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Posted

Hello everyone. (Sorry for my english by the way)

I am having troubles on multiplayer servers because of the "Viewport handling" lua file. I made some changes in this file for the A10C to export the MFDs on my second monitor. However, I can't join the "protected servers" because my modification is considered as a mod which is absolutely not the case (I am kicked everytime). Do you know if there are other solutions to do my MFDs exports ? Or is it possible to make an exception for this modification on some servers ?

Yours faithfully.

Posted (edited)

Go to the forum section called “multi-display bugs”, the second or so thread down is a step by step for exporting the mfd’s. Do it that way and you won’t have any problems. 

I made an ovgme mod for the viewport handling.lua to shut off the mfd’s in the cockpit on screen so only my external ones display and it doesn’t pass integrity check either on most servers. Just the way the game is setup. Seems that the viewporthandling.lua is just something they don’t want people messing with. Not sure why really, it doesn’t give anyone any unfair advantage.🤷‍♂️

Edited by MadKreator
  • Like 2

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Posted

There is a “mod” / software called Helios that you can use to exports gauges and all sorts of things as well, but thats a whole different ball game. There’s is many threads on using it but it is quite a bit more complex than a simple mfd export to a second screen. Don’t forget to undo your viewporthandling. Lua modification first before doing the other mfd export through the guide. I’m sure it messes with it in some way, but it’ll be modified the way ED intended it to. Nothing worse than fighting conflicting scripts, then having to go back to square one and start all over😂

Intel i7 13700k, ASUS  rog strix z790A, 64gigs G.Skill Trident DDR5 @6400Mhz, Nvidia  RTX 4080FE, 4TB,  2x 2TB,  1TB Samsung NVME, 1TB Samsung SSD,   Corsair RM1000x, Corsair Titan 360 X AIO cooler, Lian Li LanCool 2, VKB Gunfighter Ultimate, VKB Custom STECS , MFG Crosswinds, Moza FFB,  Virpil Collective, Track IR5, 48” LG UltraGear OLED & HP 24” touchscreen for Helios,49” Samsung Ultrawide,  Streamdeck XL, Corsair Virtuoso RGB Headphones

Posted

Yes I am using Helios for my profile. In cockpit view everything works but when I switch to Alt+F1 ("HUD only view"), my MFDs are covering my whole screen 😅

I mean before I modified the viewport handling lua script

  • Like 1
Posted
1 minute ago, Antopilote said:

Yes I am using Helios for my profile. In cockpit view everything works but when I switch to Alt+F1 ("HUD only view"), my MFDs are covering my whole screen 😅

Have you reached out to the Warthog Project? Pretty sure he's solved that. 😊 

Posted
1 minute ago, MAXsenna said:

Have you reached out to the Warthog Project? Pretty sure he's solved that. 😊 

Yes I saw the videos. Impressive ! I'll try to ask him in a comment.

 

  • Like 1
Posted

I think I'll try the tutorial on how to setup a monitor file in this thread : [How to] Multi monitor MFCD display export set-up guide - Jan 2021

and add the RIGHT MFCD and LEFT MFCD lines because they are missing in my Monitor setup file. I'll keep you updated.

Posted

I tried the tutorial but it doesn't work 😞

This is how my helios profile looks like in my MonitorSetup file:

 

 

