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

Re: DCS A10 Support?

Postby sirnoname » Mon 23. Mar 2015, 22:56

Is there not a Run.exe in the main folder which is the starter?
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Re: DCS A10 Support?

Postby laurivs » Mon 23. Mar 2015, 23:17

Yes there is! :)

But it is maybe useless because if you use that for extractor, once you press Play Game, extractor will open Either Run.exe or Launcher.exe or DCS_updater.exe, or whatever you used for the executable.

So, let's say if we use run.exe:

Run.exe -> Launcher.exe -> DCS.exe
Run.exe opens Launcher.exe which is the menu, and then you'll select a mission, which opens up dcs.exe.
Now, the extractor went to listening mode and quit the listening mode as soon as Run.exe stopped. Or at latest when Launcher.exe stopped. You can't use just DCS.exe for extractor as nothing happens. Maybe you could use a command line option at the end of the shortcut properties, but this is an extreme solution and a bad one as you would not have access to menus and everything else.

This is, why we use the notepad.exe -trick, to keep extractor listening regardless which .exe-files are opening and closing.

When Edge (updated version of DCS) is released, the promise is, that DCS will be just a single application. We'll just have to wait for this, until then, notepad.exe....

If you ever want to update Extractor, it might be a good idea to add "Start listening" -button, so we don't have to use tricks like the notepad one. 8-)

-L
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Re: DCS A10 Support?

Postby laurivs » Mon 23. Mar 2015, 23:20

Do you have any idea as to why Extractor doesn't find DCSplugin? I tried about everything that I could think of. Does your extractor find it automatically?
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Re: DCS A10 Support?

Postby sirnoname » Mon 23. Mar 2015, 23:47

Next plugin is under way, however the many files makes me nervous. The big delay of the last plugin was caused because I run DCS on a 32bit engine. It starts but ends in briefing mode with a fallback to the launcher. Now I see the x86 folder with another launcher application. I cannot check this, so I use the launcher.
Can you verify the old lua and the new and clean the messup with that additional other values? Are the acceleration values of the new plugin usefull or working?
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Re: DCS A10 Support?

Postby laurivs » Mon 23. Mar 2015, 23:57

To verify the export.lua and DCS plugin, I need to get a version that Extractor recognizes and loads. It doesn't work * When you update the new DCS plugin so that extractor loads automatically and so that I can select it from the list of plugins, then I can check and verify the functioning of the values.

I barely managed to get it read some values now, but it is far from optimal.

Can you send me the latest plugin you're working on so I can check the values?
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Re: DCS A10 Support?

Postby laurivs » Tue 24. Mar 2015, 00:02

This is what I see.
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Re: DCS A10 Support?

Postby laurivs » Tue 24. Mar 2015, 00:09

At least the raw values from export.lua with 7 decimals seem ok.
With the current DCS plugin workaround I can't see all of them in the plugin window(see my previous post), maybe you can?
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Re: DCS A10 Support?

Postby sirnoname » Tue 24. Mar 2015, 01:29

Ok, the display is the first you must look. Did bugfix this, they was unlucky rounded to integer values.
All values are multiplied with 100 in the converter and normal in the display.
The plugin GUI stay minimized after selected. You can open it with the taskbar.
There are scripts for the autodetection. Chac that your game is added to the game list and can run with grey play game button all over the flight. However the LUA must be copied manual because of the folder. I cannot use the system variables for the saved games directory and I cannot reach the current user folder without this variables.
I cannot use the steam App ID to launch the game because I cannot find a 64bit game process from 32bit. So there is no Steam community or steam overlay possible and I launch the 64bit Launcer directly (plus or minus).
Last but not least we need to fill the user1-6 with usefull values.

Test3.zip
(1.71 MiB) Downloaded 899 times
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Re: DCS A10 Support?

Postby laurivs » Tue 24. Mar 2015, 02:27

Omg, I'm in heaven, everything works! :shock: I'm testing how usable all values are as such or do they need modding for more accuracy etc. I'll be doing this for next hours! (Many, many hours..! ) Thank you for all your work with this plugin!

User1,2,3 are one of the most important values! (linear x,y,z accelerations ~ surge, heave, sway) These should remain there, user 4,5,6 are open for something else. Let's see if we can come up with something useful. Of course anybody can edit export.lua for their needs.

Edit: you could name the values so that they match between plugin window, extractor and converter. For example roll speed
Plugin window: Ba.Spd.
Extractor: Bank acceleration
Converter: Bank acceleration

Bank speed is good and better description than before, as it is speed, not acceleration. We could rename User 1,2,3 as Linear X, Y & Z. I wouldn't like to name them as surge, heave and sway, as they describe simulator platform movements.. But these user123 values can be used for them quite nicely I believe. (With some washout filters obviously..)
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Re: DCS A10 Support?

Postby laurivs » Tue 24. Mar 2015, 03:45

Wow, after all this effort I believe I still need to learn to use vectors with dcs and lua script. It's the only way to get proper values for what we need. I don't understand why this wasn't clear to me before, but there's another problem associated with the bank value when used for bank speed. When you fly loops, the bank changes very rapidly from say +10 to -160 (anticlockwise). This is hard to eliminate as it is not a spike but a rapidly but smoothly changing value. In reality, your plane didn't do any movement around the roll axis, but the stupid instrument (ADI) thinks in a different way.

The software Tacview (see in action here https://www.youtube.com/watch?v=rQK0zvl4l3c) obviously gets quality data about the orientation of aircraft. I need to get my hands on how to do it with export.lua.
This is how tacview does it: http://lomac.strasoftware.com/download/ ... ortDCS.lua

Export.lua says the following:
--[[
LUA_PATH = "?;?.lua;./Config/Export/?.lua"
require 'Vector'
-- See the Config/Export/Vector.lua file for Vector class details, please.
--]]

However, I can't get this working, no matter what.

If anyone knows vector math (&DCS, & lua script) now would be a good time to register to this forum and help us out. Would you(Sirnoname) happen to master this? See here the description of vectors in DCS.
http://en.wiki.eagle.ru/wiki/Simulator_ ... 2.1/Part_1


Still testing. There's no more the original bank speed spike problem, that is gone.

Btw, I think we shouldn't add anything extra to user4,5,6 because there is a very good chance that export.lua won't work. For example, you see this in export.lua:

--local angle = LoGetAngleOfAttack()
local angle = 0

Why don't we use the LoGetAngleOfAttack() ? Because this works only with some aircraft, not all of them! So, if you fly a mission where you can select from a list of different aircrafts, you would notice that with some aircraft DCS plugin values read all 0.00 and it says connected. This would confuse the hell out of people. ("This just worked, what the.. Why doesn't this aircraft give values? The other just did?")

-L
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