PhoenixBvo Posted January 7, 2011 Share Posted January 7, 2011 Where did you report this exactly? Plus I think we'll see a solution with the promised compatibility patch between Black Shark and Warthog. But I'll be happy to sign your petition... [sIGPIC][/sIGPIC] CPU i7 4970k @ 4.7 GHz RAM 16GB G.Skill TridentX 1600 ATX ASUS Z97-PRO DSU Samsung 850 PRO 256GB SSD for Win10, Plextor M6e 128GB SSD for DCS exclusively, RAID-1 HDDs GFX Aorus GTX 1080 Ti 11GB Xtreme Edition, ASUS ROG Swift PG279Q, 27" with G-Sync, Oculus Rift CV1 HID TM HOTAS Warthog + 10 cm extension, MFG Crosswind pedals, TrackIR 5, Obutto oZone My TM Warthog Profile + Chart, F-15C EM Diagram Generator Link to comment Share on other sites More sharing options...
tolgamat Posted January 23, 2011 Share Posted January 23, 2011 (edited) Hi Guys, as i tried out the NVG-mode first time since using multi-monitor-setup in cause of TP, i also had to realize the "broken" optics. I also didn't find how to affect the NVG's resolution or aspect ratio to the screen. But i found out, that it's affected directly by the settings related to the main window. The offer is no real solution, just a workaround, avoiding the "stretched to the left NVG-optic", by filling up the hole available screen-area with cockpit-view. So if you want back your NVG in a suitable kind, do as follows: 1. Rearrange your monitor-setup, so that the touchscreen is located under the main-screen and middled out between left and right cornor. As i use a 2048x1152 main and a 1280x1024 touch-screen, the position of the second should look like x=(2048-1280)/2=384 and y=1152. 2. Regardless of using TB or TP (i'm using TP, ...Documents/Touchpal/touchpal.xml), position in x,y should be the same like above: x=384, y=1152. 3. For Monitor-Setup there has to be following rows according to monitor-arrangement and TP: Viewports = { Center = { x = 0; y = 0; width = 2048; height = 2176; viewDx = 0; viewDy = 0; aspect = 0.9411764705882353; } } Shkval = { x = 384+20; y = 1152+20; width = 640; height = 480; } ABRIS = { x = 384+751; y = 1152+241; width = 480; height = 640; } 4. Change relevant rows in options.lua as like this: ["aspect"] = 0.9411764705882353, ["width"] = 2048, ["height"] = 2176, ...et voila. The only thing is, the pivot poit of head moving seems to be a little bit displaced downwards... maybe someone will find out what and why... what effects the main screen getting stretched verticaly when zooming. Btw, using this setup without TP, i mean by directly using the clickable cockpit of bs has it's own charme, even if it's not as comfortable in some situations. regards tolgamat Edited January 23, 2011 by tolgamat decription for better understanding System: Q9550@3.7,P5Qpro,DDR2/1066,HD6950@6970/2GB,Win7pro64,SB X-Fi,G940, WiiRemote, Freetrack, Touchpal Link to comment Share on other sites More sharing options...
speed-of-heat Posted January 23, 2011 Share Posted January 23, 2011 I think your aspect is wrong; you are using the aspect for the total screen area, try using an aspect just for the screen area of your primary monitor... and try dropping the center view port "height" to be just 1152. for this to work you would have to change your Windows Monitor settings to be Large Monitor over the Small Monitor ? correct? SYSTEM SPECS: Hardware Intel Corei7-12700KF @ 5.1/5.3p & 3.8e GHz, 64Gb RAM, 4090 FE, Dell S2716DG, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero SOFTWARE: Microsoft Windows 11, VoiceAttack & VAICOM PRO Link to comment Share on other sites More sharing options...
tolgamat Posted January 23, 2011 Share Posted January 23, 2011 I think your aspect is wrong; you are using the aspect for the total screen area, try using an aspect just for the screen area of your primary monitor... and try dropping the center view port "height" to be just 1152.To do what? That settings are working to provide the NVG-viewport in a comparable ratio and position as like the normal cockpit-viewport. for this to work you would have to change your Windows Monitor settings to be Large Monitor over the Small Monitor ? correct?Sir, yes, Sir! Just like described in topic 1, Sir! 1. Rearrange your monitor-setup, so that the touchscreen is located under the main-screen and middled out between left and right cornor. As i use a 2048x1152 main and a 1280x1024 touch-screen, the position of the second should look like x=(2048-1280)/2=384 and y=1152. System: Q9550@3.7,P5Qpro,DDR2/1066,HD6950@6970/2GB,Win7pro64,SB X-Fi,G940, WiiRemote, Freetrack, Touchpal Link to comment Share on other sites More sharing options...
speed-of-heat Posted January 23, 2011 Share Posted January 23, 2011 To do what? That settings are working to provide the NVG-viewport in a comparable ratio and position as like the normal cockpit-viewport. To correct your apparent head position, and the stretching effect when zooming SYSTEM SPECS: Hardware Intel Corei7-12700KF @ 5.1/5.3p & 3.8e GHz, 64Gb RAM, 4090 FE, Dell S2716DG, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero SOFTWARE: Microsoft Windows 11, VoiceAttack & VAICOM PRO Link to comment Share on other sites More sharing options...
tolgamat Posted January 23, 2011 Share Posted January 23, 2011 To correct your apparent head position, and the stretching effect when zooming The stretching effect isn't that one affected by wrong res or aspect settings. It's definitly affected by the angle of view while zooming. System: Q9550@3.7,P5Qpro,DDR2/1066,HD6950@6970/2GB,Win7pro64,SB X-Fi,G940, WiiRemote, Freetrack, Touchpal Link to comment Share on other sites More sharing options...
