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Simulation Software => DCS => Topic started by: STRIKER on July 26, 2019, 06:10:12 PM

Title: DCS F-16 Trailer
Post by: STRIKER on July 26, 2019, 06:10:12 PM
DCS today released their first F-16 trailer. 

https://youtu.be/8QfANpD0GHY (https://youtu.be/8QfANpD0GHY)
Title: Re: DCS F-16 Trailer
Post by: James R. Stern on July 26, 2019, 07:01:14 PM
So some decision Points have to be made in Pitbuilding - which way to go?
BMS or DCS?
Title: Re: DCS F-16 Trailer
Post by: jjbravo on July 26, 2019, 07:03:32 PM
So some decision Points have to be made in Pitbuilding - which way to go?
BMS or DCS?

Why not both? They both have strengths and weaknesses.
Title: Re: DCS F-16 Trailer
Post by: tiger-31 on July 27, 2019, 01:09:25 AM
So some decision Points have to be made in Pitbuilding - which way to go?
BMS or DCS?

Why not both? They both have strengths and weaknesses.

Yes why not both? Can some of the more experienced guys with both systems explain why it would not be possible?
Title: Re: DCS F-16 Trailer
Post by: JCook on July 27, 2019, 09:06:56 AM
I plan to fly both
Title: Re: DCS F-16 Trailer
Post by: jjbravo on July 27, 2019, 11:21:21 AM
Yes why not both? Can some of the more experienced guys with both systems explain why it would not be possible?

The issue is software. All the software is currently written to read Falcon Shared Memory.
We have two options, rewrite the software we use to add an abstraction layer where you choose which Sim you want to fly and read data from, or write a program that takes data from DCS and simulates the Falcon Shared Memory, so the software already written would think the DCS data is coming from Falcon. I don't know much about DCS and how it exposes data, but I think it's all written in LUA.
Title: Re: DCS F-16 Trailer
Post by: Korbi on July 27, 2019, 11:24:02 AM
PS Cockpit does support bms and dcs.
Title: Re: DCS F-16 Trailer
Post by: jjbravo on July 27, 2019, 11:25:13 AM
PS Cockpit does support bms and dcs.
Is PS Cockpit open source?
Title: Re: DCS F-16 Trailer
Post by: JCook on July 27, 2019, 12:02:45 PM
The issue is the software interface between our simpits hardware and the DCS API.
Everybody here has different hardware components from ViperCore, Pegasus, RealSimulatorWorld, Arduino, Pokeys, etc...

Falcon shared memory will have nothing to do with talking to DCS. New software will need to be written to work with the DCS API.
No reason a sim pit can't be "interfaced" to work with both BMS and DCS.
Title: Re: DCS F-16 Trailer
Post by: tiger-31 on July 27, 2019, 12:24:26 PM

No reason a sim pit can't be "interfaced" to work with both BMS and DCS.

exactly my thoughts...

Title: Re: DCS F-16 Trailer
Post by: JCook on July 27, 2019, 12:59:12 PM
Based on the DCS cockpit pictures I've seen there may be differences between the DCS and BMS panels for the Block 50 F16. A builder's simpit may match BMS panels and not DCS panels.

For example the BMS AVIONICS panel may be the version with 6 toggle switches and the DCS AVIONICS panel may have the 7 toggle switch version. Your simpit will be one or the other. In the case where the simpit uses the 6 switch AVIONICS panel - you'll need to use the mouse to turn on/off that missing 7th switch when flying in DCS.

Not a big deal.

Most of those types of incongruities are only an issue during startup or shutdown. As we know most tactical / in-flight work is done with the HOTAS and ICP.

In my opinion, The DCS F16 release is very good news for simpit builders and gives us all a second "world" to fly in - greatly increasing our simpit investment.
Title: Re: DCS F-16 Trailer
Post by: Korbi on July 27, 2019, 01:32:16 PM
Regarding the Avionics PWR, there would be no problem, as the Mapswitch is not wired in the F-16.
I think, you are right, in the end, its a F-16 B50, and there are differences in RL too.
Title: Re: DCS F-16 Trailer
Post by: RightStuff on July 28, 2019, 03:10:21 PM
The issue is software. All the software is currently written to read Falcon Shared Memory.
We have two options, rewrite the software we use to add an abstraction layer where you choose which Sim you want to fly and read data from, or write a program that takes data from DCS and simulates the Falcon Shared Memory, so the software already written would think the DCS data is coming from Falcon. I don't know much about DCS and how it exposes data, but I think it's all written in LUA.

