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Showing results for tags 'controllers'.
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I can't get any controllers/ mouse etc to work in DCS. (It works in other Flight Simulators). I have tried enabling everything in the settings. (I can see the hands, and they operate the stick & throttle, but they don't interface with switches. I don't see the mouse cursor at all - it works when I am not in the cockpit) Any solutions?
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- handtracking
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Since our group's inception, we've always cared about an environment where Aerodrome Controllers, Aerospace Battle Managers, and JTACs are commonplace. We provide dynamic operations for you to really hone your skills and manage multiple pilots alongside experienced controllers! So if you have a keen interest in Controlling, whether you're new or experienced, please get in touch! Combined Arms is required and we provide free licenses for LotAtc for use on our Servers. EU Timezone - Operations on Thursday Evenings at 1830GMT/BST Training - Boasting a powerful training platform, we offer training in layered steps, at a time that suits you, with a challenge suited to each level. Community - As part of the DCAF, you’ll find opportunities to branch out. We have a diverse community for you to hang out with, and learn from. Ready to apply? https://forms.gle/fhxwzxAJVBjYfU779 Want to learn more? https://dcafoc.wixsite.com/home Come and say hi: https://discord.gg/dcaf
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- squadronfinder
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This is my idea, but not finished yet. Basic parts: 2x Thrustmaster MFD Cougar 2x ZGYNK 8' 2x DP to HDMI conversion cable 1,5m 1x USB hub D-LINK H7 1x Lenovo TAB 3 8' + DCS UFC apk 1x Xinmotek XM-08 (button bar) 10x Button TS-12 (green light) Button bar 3D print https://www.thingiverse.com/thing:4755643 1x Lenovo TAB 3 8' + DCS UFC apk 4x USB extension cable 30cm (wireless headset, wireless mouse, PS2cam for TrackIR, free) 1x USB to Micro USB extension cable 20cm (Xinmotek XM-08) DDI panel - Plán.pdf DDI panel - Díly 7_2MM - TAB 8.pdf FA-18 BTN BAR PCB.pdf
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- thrustmaster
- mfd
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When using hand controllers in dcs you can press things with your "virtual finger" simply by touching switches. This is a major problem I have as the only place i can place my hand controllers are just above some cockpit switches, meaning that every time i place my controller down i hit some switches and this destroys my flying experience. I know you can enable a setting where the touch controllers only are active when holding down grip, but with this enabled you get that annoying blue cross in your face. The only way to disable that cross is to disable the cursor, but then you can't click things with the hand controllers either. Meaning that you will have to press a button to be able to press buttons, and that button cannot be mapped to the hand controllers as they do not show up in the control menu like other devices. This is extremely annoying. A simple "Disable hand controller switch touching" where you would disable the stupid hand controller interaction with switches in the cockpit would be extremely helpful. At least disable the feature where you can interact with switches without the grip on the controllers being held. I hope this is possible to implement without too much effort. Thanks.
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So I've been playing dcs for about a month now, so I'm still farely new to the game, therefore lots of things I don't know. So I'm playing on an htc vive headset with the controllers. Everything was good until I tried multiplayer, which ran really poorly. I started looking for answers and stumbled upon multithreading version of dcs, which does run better but my bindings were all over the place. No problem, I bind everything back as it was but when I started playing, wanted to move my tdc in the f18 to control the radar and it just didn't work (yes, it was set as soi). Also it's not just the radar, it doesn't work on flir either, or the hud even if I can move it on all of them.
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I've been going through the MAD AH-64 Campaign using a Pimax Crystal. Before the August 14 update (2.9.7.59074), I was able to use the Crystal's controller for the EUFD and keypad button presses. Those no longer work (button presses on the MFDs still work fine with the Pimax controller). I can still adjust the brightness knobs. I can also affect the up/down EUFD switches on the left of the EUFD, just not the buttons on the right side of the EUFD. My fall back is to reach for the mouse for those key presses. [Update] After more testing, it seems the controller inputs used to "press" buttons in the Apache are different than what they had been prior to the patch mentioned and I believe the previous one. In the Apache, I'm able to use the Pimax controller to "press" with 1) the trigger, 2) pressing forward on the stick and/or 3) pulling back on the stick. For example: The master arm/ground override buttons, I push forward on the Pimax controller stick. For the MFD buttons, I can use the Pimax controller trigger The left side toggle up/down buttons on the EUFD, I can use the controller trigger The right side EUFD buttons and left keypad, I have to pull backwards on the controller stick (I used to be able to use just the Pimax trigger for these) Very inconsistent implementation of the controller inputs. I've noticed a couple oddities like this in the F-4 as well (push forward on the Pimax controller stick to reset the master caution whereas the other buttons I can use the trigger.
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- ah-64d
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As per the title, in Beta 2.8 and continuing in 2.9, the motion controllers of the Reverb G2 act in a repeater mode for buttons A, B, X, Y. Example, Y is set to Escape Menu, and even just tapping Y will open and close the Escape Menu five times in a mere second. I had previously ran the game under Steam's VR for the majority of 2.8 beta, in which case the buttons functioned normally... i.e. click or click and hold only registered as a single button click. Now I imagine it's something with how OpenXR interprets the input devices (motion controllers) but I can't seem to find any option to configure otherwise.
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- hp reverb g2
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Hello, I'd like to share a project I'm working on that is fully detailed on Github. Compact input controller with 19 switches and 4 rotary encoders. Functions as a joystick in DCS, so it's easy to map controls. Supports DCS-BIOS for more advanced control mapping. Overall, it provides up to 120 control inputs via a 3-way mode switch. I find it to be a great addition in VR. After developing some muscle memory, it feels relatively natural to locate controls for startup, navigation and weapons. The project includes 3D models, schematics and arduino source code. If you'd like to help with the development of this, such as adding DCS-BIOS scripted controls or some other idea for VR input, I'd love to hear from you.
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- hardware
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