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Posted (edited)

Also I would like to add that after the successful axis binding for HUD brightness.  I noticed there is an additional dark red color not available before.  Normally, it is the usual green and the night time FLIR red.  This time after the binding, as I crank the axis all the way to the other side to the lowest or off position (not the in-game dial; rather, the physical dial or potentiometer of my button box) drew out the new dark red color.

Normally, if I use mouse to turn the in-game cockpit HUD brightness dial all the way CCW, the HUD projections just go away.  This time around it showed the dark red projections instead.  May be it was there all along, or just an accidental discovery.  Pretty neat either or.

Please see the last two pictures below as reference.

Screen_211127_151424.jpg

Screen_211127_151435.jpg

Screen_211127_151442.jpg

Screen_211127_151446.jpg

Edited by Pally
Clarity and pictures.
  • Like 1
Posted (edited)

Friend, and Tomcats friends, I did another 2 hrs worth of tinkering with the lua and managed to add HUD night filter and VDI night filter*.  Add these lines to the default.lua and folder location: DCS World OpenBeta\Mods\aircraft\F14\Input\F-14B-Pilot\keyboard

Stick the following codes in the Pilot Display Control Panel section (PDCP):

Quote

-- pilot display control panel

{down = device_commands.VDIG_VDI_handle, cockpit_device_id=devices.HUD, value_down = 0, value_up = 1, name = _('HUD Night Filter OFF'), category = _('PDCP')},
{down = device_commands.VDIG_VDI_handle, cockpit_device_id=devices.HUD, value_down = 1, value_up = 0, name = _('HUD Night Filter ON'), category = _('PDCP')},
{down = device_commands.VDIG_VDI_filter, cockpit_device_id=devices.VDI, value_down = 1, value_up = 0, name = _('VDI Night Filter Toggle'), category = _('PDCP')},

I placed those under 'PDCP' category, but they can also be in Lights or Cockpit Mechanics, or whichever predefined category as you see please.  Also, I had tried to understand so as to save a switch position for the HUD Night Filter OFF, and HUD Night Filter ON to a HUD Night Filter Toggle entry.  At this time, I think unless it was predefined by Heatblur as a TOGGLE capable function, additional entries will have to be entered separately for ON and an OFF function.  Sorry friends, I tried... lol.

I must say that able to be in VR and not use my mouse for those two functions brought some joy.  Small, but measurable increase in enjoyment of Heatblur's work.

Lastly, but not least, below are the codes for the RIO's to make the DDD and TID brightness to become bindable with axis such as your dials or potentiometers.  Place them in default.lua: DCS World OpenBeta\Mods\aircraft\F14\Input\F-14B-RIO\joystick

Stick these codes under the "joystick axes" section:

Quote

-- joystick axes

{action = device_commands.RADAR_DDD_bright, cockpit_device_id = devices.RADAR, name = _("DDD Brightness")},
{action = device_commands.TID_bright, cockpit_device_id = devices.TID, name = _("TID Brightness")},
{action = device_commands.TID_contrast, cockpit_device_id = devices.TID, name = _("TID Contrast")},

 

P.S: If Ironmike or Cobra saw this, I do not mean any form of disrespect.  Oh no.  I love the module from day one.

P.S*: Re the VDI night filter, I spent more way too much time in trying to get it working (when I did, I almost face punch myself with an R-27ET).  Turned out it was just a matter of not paying closer attention to the COCKPIT_DEVICE_ID code.  For the VDI night filter, it is registered to DEVICE.VDI, not DEVICE.HUD.  You can imagine the hair I lost during, and after realizing how silly of a mistake I made.  I feel for any programmers out there who stares at their screen 8hrs a day (if not more) doing coding.  It's a form of mental discipline for sure.