_  = function(p) return p end
name = _('Heliosr')
description = 'Generated from compatible Helios Profiles'
A_10C_2_CDU_SCREEN = { x = 1223, y = 1723, width = 222, height = 163 }
A_10C_2_LEFT_MFCD = { x = 62, y = 1224, width = 430, height = 430 }
A_10C_2_RIGHT_MFCD = { x = 1425, y = 1224, width = 430, height = 430 }
A_10C_2_RWR_SCREEN = { x = 591, y = 1242, width = 185, height = 185 }
A_10C_CDU_SCREEN = { x = 1225, y = 1731, width = 222, height = 163 }
A_10C_CMSC_SCREEN = { x = 864, y = 1205, width = 235, height = 45 }
A_10C_CMSP_SCREEN = { x = 1195, y = 1096, width = 207, height = 55 }
A_10C_DIGIT_CLOCK = { x = 478, y = 1906, width = 123, height = 123 }
A_10C_LEFT_MFCD = { x = 62, y = 1224, width = 430, height = 430}
A_10C_RIGHT_MFCD = { x = 1425 y = 1224, width = 430 height = 430}
A_10C_RWR_SCREEN = { x = 590, y = 1241, width = 185, height = 185 }
A_10C_UHF_FREQUENCY_STATUS = { x = 547, y = 1518, width = 112, height = 28 }
A_10C_UHF_PRESET_CHANNEL = { x = 637, y = 1447, width = 34, height = 27 }
A_10C_UHF_REPEATER = { x = 663, y = 1778, width = 95, height = 25 }
M2000C_PCN_UR = { x = 1465, y = 1089, width = 415, height = 48 }
M2000C_PCN_BR = { x = 1465, y = 1149, width = 234, height = 39 }
M2000C_FUEL = { x = 1796, y = 1526, width = 76, height = 42 }
M2000C_PPA = { x = 1425, y = 1979, width = 53, height = 89 }
M2000C_PCA_UR = { x = 118, y = 1908, width = 525, height = 46 }
M2000C_PCA_BR = { x = 118, y = 2034, width = 525, height = 46 }
M2000C_COM = { x = 408, y = 1221, width = 121, height = 76 }
M2000C_RWR = { x = 1280, y = 1256, width = 260, height = 252 }
M2000C_VTB = { x = 736, y = 1574, width = 437, height = 426 }
A4E_RADAR = { x = 1030, y = 1499, width = 241, height = 246 }
VIGGEN_NAV = { x = 1318, y = 1178, width = 41, height = 37 }
VIGGEN_DESTINATION = { x = 1537, y = 1359, width = 69, height = 41 }
VIGGEN_RADAR = { x = 801, y = 1527, width = 279, height = 272 }
RP22 = { x = 1051, y = 1636, width = 200, height = 200 }

Viewports = {
  Center = {
    x = 0,
    y = 0,
    width = 1920,
    height = 1080,
    aspect = 1.77777777777778,
    dx = 0,
    dy = 0
  }
}

UIMainView = Viewports.Center
GU_MAIN_VIEWPORT = Viewports.Center

 

And here you have what I did for the ViewportHandling file (doesn't work for multiplayer):

 

 

-- positioning on screen in HUD Only view

function update_screenspace_diplacement(aspect,is_left,zoom_value)
    local w = LockOn_Options.screen.width;
    local h = LockOn_Options.screen.height;
    
    if LockOn_Options.screen.oculus_rift then 
        local ui_x,ui_y,ui_w,ui_h = get_UIMainView()
        w = ui_w;
        h = ui_h;
    end    

    local x0 = 0
    local w0 = 0.5 * h
    
    local aspect     =     aspect or 1
    local zoom_value = zoom_value or 0
    local default_width  = w0 + (64 * zoom_value)

    if default_width > h then
       default_width = h
    end
    
    if default_width > 0.5 * w then
       default_width = 0.5 * w
    end
        
    local default_height = default_width / aspect
    local default_y      = h - default_height
    local default_x      = w - default_width - x0
    if  is_left then
        default_x   = x0
    end
    dedicated_viewport           = {1425,1224,430,430}
    dedicated_viewport_arcade = {default_x, 0        ,default_width,default_height}
end

function make_viewport(aspect,is_left,is_top,default_width,zoom_value)
    local w = LockOn_Options.screen.width;
    local h = LockOn_Options.screen.height;

    if LockOn_Options.screen.oculus_rift then 
        local ui_x,ui_y,ui_w,ui_h = get_UIMainView()
        w = ui_w;
        h = ui_h;
    end

