
Best posts made by SyntaxErol
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Poor Mans HOTAS (HOGAS ?)
Hi everyone. Been flying Falcon with an old and trusty Logitech Extreme 3d pro for quite some time.
But flying in a HOTAS aircraft with such limited hardware is a chore.Thus I present you the HOGAS ! The poor man’s HOTAS.
With the help of Joystick Gremlin,Vjoy And HID-HIDE and a gamepad laying around you can experience the real basement pilot life.
-You need to setup 2 Vjoy devices, 1st one with 96 buttons and 1 HAT and 2nd one with 32 Buttons with no HAT (if you want to use my Gremlin profile. I randomly created the button numbers. Its a bit messy.)
-Right analog stick is setup as “Relative” in JG to make it act like an actual rotary axis. (radar elevation and man range doesn’t actually return to the center when let go. )
-Gamepad D-Pad acts as a modifier for TMS/CMS/DMS/Trim Hats. So you press the desired modifier and use the HAT on the stick to go up/down/left/right.
-You better hide your actual gamepad and joystick from the falcon using HID-Hide. it makes setting up much easier. (Otherwise, Launcher picks up actual buttons, not Vjoy device ones.)
Mapped button pictures and Joystick Gremlin profile in the link:
https://drive.google.com/drive/folders/1kBQQCoPVHCJCbbIKTeo1GKqeBAOU18jY?usp=sharing -
RE: F-15C Cockpit Improvement
Great work @buraktunahan… would love to see your work on vipers as well !!
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RE: all types of f-16's cockpit and sounds files mod
I tried sound setitngs in your folder but the engine sounds are too overwhelming. is there a way to solve or change this. cant hear anything over the engine itself.
And also bitching betty coming from the left audio channel only -
RE: Weird compression/alliasing on kneeboards.
@Dee-Jay Huge difference! Its not that i can read that from this wide of a fov but its not distracting and immersion breaking as before with artifacts. I think my default fov is 80 and max is 90. this two shot should be at 90.
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RE: BMS - Other cockpits
@qawa @buraktunahan real nice work, love to see mudhen getting a facelift. Currently trying to “fix” current 4.37 F15E would love to use your work if its still relevant
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RE: 4.37.4 Update Semi-Public beta-testing
Was a tester for U3 and i would be happy to be included in this one also ! Thanks @tiag
Latest posts made by SyntaxErol
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RE: New(ish) TopGun Views
Discovered another issue. changing fov values doesnt seem to be doing anything.
tried changing default views fovs too still nothing.Edit: Looks like only way you change the FOV of topgun views is to change default FOV on Falcon BMS User.cfg. sadly changing fov in game doesn’t work.
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New(ish) TopGun Views
Converted @PeCa_Chuck 's much appreciated Topgun views into a format that can be used in new .txtpb structure.
Due to falcons limitations you can only use 4 at a time.Usage :
- Open FalconBMS 4.37\Data\Sim\Acdata\F-16CM-50.txtpb (or another f-16 variant. i tested it only on cm50s but shouldn’t differ much)
-Select and copy 4 TopGun views from the listed views
-Paste them into
camera_views{ ~~~~~~ }
-Enjoy.
Dont forget game will only recognise first 4 views that’s on camera_views. Backup original topgun cameras if you want to revert it in the future.
Known issues:
-Views that are inside the cockpit have issues with cockpit glass being opaque if glass viewed from shallow angle and have small positional errors.
-Other views can have small positional errors. only tested maybe half of it, feel free to post positional errors and I will try to fix the code snippet.
