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Posted

Very nice! That is a big monitor to find targets with. Might have to do something like that on my setup.

Coder - Oculus Rift Guy - Court Jester

Posted

It makes a massive difference ànd makes you really appreciate the camera.

 

Going to look into moving the rwr and nadir over to the monitor on the right of my main screen too. But I'm content with the viviane for now :thumbup:

Posted

Has anyone figured out how to turn on the in-cockpit rendering? I commented out all 4 of the rendering purposes in various combinations, but it appears they both use inside cockpit. Its kind of a bummer, I'd like to be able to save some framerate. (this is in the init.lua)

 

-- The code below is used for rendering When you use viewports comments are same as above for rendering
  purposes      = {render_purpose.HUD_ONLY_VIEW,
                   --render_purpose.GENERAL, --Uncoment this line by removing the "--" to render in 3D cockpit.
                   render_purpose.SCREENSPACE_OUTSIDE_COCKPIT,
                   render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always 
-- End of rendering configuration
  render_target_always = true

 

also; my setup. x = 20 is approximately correct, the -6 is exactly right for the offsets to get it flush with the edges of the screen. (these extra offsets seem to change with TV w/h) Normally the taskbar is not in the way, that was because DCS intercepts my keybind for Puush (a ss/upload program). This is from the Camera+GTV.lua

 

SA342_TV =
{
x = 20;
y = 1080-360-6;
width = 450;
height = 360;
}

 

b0b5702bea.jpg

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