DCS A10 Support?  Topic is solved solved with post #24909

Re: DCS A10 Support?

Postby Pavlado » Mon 7. Jul 2014, 22:00

Can not find file in the C: \ Users \ username \ Saved Games \ DCS \ Scripts \ Export.lua
only: C: \ Program Files \ Eagle Dynamics \ DCS World \ Script \ Export.lua
Why?
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Re: DCS A10 Support?

Postby sirnoname » Mon 7. Jul 2014, 23:25

Isn't DCS World in a steam folder??
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Re: DCS A10 Support?

Postby gabry1090 » Tue 8. Jul 2014, 00:03

no it isn't if you download it from their website, same problem as pavlado, but solved putting the file in C: \ Program Files \ Eagle Dynamics \ DCS World \ Script \ Export.lua , mine works this way, hope to be helpful ;)
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Re: DCS A10 Support?

Postby Pavlado » Tue 8. Jul 2014, 10:58

sirnoname wrote:Isn't DCS World in a steam folder??

No isn't.
I'll do everything exactly according to what he wrote here "laurivs". I'll turn it over Notepad, manually turn on the game, but the PC and servo motors there is no communication. Even in conventor not seeing any value.
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Re: DCS A10 Support?

Postby Pavlado » Tue 8. Jul 2014, 12:49

gabry1090 wrote:no it isn't if you download it from their website, same problem as pavlado, but solved putting the file in C: \ Program Files \ Eagle Dynamics \ DCS World \ Script \ Export.lua , mine works this way, hope to be helpful ;)


Ok, but game not communicating with plugin LockOn
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Re: DCS A10 Support?

Postby gabry1090 » Tue 8. Jul 2014, 18:56

Pavlado wrote:
gabry1090 wrote:no it isn't if you download it from their website, same problem as pavlado, but solved putting the file in C: \ Program Files \ Eagle Dynamics \ DCS World \ Script \ Export.lua , mine works this way, hope to be helpful ;)


Ok, but game not communicating with plugin LockOn


have you followed the guide and have you done the notepad.exe trick?
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Re: DCS A10 Support?

Postby Bergison » Fri 25. Jul 2014, 22:42

Hi everybody!

First of all I'd like to thank leonpo for the publication of his export.lua, without it my G-Seat project would have been a lot harder to accomplish!
(If you're interested find some infos here: http://x-sim.de/forum/viewtopic.php?f=37&t=1310 and here: http://forums.eagle.ru/showthread.php?t=122577)

I read about the notepad.exe solution to the DCS start up problem. I found that using the converter.exe (C:\Program Files (x86)\X-Sim\Converter.exe) as game executable in the extractor profile works as well! So to start up X-Sim, I launch the Extracor, hit the X-Sim playgame button to launch the Converter and then start DCS manually.

What do you think?

I am currently writing a step-by step guide on how to use the X-Sim software with DCS and wiper motors controlled by ADRUINOS on my simpit website: http://meintourenbuch.net/simpit/g-seat-how-to

Regards, Chris
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Re: DCS A10 Support?

Postby laurivs » Wed 4. Mar 2015, 14:56

Hello everyone,

There is still a problem with roll acceleration value as it spikes when ever you pass the point of bank angle -179 to 180 and to +179. This would occur every time when you fly a complete roll. Or even worse if you fly inverted and jiggle your bank angle a few degrees right and left and then you'll continuously spike..

I used to use a spike filter + mean value filter (+ smoothing filter maybe), but this adds insane amounts of lag, which is horrible, especially if you're using a head mounted display such as oculus rift.

I have sent a private message to Sirnoname, asking for a fix to the lockon plug. All we need is a very simple code that keeps the roll acceleration value constant as long as you keep the roll input applied.

The following rant is about fighter simulation (or anything else you want to fly inverted) and a 2DOF rig.

