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GK61

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  1. Hi, tried a search on this but no joy, has this stopped working in 2.8, I thought I had it working prior to the update. Snapviews work as they should however w/o the toggle all will be momentary. The default of RCTRL+NUM0 does not work but just brings up a 63 degree FOV for me anyway, thanks for any help on this.
  2. that's a great video, thanks so much for doing that...did you happen to notice the default 6DOF of the Viper was set as: limits_6DOF = {x = {-0.13,0.45},y ={-0.45,0.16},z = {-0.2,0.2},roll = 90.000000}}), -- limits_6DOF = {x = {-0.13,0.30},y ={-0.06,0.16},z = {-0.18,0.18},roll = 90.000000}, I looked at the default for y values and thought is that a misprint?
  3. thanks, I'll try this. if I may do you fly the Viper or Hornet? I may have fubar'd some of my 6DOF #s
  4. things seem almost perfect but I'm too zoomed in now with my TIR
  5. that makes sense Rudel, I'll just keep what I have and tweak where needed
  6. So today I've revisited this thread along with my TIR settings to tweak a bit and noticed now that some of the particulars within the server.lua have changed somewhat since DCS 2.7 etc., e.g. shoulder size to 20 from 25, EyePoint global to {0.05, 0.000000, 0.000000} from {0.05 , 0.080000, 0.000000}, mostly inconsequential however With 2.8 now a few of the 6DOF numbers have changed somewhat, JF-17 as well as the F-16 anyone else notice this?
  7. First off, can't thank JCofDI and Bailey enough for creating this, what a marvelous contribution this is to the community and it's just what I needed. I have the Warthog throttle (newer model w/updated cursor stick) and fly the Hornet mainly, along with the Viper, JF-17, A10C II and lastly the F-5E. So far I find the value of 25 pretty accurate for the Hornet, for the F-5E, I'm finding that a value of 16-17 seems dead on, still working on the others. One thing of note I've found, there is a small discrepancy between what the spreadsheet will show vs the calculator regarding the F-18C as shown in the attachment, however for the F-5E the numbers match.
  8. I pulled your custom server.lua from this link: https://wiki.hoggitworld.com/view/Cockpit_Views#Default_keybindings and redid all my settings, all good now except for the fact I still can't seem to get the "CameraViewAngleLimits" any closer than 20 FOV as seen in the pic of the C130, in my opinion I think it's capped @ 20.
  9. no worries, I too have TrackIR and really appreciate work here nonetheless
  10. hmm ok, I thought the names were what the mission editor or startup mission screen had shown, anyhow this is what I have: ViewSettings["FA-18C_hornet"] = { ViewSettings = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,140.000000}, CockpitLocalPoint = {3.533,1.156,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.13,0.45},y ={-0.4,0.065},z = {-0.2,0.2},roll = 90.000000}, --limits_6DOF = {x = {-0.13,0.30},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000}, (default) }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade } and the numbers in "CameraViewAngleLimits" don't seem to change no matter what I place in there, what may I be overlooking?
  11. Thank you to the OP for putting this together, does this still work currently? as per the mission editor, this is what I have for aircraft names (2 pics below) in the server.lua for the 3 that I fly currently, now I'm guessing that the names in yellow are the ones we want given the F5 variant as an example: F-5E-3 F-16CM bl.50 F/A-18C Lot 20
  12. Hi, I just built a new PC and went to import my previous profile into the app and get this error: "Application encountered an error an needs to close...", at RSMapper.MappingReadWriter.ReadMapping() at RSMapper.MainWindow.importToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) so what's going on here? Update: Ok, I've been away for nearly 2 months from all of this so if this has been brought up before my apologies but, but it suddenly dawned (more like smacked me upside the head) on me that if you change hardware, all you device IDs will obviously change as well (new mobo), which makes sense of course so I merely created a new profile, saved and exited. Then I opened up the new profile in Notepad++, took notice of all the HW IDs, then also opened up the old profile from the old PC and went to the "Replace" tab, input the old ID for each particular device in the "Find what" space, and then input the new ID in the "Replace with" space and then check the box "Replace ALL" and voila! save the file, then re-import and all is well. In summary, I have the following devices and had to do this with each: Mouse FSSB R3L MJF SGRH (My Realsimulator F16SGRH-CE stick) FSSB R3L MJF SGRH (My Realsimulator FSSB R3 Lighting) Throttle - HOTAS Warthog F16 MFD 1 F16 MFD 2 Flight Control Rudder (Slaw RX Viper 2) do keep in mind that there will be multiple instances of the same ID not only for the device itself but for each button associated with the device being used (e.g. in sequences), in my case though I don't use the mouse or the rudders in this program, so there would only be the single device IDs themselves for those.