Well, that's all folks, and have a good one!  As always, grateful to ED, and Heatblur. 🙂 

Edited by Pally
Clarifications; explain why the face punch w/ R-27
Posted (edited)
9 hours ago, Pally said:

Holy heck.  After spending 2.5 hrs in learning what the codes meant, I finally got the HUD brightness, HSD brightness, and the VDI brightness as well as its contrast made bindable via axis; likewise, the ARC-159 and ARC-182 volume control were also axis bindable now.

Copy and paste the following small piece of code at the near bottom (keep it neat) inside the "default.lua" within: Eagle Dynamics\DCS World\Mods\aircraft\F14\Input\F-14B-Pilot\joystick\default.lua 

The asterisk were there to force the customized axis binding item populate up the very top for easy finding.  Lastly, please be aware this is base on OpenBeta v2.56 as I have not updated to v2.7x, yet (I am uncertain did the v2.7x already included those entries).  Also, as always, make a backup copy of whichever file before modification for reversibility sake.

Cheers.

 

Thanks Heatblur and ED. 🙂

Disclaimer: Please know I cannot assume any liability in event the above did not work or break anything.  

 

Bloody unreal work here mate! Thanks so much for this, any chance you could also get HUD/VDI trim as a working axis also?

Edit: Well I didn't realise that it'd be this easy, but anyway here is both trim axis - 

{action = device_commands.VDIG_HUD_trim, cockpit_device_id = devices.HUD, name = _("*HUD Trim")},
{action = device_commands.VDIG_VSDI_trim, cockpit_device_id = devices.VDI, name = _("*VSDI Trim")},
 

Edited by Gunslinger22
  • Like 1

"I'm just a dude, playing a dude, disguised as another dude."

Posted (edited)
5 hours ago, Gunslinger22 said:

Bloody unreal work here mate! Thanks so much for this, any chance you could also get HUD/VDI trim as a working axis also?

Edit: Well I didn't realise that it'd be this easy, but anyway here is both trim axis - 

{action = device_commands.VDIG_HUD_trim, cockpit_device_id = devices.HUD, name = _("*HUD Trim")},
{action = device_commands.VDIG_VSDI_trim, cockpit_device_id = devices.VDI, name = _("*VSDI Trim")},
 

 

Yup, just that will do.  Make absolutely certain that the DEVICES.<VDI or HUD, or whatever> is accurate, or else the game won't recognize what the heck we are asking of it to do.  If ever in doubt, do refer to the master key list, namely the clickabledata.lua (located in DCS World OpenBeta\Mods\aircraft\F14\Cockpit) to find the corresponding devices ID.  Facepalmed myself the moment I realize I erroneously entered HUD instead of VDI.

Cheers, and a double cheers for contributing! 🙂 

P.S: Once you get an idea how those codes interact, it is pretty easier.  I've been tinkering with the homebrewed MBDA Meteor (that missile_data.lua) ... launch at 75nm at bomber size target at 30k.  It lofts to 65k or so and reached 3000+ kts as it dives down on target nose on at 15k or so as it tries to dive and evade; it's impact speed was 2000+ kts (more if it doesn't try to dive and drag it to denser air).  For fighter size (J-11, MiG-29) that maneuvers a lot, it can be launched at about 40nm and reach max loft height at only ~30k, then it dives and merrily slams a 700+ kts Christmas at 90 degrees impact angle tracing a ridiculous path of lead pursuit course wrecking Fulcrum, Thunder, or whatever being locked. Fun times. 😛 

Edited by Pally
Spelling and whatnot; fun w/ homebrewed Meteor
Posted

Okay, I added the emergency hydraulics selectors w/ switch cover button key binds.  The emergency hydraulic selector switch is a three-position switch under a red safety cover located at the near posterior end of the right sidewall.  I have no use for the xxx, else xxx key binds; nonetheless, they are all included here.

