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Posted

so, Tacca, can you make us a sun protecting visor?

  • Like 1

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Posted

That's an excellent idea! A functional helmet visor would be a fantastic addition.

 

Lately I remembered the MiG-21Bis had such a feature and I started looking at the code but it's a simple color filter (so I didn't bother).

 

Imo, with the new engine a proper visor should tweak the HDR effect, remove or alter the lens flare, reduce the sun glare and, of course, add a color tint (but that's probably the easy part).

No idea if that's possible, but if Tacca is up to that task I'd gladly donate/support for that ;)

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Posted
Hey Backbone, thanks for the idea. It would probably be a bit more involved as it would require the creation of a command, key assignment, a whole new shader post effect and link the command/key within DCS to said shader. The only part I know how currently is the shader part.

 

On the other hand if you were happy to lose the NVG but gain glasses/visor it would be pretty easy. Im pretty flat out work wise at the moment (hospitality, summer school holidays in oz) so I wont get to this for probably a few weeks

 

That's an excellent idea! A functional helmet visor would be a fantastic addition.

 

Lately I remembered the MiG-21Bis had such a feature and I started looking at the code but it's a simple color filter (so I didn't bother).

 

Imo, with the new engine a proper visor should tweak the HDR effect, remove or alter the lens flare, reduce the sun glare and, of course, add a color tint (but that's probably the easy part).

No idea if that's possible, but if Tacca is up to that task I'd gladly donate/support for that ;)

 

 

Hey Guys

 

I can do a simple reduction in brightness etc but all the other stuff I don't have time for at the moment, sorry.

Posted
Hey ! Awesome mod but i don't understand where can i modify the nvg settings ?

 

 

Hey Blaze

 

You need to edit the values in \Frenchys NVG Mod 2.0.6\Bazar\Effects\common\MOD_nvg.hlsl

Make sure whenever you make changes to the mod you dont have it applied, save the file and then re apply the mod.

 

Also for clearer instructions on what the variables do go here

 

Frenchy

  • 2 weeks later...
Posted

Thanks for this great mod. The existing NVG in Ka50 with the 1.5 update is pretty difficult to use now.

Small problem for me. I got a 5 screens configuration as follow:

Viewports =
{
    Left =
    {
         x = 0;
         y = 0;
         width = 1920;
         height = 1080;
         viewDx = -1;
         viewDy = 0;
         aspect = 1920 / 1080;
    },
 
    Center =
    {
         x = 1920;
         y = 0;
         width = 1920;
         height = 1080;
         viewDx = 0;
         viewDy = 0;
         aspect = 1920 / 1080;
    },
 
    Right =
    {
         x = 3840;
         y = 0;
         width = 1920;
         height = 1080;
         viewDx = 1;
         viewDy = 0;
         aspect = 1920 / 1080;
    }
 
 Up =
    {
         x = 7680;
         y = 0;
         width = 1920;
         height = 1080;
         viewDx = 0;
         viewDy = 1;
         aspect = 1920 / 1080;
    },
 
 Down =
    {
         x = 5760;
         y = 0;
         width = 1920;
         height = 1080;
         viewDx = 0;
         viewDy = -1;
         aspect = 1920 / 1080;
    },
}

Gui=
{
x= 1920;
y= 0;
width= 1920;
height= 1080;
}

UIMainView = Gui

 

Now, the main display is a triple screen with view on left center and right.

When I switch on NVG with the mod, my two side screens left and right go full white and only the center view is working. NVG off, the 2 sides views are back.

Any idea why?

Thanks.

Posted
Thanks for this great mod. The existing NVG in Ka50 with the 1.5 update is pretty difficult to use now.

Small problem for me. I got a 5 screens configuration as follow:

 

.....

 

Now, the main display is a triple screen with view on left center and right.

When I switch on NVG with the mod, my two side screens left and right go full white and only the center view is working. NVG off, the 2 sides views are back.

Any idea why?

Thanks.

 

 

Hey Bad Crc

 

Just send me your monitors and all fixed:megalol:

 

It sounds familiar to an issue in the old thread, I will need to go back and have a look but I think it has to do with the configuration of the IR laser shader. The shader makes the laser appear in the NVG and I think it uses different screen config sizes/code when multimonitors (which i dont have)

 

Will have a look

Posted
Hey Bad Crc

 

Just send me your monitors and all fixed:megalol:

 

It sounds familiar to an issue in the old thread, I will need to go back and have a look but I think it has to do with the configuration of the IR laser shader. The shader makes the laser appear in the NVG and I think it uses different screen config sizes/code when multimonitors (which i dont have)

 

Will have a look

 

Hi tacca,

 

have a look at the attachment in this post: http://forums.eagle.ru/showpost.php?p=1686624&postcount=87

 

It was my solution to the multi-monitor problem for the old mod. Basically, needed were separate variables for the mask (MASK_SIZE and MASK_CENTER) as it applied its size to the main viewport as opposed to the full multi-monitor resolution.

It might be different with your version, but at least worth a look/try.

 

P.S. my explanation for multi-monitor setup at that time:

WslDy3y.png

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Posted

You may choose γ yourself based on e.g. reality or your personal preference.