  13. Thank you for the response Pac-Man, I have DCS but I'm working within Falcon BMS atm. I have it working now, turns out you have to have it as such: where the "Delay Since Start" of the 2nd action has to match or exceed the "Duration" of the first action (e.g. as in below pic), not sure why it took so long to dawn on me. Meanwhile I'm still playing with delays and durations for optimum efficiency. What issue I'm having now and what I'd like to have work is the simulating of turning of several rotaries/dials at once with a single key-press, is this possible? e.g. commands of Shft+] (BMS COM1 Vol Up) easily done of course with "Trigger on single press" with 5x repeat but how to do with a sequence? Update 2: after that last entry above, I tinkered and came up with this sequence (pic below) where I can turn up 2 COM rotaries at same time with one sequence: through trial and error I had to progressively increase the "Delay since start" times by a factor of 100 + 1 ms, so each delay went up a 10th of a second +1ms or .101 sec. With the above sequence, each volume knob is turned up to a set volume then the other to the same volume, but you could set it up alternating each knob incrementally I suppose. One other concern is, why can I not have a lower delay action follow one with a higher delay in a sequence, in essence what does "Delay Since Start" have to do with the ordering of the actions? If I place an action in a sequence with a high delay, then add another to follow it with a lower delay, the action with a lower delay gets pushed back before the action with the higher delay, frustrating to say the least, hence this program really needs a "Pause" command to insert wherever one wants without the program putting actions out of order unless of course I'm totally missing something here... I've been developing a series of actions for a sequence, many of which have varying delays but need to be in a certain order as below: Action A (small delay) Action B (small delay) Action C (larger delay) Action D (smaller delay) and so on... I don't want "D" before "C", that is the order I want with their associated delays or pauses I like to call them, similar to the Real Simulator software which is easy to use however it's limited (to 10) in the amount of positions (actions) that can be used for one Macro. In the RS software you can insert Pause(s) wherever you wish and in whatever duration and order. So to summarize, e.g. if I have the following actions which I want to perform in a sequence in the order that I have them below, Action 1 (0ms delay, 50ms duration) Action 2 (50k {50 secs} delay, 50ms duration) Action 3 (40k {40 secs} delay, 50ms duration) Action 4 (31K {31 secs delay, 50ms duration) so the "Delay Since Start" for the Actions 1-4 would read: Action 1 0 Action 2 50000 (50 secs) Action 3 90000 (40 secs more than Action 2) Action 4 121000 (31 secs more than Action 3) the program simply won't allow for this, it'll place the Actions as follows: Action 0,4,3,2 which is nonsense, and on top of it, the program will crop time off of Action 4 due to the cap of 120000ms (2 min) thus rendering this particular sequence useless. One thing to note, as mentioned above, there is a 120000ms (2 min) cap on delay times, which for most might not be an issue but in limited circumstances, e.g. RAMP starts etc. there are times when such greater cumulative delays are necessary.
  14. First of all thanks for your efforts in developing this program, it sure appears to have a ton of promise but it needs more work in areas where for example, when creating sequences, if I go to edit an action, afterwards it may appear in the list out of order (at the end), this can't be right or am I missing something? I've also noticed what I think may be a bug in that at times when I enter 2 identical actions e.g. at times to turn a rotary, one appears at the end of the list and the other is somewhere up the list in a random spot for whatever reason. Second, how if possible can we simulate the turning of rotaries within sequences? This is done easily with a single key press with a repeat of X times but why is this missing within sequence building? I find the options in entering actions for a sequence too basic compared to entering a single key-press so I`d love to see this addressed at some point. Update: I've since rectified most of my issues, still discovering how great the possibilities are with this, simply superb!
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