Quote

{down = device_commands.HYD_TRANSFER_PUMP_SwitchCover, cockpit_device_id = devices.HYDRAULICS, value_down = 0, name = _('Hydraulic Transfer Pump Switch Cover CLOSE'), category = { _('Right Sidewall')}},
{down = device_commands.HYD_TRANSFER_PUMP_SwitchCover, cockpit_device_id = devices.HYDRAULICS, value_down = 1, name = _('Hydraulic Transfer Pump Switch Cover OPEN'), category = { _('Right Sidewall')}},

{down = device_commands.HYD_TRANSFER_PUMP_SwitchCover,up = device_commands.HYD_TRANSFER_PUMP_SwitchCover, value_down = 1, value_up = 0, cockpit_device_id = devices.HYDRAULICS, name = _('Hydraulic Transfer Pump Switch Cover OPEN else CLOSE'), category = _('Right Sidewall')},

{down = device_commands.HYD_EMERG_FLT_Switch, cockpit_device_id = devices.HYDRAULICS, value_down = 0, name = _('Hydraulic Emergency Flight Control Switch LOW'), category = { _('Right Sidewall')}},
{down = device_commands.HYD_EMERG_FLT_Switch, cockpit_device_id = devices.HYDRAULICS, value_down = 1, name = _('Hydraulic Emergency Flight Control Switch HI'), category = { _('Right Sidewall')}},

{down = device_commands.HYD_EMERG_FLT_Switch,up = device_commands.HYD_EMERG_FLT_Switch, value_down = 1, value_up = 0, cockpit_device_id = devices.HYDRAULICS, name = _('Hydraulic Emergency Flight Control Switch LOW else HI'), category = _('Right Sidewall')},
 

Handy in event we took missile fragmentation blast(s) and survive with a single engine.

Posted (edited)
14 hours ago, Pally said:

Okay, I added the emergency hydraulics selectors w/ switch cover button key binds.  The emergency hydraulic selector switch is a three-position switch under a red safety cover located at the near posterior end of the right sidewall.  I have no use for the xxx, else xxx key binds; nonetheless, they are all included here.

Handy in event we took missile fragmentation blast(s) and survive with a single engine.

Is this for pilot or rio?

Nvermind, I get it figured. Mod is updated.

Edited by VFGiPJP

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

  • 2 months later...
Posted
On 11/29/2021 at 10:13 AM, VFGiPJP said:

Is this for pilot or rio?

Nvermind, I get it figured. Mod is updated.

 

Great work, thanks guys

Finally I can use my Novation Midi controller for good with midi2vjoy

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Posted

I have found 2 more settings for Heading and Course selecor. However note that these act as rotary encoders, not as absolute position. So its not easy to map them to a midi controller which goes from 0 to 127. Im changing the script in midi2vjoy so it can emulate a rotary encoder that would send 64 for counter-clockwise and 66 for clockwise movement.

{action = device_commands.HSD_Knob_Heading, cockpit_device_id = devices.HSD, name = _("*HSD Heading")},
{action = device_commands.HSD_Knob_Course, cockpit_device_id = devices.HSD, name = _("*HSD Course")},
 

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Posted
{action = device_commands.RADARALT_Knob, cockpit_device_id = devices.RADARALTIMETER, name = _("*Radar Altimeter")},
{action = device_commands.ALTIMETER_Knob, cockpit_device_id = devices.BAROALTIMETER, name = _("*Altimeter Baro")},
{action = device_commands.WEAP_Gun_Ammo_adjust, cockpit_device_id = devices.WEAPONS, name = _("*Gun Ammo Knob")},

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Posted (edited)
9 minutes ago, VFGiPJP said:

Hello @winghunter, may I ask if both of the above also for regular joysticks? I so, I can incorp them into the keybinding mods.

yes, though the course and heading selectors work a bit weird with a normal joystick. A rotary encoder would work better.

Ive merged this with your mod, see attached

 

F-14 missing axis keybinds.zip

Edited by winghunter
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Posted

I Fly, Therefore I Am.

One cannot go around not saying "Thank you" every time these days, can't you?

YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA

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