Indeed, DCS uses an export.lua for exporting lights and values for the instruments.
So, (for us) unfortunately a complete different approach to drive external hardware.

As a quasi-standard the Arduino-based "DCS-BIOS" is mainly used when it comes to interfacing:
http://dcs-bios.a10c.de/docs/v0.7.0/userguide.html
https://github.com/dcs-bios/dcs-bios

Our beloved Pokeys hardware is almost unknown over there. A buddy over there wrote an interface, but state is beta and he discontinued.

As I am not able write any interfacing software for the Pokeys, I tried find a kind soul to motivate him and convince him that a Pokeys has almost unlimited features, but I didn't had success.

Maybe it is kinda easy to interface it as this export.lua is obiously LUA and according to the programming examples on the Poscope-Webseite Pokeys can be driven directly by LUA:
https://www.poscope.com/wp-content/uploads/downloads/Pokeys/Examples/LUA%20example%20script%20for%20Flight%20Simulator%20X.zip
No idea how to do that or if there will be an intermediate layer neccessary.
That's all beyond my payroll...

Another idea: As Helios is able to display exported data for both sims, a Phidgets card could be used for bringing light into the cockpit.
https://www.phidgets.com/?tier=3&catid=99&pcid=79&prodid=1024

Another hardware - Arkaze and it's LED-Driver - is just mentioned for the sake of completeness: There is interfacing software availbale for both sims, but the LED-Driverboard is discontinued and the firmware of the Arkaze hasn't seen an update for years...
https://arcaze.de/produkt/arcaze-usb-interface/

So, these are (in short) my finding from the last years flying and (trying to build) in both worlds... :)

Title: Re: DCS F-16 Trailer
Post by: jjbravo on July 28, 2019, 04:17:26 PM
I’ll look at how hard it would be to build dual support into F4ToPokeys.

John
Title: Re: DCS F-16 Trailer
Post by: Marvin on July 28, 2019, 05:17:54 PM
I'm not trying to start a flame war here..  But..  I would think that anyone on this site putting the time, money, and effort into a sim wants the ultimate in realism.  Although DCS Viper looks good and fun, well it is still DCS.  They just don't have the realism and detail put into their avionics, FM ATC, etc and let's not forget the dynamic campaign.  So although it is 100% great to have options, I seriously doubt guys here will be switching to DCS or worrying about it too much longer.  So for sure having DCS support for our devices is a good goal, but I am certain BMS will be in our machines.
Title: Re: DCS F-16 Trailer
Post by: tiger-31 on July 29, 2019, 12:37:07 AM
To widen the discussion, I have always liked the idea of the add on sceneries, countries and airports in Flight Simulator. After a day of stress in the office, I occasionally like to fly over Hawai, Canada, Japan and what have you without any need for combat in that. Also there is a group here locally that is making sceneries for Flight Simulator. Nothing combat, but just the fun of (pretended  :whistle:) flying.
Title: Re: DCS F-16 Trailer
Post by: RightStuff on July 29, 2019, 10:52:33 AM
I’ll look at how hard it would be to build dual support into F4ToPokeys.

Cool! If I can help with any kind of (non programming) information, just send me a PN.

Further details on the "export.lua" can be found here:
http://www.captzeen.com/helios/downloads.asp
This buddy made some really great Helios-Profiles.

The profiles are not really of interest for us, but the are some export.lua to download, so that a picture can be built, how the output-stuff over there generally works.
Title: Re: DCS F-16 Trailer
Post by: STRIKER on July 29, 2019, 10:53:32 AM
I'm not trying to start a flame war here..  But..  I would think that anyone on this site putting the time, money, and effort into a sim wants the ultimate in realism.  Although DCS Viper looks good and fun, well it is still DCS.  They just don't have the realism and detail put into their avionics, FM ATC, etc and let's not forget the dynamic campaign.  So although it is 100% great to have options, I seriously doubt guys here will be switching to DCS or worrying about it too much longer.  So for sure having DCS support for our devices is a good goal, but I am certain BMS will be in our machines.