KosPilot Posted January 25, 2011 Share Posted January 25, 2011 I have the same problem with stretched camera view using NVG, and I've already reported the problem once myself. ED, PLEASE FIX IT! Link to comment Share on other sites More sharing options...
tolgamat Posted January 25, 2011 Share Posted January 25, 2011 System: Q9550@3.7,P5Qpro,DDR2/1066,HD6950@6970/2GB,Win7pro64,SB X-Fi,G940, WiiRemote, Freetrack, Touchpal Link to comment Share on other sites More sharing options...
Wildsau Posted March 19, 2011 Share Posted March 19, 2011 (edited) Hello to all. Another guy, the same problem. I heard about a new patch wo make black shark compatible to A10. It will be great when the patch fix the dualscreen- problem. Greetings from Germany Wildsau Edited March 19, 2011 by Wildsau Link to comment Share on other sites More sharing options...
isbent Posted April 29, 2011 Share Posted April 29, 2011 (edited) tolgamat is totally on to a fix, I just can't wrap my head around it atm. I'm using a 1920x1080 with the camera, and a 1280x1024 to the right showing shkval and abris So: Camera x=0 y=0 - 1920x1080 skvall x=1920 y=242 - 800x600 abris x=2720 y=214 - 480x640 Other than labels collecting on the left edge of the 1280x1024, it works great until nvg is employed. So i think what tolgamat is saying is that because my total screen resolution width is 3200 in options, and NVG has nothing else telling it what size to render at, it will always use the max width found in options.lua. This being said, a variable must be added to instruct NVG to conform to a specif resolution rather than being lazy and using the default. I just started playing BS again yesterday, and it literally took the entire day to get it set up (= which is half the fun; multi-display configuration setup, keyboard and joystick layout, head-bob disabled, skins 3rd party textures and campaigns installed, and this the last thing on the list. Is there a way to maybe put something else inside the virtual space to squish the monitor back to a appropriate resolution? I've noticed some people have different backdrops than I do on the second screen under their abris/shkval. Can this be used as padding? Edit for additional content.. Is there a list of viewports kicking around? I've tried adding an NVG entry to my shvak+camera+abris.lua file, copying the settings for Center=, and the display option still shows up in the options menu, meaning it will work, but the variable NVG is obviously meaning less. e.i. _ = function(p) return p; end; name = _('Shkval+Camera+ABRIS'); Description = 'Shkval on the left monitor,ABRIS on the right and camera on the center'; Viewports = { Center = { x =0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 1.7777777777778; } } Shkval = { x =1920; y = 242; width = 800; height = 600; } ABRIS = { x = 2720; y = 214; width = 480; height = 640; } NVG= { x =0; y = 0; width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 1.7777777777778; } I'm just grasping at straws here, but it has to have something to do with the overlays. I've also noticed that until I use NVG the loading screen is present as a back drop, once nvg is used, whatever was present behind the shkval and abris when the nvg is shut off, stays there, which leads me to believe the graphics layer is unrelated to the shkval+camera+abris.lua file but has some kind of relationship with the load screen, as in they are used similarly. edit: Also worth noting, it does not affect any other F-key view, be it your external, vehicles, boats, etc, but the map is affected, and does the same thing as the loading splash screen. Any ideas? Edited April 30, 2011 by isbent Edit for additional content.. Link to comment Share on other sites More sharing options...
paspa Posted July 9, 2011 Share Posted July 9, 2011 Anyone solved this? If not i'm asking ED if can please at least tell me how the nvg is working and if there is some lua file that manage the NVG function, may be I can solve this working on that file. bb Link to comment Share on other sites More sharing options...
Petoulet Posted July 10, 2011 Share Posted July 10, 2011 Hello, For me, nobody find a solution to solve this, and ED never answer us if this issue will be solved in a next patch... :( It will be very appreciated if you can find something! :thumbup: Pétoulet. Link to comment Share on other sites More sharing options...
RodrigoMF_BR Posted July 25, 2011 Share Posted July 25, 2011 I have this bug too. :( Link to comment Share on other sites More sharing options...