As to the second question: for 1.2.x it used to be the first yes. I'm not sure if that's changed in 1.5/2.0. For example, the A-10C looks like this:

SnapViews["A-10C"] = {
[[color=darkorange]1[/color]] = {[color=green]-- player slot 1[/color]
  [[color=darkorange]1[/color]] = {[color=seagreen]--LWin + Num0 : Snap View 0
[/color]    viewAngle = [color=darkorange]60.000000[/color],[color=seagreen]--FOV
[/color]     hAngle = [color=darkorange]0.000000[/color],
     vAngle = [color=darkorange]0.000000[/color],
     x_trans = [color=darkorange]0.000000[/color],
     y_trans = [color=darkorange]0.000000[/color],
     z_trans = [color=darkorange]0.000000[/color],
     rollAngle = [color=darkorange]0.000000[/color],
  },

You would take the viewAngle value (60.0 in this case).

 

Also, bear in mind that this calculation example applies to the old mod by Nrgized... It might work for Frenchy's, but you'll have to try it out.

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  • 5 weeks later...
Posted (edited)

hi are these the areas i change, ive had a read but no 100% sure. It would help me if someone could share their file that includes other aircraft like mi8/uh1 so i could have a look,

 

I think i would understand then. im assuming it is possible to have it different for each aircraft (A10/ka50/mi8/uh1)?

frenchys.thumb.png.98a8ea0478102c5bdd0a67809ac3c382.png

Edited by HOKUM52
Posted
hi are these the areas i change, ive had a read but no 100% sure. It would help me if someone could share their file that includes other aircraft like mi8/uh1 so i could have a look,

 

I think i would understand then. im assuming it is possible to have it different for each aircraft (A10/ka50/mi8/uh1)?

 

Hey Hokum52

 

You have it mostly correct. You can change the values in the first 4 boxes. DO NOT change the values in the 5th box or it will really mess with the type of NVG you get or break the mod. You can change the values in the 6th box but it is not recommended (it will change the color of the NVG.

 

This mod effects all aircraft that have nvg's, not just the A-10 and KA50. The way DCS works is that there are 2 different NVG effects/colors. One for aircraft built by NATO (or allied) countries and one built by Russia/USSR.

 

The name's A-10c and KA-50 in the file come from the original mod I based this off and kept them to keep it simple. Really imagine reading NATO and WARSAW instead.

 

To summarize, you can only have 2 different NVG's. One that will be for the UH-1, A-10 etc. The other will be for MI-8, KA-50 etc

 

I hope this makes sense.

 

Any questions please ask :)

Posted

:megalol:

has this been updated for the latest 1.5 beta update?

 

Have you tried it? Most updates recently have been aircraft or world specific rather than Shader code (really no changes at all since the initial 1.5 release). I dont update the mod unless someone tells me its broken (have minimal time for DCS at the moment)

Posted
Hi tacca,

 

have a look at the attachment in this post: http://forums.eagle.ru/showpost.php?p=1686624&postcount=87

 

It was my solution to the multi-monitor problem for the old mod. Basically, needed were separate variables for the mask (MASK_SIZE and MASK_CENTER) as it applied its size to the main viewport as opposed to the full multi-monitor resolution.

It might be different with your version, but at least worth a look/try.

 

P.S. my explanation for multi-monitor setup at that time:

WslDy3y.png

 

 

 

Hey I will eventually get around to implementing something like this but no time within the foreseeable future (ie 2 months). Sorry guys

Posted (edited)

You said, we need to change values in the “JSGME MOD FOLDER\Frenchys NVG Mod 2.0.6\Bazar\Effects\common\MOD_nvg.hlsl” to change shape etc. however, after unpacking MOD_nvg.hlsl is in "Bazar\shaders\common" Please correct path in your first post so people wouldn't be confused.

 

In which steps we need to change the value of Y in

static const float2 EYE_SIZE = float2(0.47f, 0.75f)

so that we get an ellipse? Is it arbitrarily, so I can put 0.78, 0.82, 0.83, etc. or it's changes in 0.5? (0.80, 0.85 etc.)

Edited by kobac

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Posted
You said, we need to change values in the “JSGME MOD FOLDER\Frenchys NVG Mod 2.0.6\Bazar\Effects\common\MOD_nvg.hlsl” to change shape etc. however, after unpacking MOD_nvg.hlsl is in "Bazar\shaders\common" Please correct path in your first post so people wouldn't be confused.

 

In which steps we need to change the value of Y in

static const float2 EYE_SIZE = float2(0.47f, 0.75f)

so that we get an ellipse? Is it arbitrarily, so I can put 0.78, 0.82, 0.83, etc. or it's changes in 0.5? (0.80, 0.85 etc.)

 

Thanks, all fixed.

 

You can make the y value any value between 0.01 and 1.0 (ie .22 or 0.78). It is the percentage of your screen height so .78 is 78% of your screen height while .22 is only 22%

Posted

I download the mod into JSGME but when I start up beta I dont see the NVG controls in the control menu. How do I map this MOD?

Posted

Make sure you select a plane that has NVG. The mod does not add or remove NVG for planes.

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