot of fun with it. Of course it doesn't hurt that I totally missed out on the past 18 months of ugliness in the forums... EDIT: I have since writing the above figured out how to get my pedals working; all it took was for me to carefully follow the instructions here.
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OK guys -- good news: the problem was me, not DCS. Snapview saving does indeed work in 1.2.1, just slightly differently from how it worked in the A-10C betas. Here's what you do: In 'DCS World\Config\View\View.lua' set: DisableSnapViewSaving=false UseDefaultSnapViews=false When in-game, to save new snapviews, do the following: 1) use RShift+RCtrl+KP keys to move the camera, use KP keys to tilt camera 2) press LWin + KP(x) where x is the KP key you want to bind the snapview to 3) press RAlt + KP0 Your snapviews are now saved in (under Windows 7, at least) C:\Users\[name]\Saved Games\DCS\Config\View\SnapViews.lua. You can do this for every DCS aircraft, and you can also use this process to set a different default cockpit view: define a new snapview on a KP key you don't already have bound to another snapview, then exit the sim, go into the SnapViews.lua file, copy the 'Snap[x][y]' section of lines (where x is your aircraft [as shown in the View.lua aircraft list] and y is the KP key you used + 1) and paste it over the existing 'Snap[x][13]' group of lines, changing your y's to 13's (i.e. 13 = 'KP12', which obviously doesn't exist as an actual key, but defines your default cockpit view). I've now happily got all my default and snapviews defined just how I want them for every aircraft.
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Understood, although as I cross-posted over here in the P-51D forum, the 'save cockpit angles' functionality WAS working in 1.2.0's P-51D module (which I know, was still in beta). So apparently something changed between 1.2.0 and 1.2.1 .... fixed in 1.2.0 but broken again in 1.2.1. :(
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What's really frustrating is that this process WAS working in 1.2.0, and in that version I saved 'fixed' snapviews, including the center view, for myself for P-51D and everything looked great. But apparently the coordinates have changed in the release version of P-51D, because pasting that 1.2.0 SnapViewsDefault.lua file into 1.2.1 leads to really messed up snapviews in the P-51D (and also Ka-50, I might add, although the 1.2.0 saved snapviews still work fine for the A-10C). Meaning, P-51D is currently essentially unplayable for me. Very frustrating.
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EDIT: Problem solved, see my post #4 below. According to the changelog for 1.2.0, this was fixed, but at least for me in 1.2.1.6288, this is not working. Even if I set SnapViewDisableSaving=false in View.lua, following the normal process for saving snapviews (move camera, LWin+KP(), RAlt+KP0) does nothing whatsoever. So, is this still broken? Has anyone else gotten it to work?
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OK, I have now confirmed that this process does not work in any of the other modules (A-10C, BS2) in DCS World 1.2.1 ... so the snapview saving process must have changed. Grrrrrr.....
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EDIT: Problem solved. See my post over in the main DCS World forum. I've very familiar with the process for changing snapviews in A-10C: View.lua: DisableSnapViewSaving=false Then in-sim, you: 1. use the RShift + RCtrl + KP keys to move your view 2. press LWin + KP() to choose the snapview you want to save to 3. press RAlt + KP0 to save the view This works perfectly well in A-10C. However, in P-51D, the SnapViewsDefault.lua does not have explicit "Snap[x][x]" view settings for the P-51D, which should be index 12. Instead, the snap views are created based on the function "p51_snap_views", which makes sense. But when you then try the process listed above, nothing gets saved to the SnapViewsDefault.lua file. Even if you explicitly create you own Snap[12][x] group of snap views above the function, and remove the function altogether, still, doing the process above does not save anything to the SnapViewsDefault.lua file. I'm pretty sure this DID work in the P-51D betas, though. So, anybody else having this problem? And/or, ED, can you lend a hand here? Why isn't this working? Changing snapviews is absolutely critical for me as I run a 4-screen T-shaped render window, requiring me to manually create not only my default center view (Snap[12][13] in this case) but also all the other snapviews, as all of the defaults are messed up.
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Wow, quick response! Right after I posted my complaint I remembered that I read earlier somebody mentioning trying keepcomposition=1 ... I tried, and problem solved. So I quickly came back and deleted my post, only to after that find that you'd answered my question. Oh well .... thanks!
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How do you manage your tweaks & customisations?
GregP replied to MadTommy's topic in DCS World 1.x (read only)
MadTommy, I feel your pain. I have the exact same problem with every DCS update. Since the last version, what I started doing was creating a "DCS Mods" folder outside of my DCS folder, into which I placed a copy of every new or modified file that I changed or added in DCS. When a new DCS version is released, I then just copy the entire contents of my "DCS Mods" folder into my new DCS folder, and everything's there. But of course, some mods & edits are things where individual values need to be changed in lua files and I don't necessarily want to overwrite the new DCS version's files with my own older files. In this case I've created a spreadsheet showing every file I've changed and in what way. When I install a new DCS version, I then go through each file in the new DCS install and change each one according to what is shown in my spreadsheet. Tedious, yes, but at least organized and methodical. The change from the standalone 1.1.1.1 modules to being incorporated into DCS World in 1.2.0 required a HUGE amount of setup work on my part to get everything working, as, in particular, the controller lua files had changed considerably. Hopefully, we won't see such radical changes like that again any time soon. -
Does the auto-update function occur automatically every time you start up DCS World? Or does the user have to select the update option from within DCS? I hope the latter, as the former would get very tedious to constantly have to copy the modded files in 'backup001' back into the DCS folder.