ChrisIhao Posted July 30, 2011 Share Posted July 30, 2011 Just tested as well and same problem here. Running touchpal on right screen (physically placed left but placed right in win7) with shkval and abris included, and this leads to stretching of the main lcd. Right screen is not affected, neither the touchpal controls or the shkval or abris. Anyone have compared the files in previous patches with the new ones? Here is to hoping that ED will fix this some time in not too long. My system: Win 10, Amd Ryzen 3700@stock GTX1080 Ti, 34" Asus G-sync ultrawide monitor, Ipad Air, 32 gigs of 3600 ram, complete CH HOTAS setup, Oculus Rift CV1/Trackir5 and a Saitek Quadrant Been simming since the Commodore 64. A few million polygons ago. Link to comment Share on other sites More sharing options...
Cowboy10uk Posted August 6, 2011 Share Posted August 6, 2011 Just pointed Nate towards this issue from this thread http://forums.eagle.ru/showthread.php?p=1266146&posted=1#post1266146 Fingers crossed, we may finally get some sort of an answer or fix. Cowboy10uk [sIGPIC][/sIGPIC] Fighter pilots make movies, Attack pilots make history, Helicopter pilots make heros. :pilotfly: Corsair 570x Crystal Case, Intel 8700K O/clocked to 4.8ghz, 32GB Vengeance RGB Pro DDR4 3200 MHZ Ram, 2 x 1TB M2 drives, 2 x 4TB Hard Drives, Nvidia EVGA GTX 1080ti FTW, Maximus x Hero MB, H150i Cooler, 6 x Corsair LL120 RGB Fans And a bloody awful Pilot :doh: Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted August 6, 2011 Share Posted August 6, 2011 Just so I understand this correctly.... When NVGs are turned on - the Screen is distorted as if it is stretched across the whole screen area? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
PeterP Posted August 7, 2011 Share Posted August 7, 2011 Yes exactly. In very simple words: The problems seems to me that The post-processing layer of the NVG-View don't is related to the numbers that are found in your "Camera-Lua". The NVG-view uses the overall resolution that is set in the Options.lua. Link to comment Share on other sites More sharing options...
Cowboy10uk Posted August 7, 2011 Share Posted August 7, 2011 Many thanks Nate, for taking the time and coming to have a look. Sorry if I've opened a can of worms on the other thread :) Cowboy10uk [sIGPIC][/sIGPIC] Fighter pilots make movies, Attack pilots make history, Helicopter pilots make heros. :pilotfly: Corsair 570x Crystal Case, Intel 8700K O/clocked to 4.8ghz, 32GB Vengeance RGB Pro DDR4 3200 MHZ Ram, 2 x 1TB M2 drives, 2 x 4TB Hard Drives, Nvidia EVGA GTX 1080ti FTW, Maximus x Hero MB, H150i Cooler, 6 x Corsair LL120 RGB Fans And a bloody awful Pilot :doh: Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted August 7, 2011 Share Posted August 7, 2011 Yes exactly. In very simple words: The problems seems to me that The post-processing layer of the NVG-View don't is related to the numbers that are found in your "Camera-Lua". The NVG-view uses the overall resolution that is set in the Options.lua. OK so it is just the NVG mask that is distorted and not the 3d world behind it? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
PeterP Posted August 7, 2011 Share Posted August 7, 2011 (edited) No- not only the "oval mask" -its the whole render of the "camera" that gets stretched to the whole resolution. Mastiffs video shows it very good : yes I too seem to have that problem with the NVG's aspect ratio in error. I'm running in windowed mode and 2 7 inch Lilliput's USB monitors. And you can easily reproduce it even if you have no second monitor. Just ad Abris and whatever at your screen and lower the size of the "camera" to as smaller portion of your overall monitor size. Edited August 7, 2011 by PeterP Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted August 7, 2011 Share Posted August 7, 2011 Yep cool it is still bugged a bit, but the 3d world is no longer distorted. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
PeterP Posted August 7, 2011 Share Posted August 7, 2011 (edited) Yep cool it is still bugged a bit, but the 3d world is no longer distorted. Nate Thanks for this update - sounds promising. Edit: So what's left to do is to tell the focus.bmp/fokus.png/etcetera they have to stay at the size and place of the camera. (Eagle Dynamics\Ka-50\Bazar\Effects\PostMotionEffect\NightVisionGoogle ) Edited August 7, 2011 by PeterP Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted August 7, 2011 Share Posted August 7, 2011 Sorry, I'm reluctant to go into details - I have no control over what or when things get fixed - and information I've given in the past has changed before release. I hope you understand. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
PeterP Posted August 7, 2011 Share Posted August 7, 2011 (edited) :)-I didnt ask for details - just wanted to say "Sound promising" and provide additional info where to look for the mask. No problem M8! Even if this bug with the stretched mask (and the 3d world isn't stretched any more) will see the light of day in the compatibility patch we should now be able (I hope so) to "correct" this by our self by editing/deleting the overlay ... Of course this is not the optimum -but it would be a workaround that I at least could accept - because its much more than we have right now. Edit: And Its very nice that you step in and want to help! And until I see "ED Team" under the forum name - I wouldn't dare to believe anyone that tells something about what will be in a patch or not - would you?! :D Edited August 7, 2011 by PeterP Link to comment Share on other sites More sharing options...
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