-Might break MP compatibility due to changing aircraft data. Depends on server’s setting enforcing same AC data.#Cockpit, High, Left top_gun_camera { x: 18.1 y: -0.85 z: -2.95 yaw: -2 pitch: 158.5 roll: 0 fov: 44.5 } #Cockpit, High, Right top_gun_camera { x: 18.1 y: 0.85 z: -2.95 yaw: -2 pitch: -158.5 roll: 0 fov: 44.5 } #Cockpit, Left top_gun_camera { x: 17.65 y: -0.22 z: -2.85 yaw: 3.5 pitch: 174 roll: 0 fov: 45 } #Cockpit, Left, Strafe top_gun_camera { x: 17.65 y: -0.275 z: -2.85 yaw: 3.5 pitch: 178 roll: 0 fov: 35 } #Cockpit, Right, Low angle top_gun_camera { x: 18 y: 0.25 z: -1.65 yaw: 22 pitch: -172.5 roll: 0 fov: 55 } #Cockpit, Right, Medium angle top_gun_camera { x: 18 y: 0.25 z: -2.25 yaw: 13 pitch: -173 roll: 0 fov: 50 } #Gunport, Forward top_gun_camera { x: 9 y: -5.5 z: -2.5 yaw: -8 pitch: 30 roll: 0 fov: 70 } #Gunport, Backward top_gun_camera { x: 16 y: -4.5 z: -2 yaw: -5 pitch: -175 roll: 0 fov: 70 } #Canopy side, Forward, Left top_gun_camera { x: 14 y: -4 z: -4 yaw: -20 pitch: 51 roll: 0 fov: 70 } #Canopy side, Forward, Right top_gun_camera { x: 14 y: 4 z: -4 yaw: -20 pitch: -51 roll: 0 fov: 70 } #Nose Gear, Forward top_gun_camera { x: 4 y: 0 z: 3.6 yaw: -5 pitch: 0 roll: 0 fov: 70 } #Gear, Backward top_gun_camera { x: 15.5 y: 0 z: 4.5 yaw: -5 pitch: 180 roll: 0 fov: 70 } #Gear, Forward top_gun_camera { x: -10 y: 0 z: 3.25 yaw: -5 pitch: 0 roll: 0 fov: 70 } #Refuel, Upward, Left top_gun_camera { x: 4 y: -20 z: 2 yaw: 12.5 pitch: 60 roll: 0 fov: 70 } #Refuel, Upward, Right top_gun_camera { x: 4 y: 20 z: 2 yaw: 12.5 pitch: -60 roll: 0 fov: 70 } #Refuel, Tanker, Left top_gun_camera { x: 0 y: -200 z: -10 yaw: 0 pitch: 80 roll: -4.1 fov: 35 } #Refuel, Tanker, Right top_gun_camera { x: 0 y: 200 z: -10 yaw: 0 pitch: -80 roll: 4.1 fov: 35 } #Refuel door top_gun_camera { x: 2 y: 2.5 z: -5 yaw: -40 pitch: -120 roll: 0 fov: 70 } #TGP, Wide top_gun_camera { x: 18 y: 10 z: 5 yaw: 10 pitch: -135 roll: 0 fov: 70 } #TGP, Narrow top_gun_camera { x: 18 y: 10 z: 5 yaw: 9 pitch: -134 roll: 0 fov: 35 } #AIM-9, Left top_gun_camera { x: -2 y: -15 z: 1.45 yaw: 0 pitch: 7.5 roll: 0 fov: 60 } #AIM-9, Right top_gun_camera { x: -2 y: 15 z: 1.45 yaw: 0 pitch: -7.5 roll: 0 fov: 60 } #AIM-9, Left, Moved back top_gun_camera { x: -3 y: -15 z: 1.45 yaw: 0 pitch: 7.5 roll: 0 fov: 60 } #AIM-9, Right, Moved back top_gun_camera { x: -3 y: 15 z: 1.45 yaw: 0 pitch: -7.5 roll: 0 fov: 60 } #AIM-9, Left, Moved back, Upward top_gun_camera { x: -3 y: -15 z: 1.45 yaw: 7.5 pitch: 7.5 roll: 0 fov: 60 } #AIM-9, Right, Moved back, Upward top_gun_camera { x: -3 y: 15 z: 1.45 yaw: 7.5 pitch: -7.5 roll: 0 fov: 60 } #AIM-9, Wingtip, Left top_gun_camera { x: -4 y: -18 z: 1 yaw: 13 pitch: 14 roll: 0 fov: 60 } #AIM-9, Wingtip, Right top_gun_camera { x: -4 y: 18 z: 1 yaw: 13 pitch: -14 roll: 0 fov: 60 } #Wingtip, Left top_gun_camera { x: -7 y: -18 z: -2 yaw: -5 pitch: 40 roll: 0 fov: 60 } #Wingtip, Right top_gun_camera { x: -7 y: 18 z: -2 yaw: -5 pitch: -40 roll: 0 fov: 60 } #Refuel, Downward, Wide top_gun_camera { x: 80 y: 0 z: -40 yaw: -27.5 pitch: 180 roll: 0 fov: 39 } #Refuel, Downward, Nose top_gun_camera { x: 80 y: 0 z: -40 yaw: -32.5 pitch: 180 roll: 0 fov: 22.5 } #Refuel, Downward, Cockpit top_gun_camera { x: 80 y: 0 z: -40 yaw: -29.85 pitch: 180 roll: 0 fov: 9 } #Refuel, Nose, Upward top_gun_camera { x: 17 y: 0 z: -4 yaw: 29 pitch: 0 roll: 0 fov: 110 } #Weapon release, Left, Centered top_gun_camera { x: -250 y: -422 z: 3 yaw: -0.25 pitch: 59 roll: -3 fov: 20 } #Weapon release, Right, Centered top_gun_camera { x: -250 y: 422 z: 3 yaw: -0.25 pitch: -59 roll: 3 fov: 20 } #Weapon release, Left, Centered, Zoomed top_gun_camera { x: -250 y: -422 z: -40 yaw: -4.75 pitch: 58.5 roll: -3 fov: 4 } #Weapon release, Right, Centered, Zoomed top_gun_camera { x: -250 y: 422 z: -40 yaw: -4.75 pitch: -58.5 roll: 3 fov: 4 } #Weapon release, Left, Not centered top_gun_camera { x: -250 y: -422 z: 3 yaw: -0.95 pitch: 56.5 roll: -3 fov: 12 } #Weapon release, Right, Not centered top_gun_camera { x: -250 y: 422 z: 3 yaw: -0.95 pitch: -56.5 roll: 3 fov: 12 } #Weapon release, Left, 10 deg Rolled top_gun_camera { x: -250 y: -422 z: 3 yaw: 0 pitch: 56.5 roll: 10 fov: 12 } #Weapon release, Right, 10 deg Rolled top_gun_camera { x: -250 y: 422 z: 3 yaw: 0 pitch: -56.5 roll: -10 fov: 12 } #Weapon release, Left, 20 deg Rolled top_gun_camera { x: -250 y: -422 z: 3 yaw: 0.2 pitch: 56.5 roll: 20 fov: 12 } #Weapon release, Right, 20 deg Rolled top_gun_camera { x: -250 y: 422 z: 3 yaw: 0.2 pitch: -56.5 roll: -20 fov: 12 } #Weapon release, Left, 30 deg Rolled top_gun_camera { x: -250 y: -422 z: 3 yaw: 1 pitch: 56.5 roll: 30 fov: 12 } #Weapon release, Right, 30 deg Rolled top_gun_camera { x: -250 y: 422 z: 3 yaw: 1 pitch: -56.5 roll: -30 fov: 12 } #Weapon release, Left, 45 deg Rolled top_gun_camera { x: -250 y: -422 z: 3 yaw: 2 pitch: 56.5 roll: 45 fov: 12 } #Weapon release, Right, 45 deg Rolled top_gun_camera { x: -250 y: 422 z: 3 yaw: 2 pitch: -56.5 roll: -45 fov: 12 } #Nose, Left top_gun_camera { x: 16 y: -3 z: -4 yaw: -20 pitch: 20 roll: 0 fov: 70 } #Nose, Right top_gun_camera { x: 16 y: 3 z: -4 yaw: -20 pitch: -20 roll: 0 fov: 70 } #Nose, Middle Left top_gun_camera { x: 17 y: -1 z: -4 yaw: -18 pitch: 7.5 roll: 0 fov: 70 } #6 o'clock, Left top_gun_camera { x: -8 y: -4.5 z: -2 yaw: 2 pitch: 172.5 roll: 0 fov: 70 } #6 o'clock, Right top_gun_camera { x: -8 y: 4.5 z: -2 yaw: 2 pitch: -172.5 roll: 0 fov: 70 } #Nozzle, Left top_gun_camera { x: -32 y: -13 z: 4 yaw: 10 pitch: 20 roll: 0 fov: 60 } #Nozzle, Right top_gun_camera { x: -32 y: 13 z: 4 yaw: 10 pitch: -20 roll: 0 fov: 60 }
- Open FalconBMS 4.37\Data\Sim\Acdata\F-16CM-50.txtpb (or another f-16 variant. i tested it only on cm50s but shouldn’t differ much)
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More than 4 TopGun views
Is it possible to somehow have more than 4 TopGun views ?
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RE: OpenTrack jitter
@GlasgowJets my filter values look verry similar to yours maybe a tad bigger deadzones, playing sith all the values up and down doesnt seem to do much tbh (in terms of this specific jitter)
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OpenTrack jitter
To opentrack grus arround here, i have a small amount of jitter that i cant just get away from.
My leds are clearly visible at all times and their size seems consistent enough in video feed
here are my tracker setup, im using 200hz so it gives arround 180fps ( fluctuates a bit ) so i do think it has enough frames to be precise
jitter only really noticeable on high zoom or when i move fast something close and im tracking that object with my head
like buzzing the tower/flying past an aircraft in dogfight etc -
RE: MC and WDP fix for Falcon BMS 4.37.5.0
@Razor161 Nothing mentioned in that post fixed the issue installed both c++ redist and netframework
And of course I cant install .net framework 4.0 since its support has ended way back in 2016 and windows says you already have the newer version, it should still work with new .net frameworks but clearly something is not right
Third edit : copied same .dll from WDP folder to MC and it now works. Total PIA. Cant wait for replacement for both WDP and MC
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RE: MC and WDP fix for Falcon BMS 4.37.5.0
@Razor161 looks like a netframework error or c++ redist or both… however links on the topic seem dead but will try to install those and report back (they should be installed already but will give it a try anyways)
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RE: MC and WDP fix for Falcon BMS 4.37.5.0
Having this problem on whenever i try to load any te or cam into mc
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Unable to load DLL "Lzss Native.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E).
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RE: my TGP never locks...
Deadzone on the slew axis is the answer. But only trough the launcher. Dont put deadzones trough any other joystick utility. While deadzone itself works it doesnt solve the point track issue for some reason.
And it doesnt matter if your slew axis shows up any drift/jitter or not on any utility program. The issue still happens and only happens in bms tgp (my radar cursor was dead on ie.)
I pulled my hairs trying to solve this since i didnt believed i needed an deadzone on my perfectly-fine-in-everywhere-else-analog-stick. Windows didnt showed any drift/jitter, every other game and bms sensors were ok but the tgp couldnt hold a point track. I tried settign the deadzone from joystick gremlin just so i can finetune amount unlike the launcher (small medium large) and while the deadzone was there, the issue remained. Only the launcher axis setting was the cure