Snake122, do you have it working under windows 10?
Latest posts made by vitabutch
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RE: HELP ! SoftTH do't work with 4.33 U1.
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RE: 4.33 UI vs 4.33 FPS
My results on Nvidia GTX770 is the following (vertex lighting, no HDR, no fancy water or raindrops):
4.33 - 59 FPS
4.33.U1 - 89 FPSHUGE IMPRVEMENT! Many thanks, BMS team!!!
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RE: Suggestion: Provide external access to callbacks, independent of the keyfile
One thing to keep in mind from the game code side of it though: the callback commands for things like the HSI knobs understand closely-space (in time) input pulses as a request to accelerate (so inc by 5 rather than by one degree). Once that was added the issue of encoder rate and missed clicks reduced significantly. You can tune the interval for this from the cfg file (g_nKnobAccelerationDelta, default is 60ms).
Many thanks for the advise Boxer! Basically I solved the problem of the shared memory. I get altimeter pressure reading/writing like a charm with 4 byte integer by the address 000004E9829C of the Falcon process memory. Not sure if this lifehack of the the memory addresses for the read/write is breaking any rules. May I post here the progress of the experiments?
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RE: Suggestion: Provide external access to callbacks, independent of the keyfile
I’m a cockpit builder myself. Trust me, I understand the intricacies of getting hardware interfaced to the game…up to and including actual MILSPEC flight hardware, some of which I have in my set up. I’ve been working on this since 2003 and I have yet to encounter a problem that even suggested a need to write to shared memory. I’m not saying assertions that such a capability are wrong, but my experience suggests otherwise. Since I’m not going to claim that my experience is exhaustive, however, what is it that you think I may have missed??
Can you please tell me how did you build the entries for altimeter pressure, course and heading inputs? I have Opencockpits hardware in my pit that is serving an encoders. It provides all necessary functions like acceleration, anti jitter, so I can easily build a logic in the opencockpits to calculate course as integer value (0-359) from the encoder input. Now the problem comes when I want to enter this data in the Sim. I made a simple application that can be driven by open cockpits SIOC and simulate inputs to the virtual HID device (simple joystick with buttons and axes). When I am sending key press/release events to the virtual joystick, sim is reading only part of the multiple inputs from HID device. I had to put a delay, so there would be around 20ms between the key presses. Then it started to work somewhat usable (at least half of the DX events being accepted by falcon. But this instrument response is lagging a lot so this solution is not good.
Of course I can replace encoder with just two buttons (increase course/decrease course), but it is not close to the way the pilot provides the input in the cabin.
So the ideal way would be if I would write a course value directly to the shared memory and update the instrument. Sim response rate will be much faster since there Will be no need of so many iterations to change the variable. -
RE: Suggestion: Provide external access to callbacks, independent of the keyfile
I would like to be able to pass ground-based Laser Designation into Falcon from ARMA 3 so that Falcon pilots can provide Laser Guided air support to ground troops in ARMA 3, and there is not a good way to pass that information into Falcon.
In the absence of being able to do that - it would be nice to be able to pass steerpoints to pilots from the ground, but again, I suspect I am asking for things that most people here just won’t care about.
This use case doesn’t look realistic to me since terrain is not matching (Arma3 vs Falcon theaters).
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RE: Suggestion: Provide external access to callbacks, independent of the keyfile
The idea of adding RPC or equivalent (which is likely what “UDP” support would imply) isn’t going to happen. If the point was “to simplify” (as measured by not requiring one to understand and edit the syntax of the key file) then this whole thread is headed in the WRONG direction thinking about things like that. Not trying to be rude and it’s not like minds are closed to ideas for improving the programmability aspects of the game but I’d say this feels like a dead end.
No need to put this topic for more complicated matter than it is actually is. Giving ability to write data to the shared memory would make a huge step forward for the sim for the cockpit builders. I am currently experimenting with emulating imputs via DX vitrual joystick to work with those callbacks - it just works very bad, my application is not matching DX polling rate so Falcon misses a very frequent key presses.
I would recommend to add shared memory writing feature to the roadmap (pressure setting, heading, course, volumes, tacan, manual radio panel channels, etc.), even though I understand you have a lot of other things to do. -
Radio Chatter in the campaign UI
Hi there!
Maybe a silly question but is there an option to turn off AI radio chatter in the campaign UI? I didnt manage to find it in the docs.
Thanks in advance! -
RE: Tacview and ITO
you can try the 1.4.1 Beta if you have access to that - it has an updated DB to match 4.33
Thanks for the hint! Just tried beta (I have a pro key), not much differense for Israel units. I am still riding A-26A Invader instead of F-16 according to TacView…
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RE: Tacview and ITO
Hi everybody! I am using Israel Theater v 1.0 for 4.33. Looks like there is something wrong with Israel specific aircrafts and TacView. Anyone knows how to fix it to make TacView showing the right type of aircrafts?
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RE: Advice for VGA & ingame settings [NVidia]
My own settings. Mind you, my PC isn’t the best in the world, so I don’t have everything set up as such. The only NVidia Inspector settings I’d change would be the AA set to 4xS and the transparency AA Multisampling turned off and set at 2x supersampling (ideally, transparency AA should always be equal or half of the main AA setting - and ignore the sparse grid supersample stuff, with F4’s engine it’s pretty much pointless overkill).
Thanks Adonis! I build my settings based on your initial advises. Having more or less the same qualty picture (with V-sync, so no tearing), but 60 FPS standing on the runway Kunsan with empty TE and clear skies. With TGP on it drops to 45-47 FPS.
My specs is the following: GTX770 2Gb RAM and Intel Core I5-3570 boosted to 4120 MHz with 16Gb DDR3 RAM on 686.6 MHz
Falcon UI settings pretty much the same, but object quality, grass and trees are default. And Inspector+Configurator screenshot is attached.P.S. If I just copy your Inspector settings its 3-5 FPS lower than mine.