    local x0 = 0
    local w0 = 0.5 * h
    
    local aspect           =     aspect or 1
    local zoom_value     = zoom_value or 0
    local default_width  = default_width or w0
          default_width  = default_width + (64 * zoom_value)
 
    if default_width > h then
       default_width = h
    end
    
    if default_width > 0.5 * w then
       default_width = 0.5 * w
    end
        
    local default_height = default_width / aspect
    local default_y      = h - default_height
    local default_x      = w - default_width - x0
    if  is_left then
        default_x   = x0
    end
    if is_top then 
        default_y     = 0
    end
    return {default_x,default_y,default_width,default_height}
end

function set_full_viewport_coverage(viewport)
   dedicated_viewport          = {viewport.x,
                                viewport.y,
                                viewport.width,
                                viewport.height}
   dedicated_viewport_arcade = dedicated_viewport
   purposes                  = {render_purpose.GENERAL,
                                render_purpose.HUD_ONLY_VIEW,
                                render_purpose.SCREENSPACE_OUTSIDE_COCKPIT,
                                render_purpose.SCREENSPACE_INSIDE_COCKPIT} -- set purposes to draw it always 

   render_target_always = true
end

-- try to find assigned viewport
function try_find_assigned_viewport(exactly_name,abstract_name)
    local viewport  = find_viewport(exactly_name) or 
                      find_viewport(abstract_name)                  
    if viewport then 
       set_full_viewport_coverage(viewport)
    end
    return viewport
end

Posted

I use the mfd export method by that guide, but I don’t use Helios. Maybe there is a conflict trying to use both🤷‍♂️ So I’m really no help lol anytime I’ve ever edited something in the viewport handling it fails integrity check so I quit messing with it and just stuck to the basic mfd export to an 11.6” screen with mfd cougars mounted to it 

Intel i7 13700k, ASUS  rog strix z790A, 64gigs G.Skill Trident DDR5 @6400Mhz, Nvidia  RTX 4080FE, 4TB,  2x 2TB,  1TB Samsung NVME, 1TB Samsung SSD,   Corsair RM1000x, Corsair Titan 360 X AIO cooler, Lian Li LanCool 2, VKB Gunfighter Ultimate, VKB Custom STECS , MFG Crosswinds, Moza FFB,  Virpil Collective, Track IR5, 48” LG UltraGear OLED & HP 24” touchscreen for Helios,49” Samsung Ultrawide,  Streamdeck XL, Corsair Virtuoso RGB Headphones

  • 2 months later...
Posted

Has anyone figured out a way to turn off the in-game MFD's without modifying the viewport handling file?

Night missions (in MP) are very problematic now since the new lighting update.  In order to see the exported MFD the brightness of the in-game MFD's has to be turned up and it is blinding.

Not sure why the exported image is not the same as the in-game one.  Perhaps that is adjustable somewhere.  Any suggestions would be appreciated.

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  • 1 month later...
Posted

I have those lines as well. Thanks for the suggestion. 👍

I’m looking to blank the “in game” MFD’s which I use to be able to do by commenting out a line in the viewport handing file. Now when I do that it fails the IC check in MP.

Alas I still haven’t figured out a workaround. 

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Posted

Those two lines do not remove the MFD images in game which is what I’m trying to accomplish. 
I can already extract them to a second monitor without a problem with IC.

Thanks again for your help. 

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Posted
1 hour ago, Sarge55 said:

Those two lines do not remove the MFD images in game which is what I’m trying to accomplish. 
I can already extract them to a second monitor without a problem with IC.

Thanks again for your help. 

are you assigning any custom viewport names? Mine all break integrity check now like I said.

Posted (edited)

Hmmm… I haven’t been on an MP site since the last update.  I’ll give it a try tomorrow when I get a chance and see what happens. 

Update: Just tried joining servers with IC turned on and had no problem joining and flying.
 

I give mine a unique name rather than the stock Right_MPCD etc., like Viper_DED for example.

Edited by Sarge55
Update
  • Like 1

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