I have to comment on people using bank and pitch; I hope that no one is using only them..! Why on earth would you only use them? They have nothing to do with g-forces as such, unless of course if you mix them with roll acceleration and pitch/vertical acceleration values. If you're using a 2DOF rig, using roll acceleration value gives you the most accurate feeling for fighter simulation IMHO. If you build a physical motion simulator, why not actually find out how a professional 6dof rig performs and then try to mimic everything you can even with a 2DOF rig. There is no sense in making a good physical product and the completely mess the software side. It's like people who buy a 60 000€ sound system and still use an old 32" CRT TV, or vice versa..

When you perform a roll in real life, you do feel the initial roll ( bank angle changing) and then you feel positive Gs on your arse and back and everything else as you pull back on the stick to keep the airplane level while turning. What you don't feel is falling to the side. Why? Because you're pulling Gs! If you were to use the bank angle only, this would not accurately create the real feeling!

However, if you maintain constant heading and keep a bank angle of say 30 degrees to the left, this is when you will feel "leaning" or "falling" a bit off your chair. I use slipball value to recreate this(not bank!). It gives you exactly the same feeling as in real life. This also works when on ground and taxiing (2DOF), giving you an impression of linear g-forces when oscillation the plane to the left and right with rudder. If you crash your plane in such fashion that the left main wheel collapses and you are now banked to the left and sitting on the tarmac, not moving, you will notice that your 2DOF seat is also tilted to the left giving you an accurate feeling of having the aircraft tilted on its side.

How about using pitch? Well, when you are in a constant cruise climb, not accelerating, not banking, not changing your pitch: if your pitch is a constant +10 degrees ANU (aircraft nose up), the only way you're going to recreate the proper G-force with DCS and x-sim that I know of, is to use the pitch value. It's not perfect but it works OK.
When doing loops, if you use only pitch and not any other acceleration values considering the vertical axis, you will get funky results. When you pass the highest point of the loop and are flying inverted, if you keep the loop all around positive G's, a 2DOF seat should be kept in about the same position throughout the loop. This will not happen when using the pitch value only, as the pitch value tells you that you're going nose down, and thus wants to move your seat forwards. In real life you would in fact feel quite the opposite! You would be kept very firmly in your seat as long as you have positive G's of course. In real life our inner ear feels that you're rotating, but your 2DOF seat shouldn't do this, as this is not the primary feeling that should be recreated! You are limited to simulating g-forces with what you have and using the pitch value only, gives you the opposite results that you want! However, if you mix the pitch value with "Accl units"(in x-sim converter), you can have the accl units override the pitch in such cases and you will get more correct results!

So, all in all, you can get around many of the problems associated with x-sim, dcs, and a 2DOF rig, but the roll. acceleration bug is very annoying. You can get past it using math plugins such as spike filter, mean value filter, and smoothing filter but these will considerably increase lag in motion output, and a bit of unnecessary extra stress on cpu(not that much really..)

Attachment: my current setup on the x-sim side. (using 2DOF rig with wiper motors + rudder+stick simple ffb motors etc)

-L
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Re: DCS A10 Support?

Postby sirnoname » Thu 5. Mar 2015, 23:01

You are using the MS Flightsim plugin with FSUIPC?
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Re: DCS A10 Support?

Postby laurivs » Thu 5. Mar 2015, 23:19

I am talking about DCS and using "lockon" plugin.

Edit2:
The lockon plug needs some *, i believe you created it? I have the code (pseudocode) ready for you, only a few lines. I have done a workaround in export.lua yesterday and now I have a custom bank acceleration value and it works, i'll post the code when I get home. My custom bank acceleration value doesn't suffer from the problem of going from -179 deg bank to +179 deg bank like the lockon plug does. However, the value that I get has more spikes than the values from the lockon plugin when not flying inverted(upside down). I believe that the plugin does calculation more accurately and is also a lot more smooth or something than the math done inside export.lua. This is why I would like you(Sirnoname) to update the bank acceleration value math in the lockon plugin. Then we would have minimal need for afterprocessing of data with math plugins such as spike filter, mean value filter and smoothing filter and the data would simply be smooth all the time without any extra help!

Edit1: (Should I really be using stuff that is meant for use with ms flight sim?? )

Thank you for everything Sirnoname, I wouldn't have a motion system without your huge contribution!
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