I did some test.
Don’t know why but if you add the custom view to the 3dckpit.dat in ckptart folder (not the one in the F-16CM-50 folder) then it works even for the F-16CM-50.
Latest posts made by crysli
-
RE: Guidedview.txt
-
Custom views
How can I add custom views to 3dckpt.dat?
From a post of Retro:Configuration is very much like the topgunview, but inside the 3dckpt.dat
customview <x> <y> <z> <yaw> <pitch> <roll> <fov> <clickable></clickable></fov></roll></pitch></yaw></z></y></x>
yaw pitch roll fov are in degrees. Caption should be set to “nocaption” if you don’t want any text displayed. Clickable can be 0 or 1.
The relevant commands are
OTWToggleCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Toggle Custom 3dPitMode" OTWNextCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Next Custom 3dPit" OTWPrevCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Prev Custom 3dckpit"
There’s no limit of the number of views that can be defined.
I added```
customview 0.065339 0.022967 0.004263 39.404839 -52.400936 0.000000 35 nocaption 0Then tested it in a new TE with the F-16c-52, but nothing happen when i switch to custom view. I tried changing the line in several ways but nothing works. What am I doing wrong? Can anyone post an example line?
-
RE: Iff you could have one thing in the next update it would be. (Archive)
Correct me if I’m wrong but every time this “button” is polled then a state or action will be continually set/repeated, I don’t understand what possible use it would be in this kind of software environment. Default conditions are usually set when a program initializes.
“Buttons” are either 'NC" or NO" (normally closed/open) and if used as inputs for a logic device of some sort are polled in sequence for a change of state. Are you building a cockpit ?
Nope, i’m working on a Warthog profile and i notice this behaviour, so i thought it would be useful to have this possibility.
-
RE: Iff you could have one thing in the next update it would be. (Archive)
You’d end up with the callback being continuously processed I guess.
Your other option is to just wire your switches so that they are ON-ON switches.
This is exactly what i don’t understand.
If i have an ON-OFF switch with an assigned DX to its ON position and i enter the simulation world with this switch ON
the (active) DX is immediately recognized. (Is then continously executed…? )Maybe this same behaviour can be used for a not active DX? Probably it’s due to how the code work.
-
RE: Iff you could have one thing in the next update it would be. (Archive)
This was added with little fanfare back in Update 1. Check Kolbe’s manual in your install folder for instructions on setting it up.
Yes i know of the fix in Update 1. And the Kolbe’s manual is not very clear in regard to DX behaviour imho…
After testing this is what we have:SimWheelBrakes 31 -1 -2 0 0x0 0 "Activates DX31 when button is pressed and releases it when button is released
SimWheelBrakes 31 -2 -2 0 0x0 0 “Activates DX31 when button is pressed and stay ON when button is released”
SimWheelBrakes 31 -2 -2 0x42 0x0 0 “DX31 stay OFF when button is pressed and activates when button is released”
SimWheelBrakes 31 -4 -2 0 0x0 0 “If DX31 is ON releases it when button is pressed”
SimWheelBrakes 31 -4 -2 0x42 0x0 0 “If DX31 is ON stay ON when button is pressed and releases when button is released”What i mean is to have the callback executed if a DX (not the phisical) button isn’t active, without any phisical button action (example: activate CATIII if DX31 is off).
This is useful for have cockpit synchronized with controller’s switch. Maybe this have nothing to do with the keyfile and it’s a limit of something else. -
RE: Iff you could have one thing in the next update it would be. (Archive)
Hi all, two technical things that I think might be useful.
I do not know if they are feasible…
First, a new keyfile parameter that send a callback when a button (state) is not down.
For example: button is down = CATI; button is up = CATIIISecond, a Max FOV parameter in falcon bms.cfg for external view, because at the moment it is so limited if you want to zoom out fair, and it’s more convenient than using separate zoom callbacks for the possibility to have both internal and external control on the mouse wheel.