After 20 + years now flying in the USAF and witness to all the various avionic/systems I respectfully disagree.  Have you flown DCS lately?  You can utilize an inordinate amount of systems integration and it's getting better.  I think the answer will be everyone will most likely have both DCS and Falcon installed as they both offer greatness in their own respective ways.  I will never uninstall Falcon but I will also be open to other sim platforms if they step up with the F-16.
Title: Re: DCS F-16 Trailer
Post by: tiger-31 on July 29, 2019, 10:58:45 AM
I’ll look at how hard it would be to build dual support into F4ToPokeys.

John

That would be awesome.
Title: Re: DCS F-16 Trailer
Post by: Marvin on July 29, 2019, 11:09:15 AM
I'm not trying to start a flame war here..  But..  I would think that anyone on this site putting the time, money, and effort into a sim wants the ultimate in realism.  Although DCS Viper looks good and fun, well it is still DCS.  They just don't have the realism and detail put into their avionics, FM ATC, etc and let's not forget the dynamic campaign.  So although it is 100% great to have options, I seriously doubt guys here will be switching to DCS or worrying about it too much longer.  So for sure having DCS support for our devices is a good goal, but I am certain BMS will be in our machines.

After 20 + years now flying in the USAF and witness to all the various avionic/systems I respectfully disagree.  Have you flown DCS lately?  You can utilize an inordinate amount of systems integration and it's getting better.  I think the answer will be everyone will most likely have both DCS and Falcon installed as they both offer greatness in their own respective ways.  I will never uninstall Falcon but I will also be open to other sim platforms if they step up with the F-16.

Yes I have almost all their modules.  Unfortunately I think you are fooled by all the smoke and mirrors that DCS offers as a detailed sim.  Please don't get me wrong..  I'm not identifying it as garbage, but they just don't have the detail that BMS offers.  Now that being said...  The best way to really settle this on-going debate will be when Viper is released so one can really compare the two.  But that being said, from what I am seeing now and with their current and previous modules one can't really deny.

I've been part of Falcon's development since 1997 and know the amount of work that has been put into that sim and really no company can afford that man power of work and research and development.  Now you got DCS which just builds modules over a base model.  I mean as simply as I can explain my reasoning is this..  In DCS you have to put a lot of effort just to miss a target, where as in BMS you have to put a lot of effort just to HIT a target.  Its those kind of details that I am talking about.  I'm simply not just fooled over a ramp start.  ;)

And trust me when I write this.  BMS is long from being over and we have great things coming.  Unfortunately it takes time as guys do this part time.  And really I would rather a sim build by guys who love what they do and are passionate about their work rather than a group who are pressed by time and profits.

Don't get me wrong, I will be one of the first to fly DCS Viper, and have alreayd pre-purchased it cause I like to support anyone continuing with this hobby.  But I know enough to recognize the difference between the two.

Title: Re: DCS F-16 Trailer
Post by: Red Dog on July 30, 2019, 04:46:31 AM
On a strictly pitbuilding sim I already tried to make the pit flyable for DCS.

I can tell you gents, it is a nightmare.
The 2 sims are completely different in managing third party software and managing a single pit with both sim is not going to be easy and as long as some software aren't updated specifically for it, it will not happen.

Even keystrokes is a nighmare and I went all the way with that as you can see in my WIP topic.
The easiest way for me is to make the key programmed into the pit correspond to both respective keyfile so you do not have to reprogram the pit from one to another sim. But that means you have to redo completely at least one of the keyfile.

IMHO it will be half a decade before the DCS F-16 is to an acceptable pitbuilding state (it's not like it will be DCS priority in their release sequence) and it will be probably another half decade before our pit component are fully adapted to it.

I don't plan on adapting my pit fuly to DCS, I will do just enough for the casual flying DCS provides me.
mostly it will be the keystrokes, some screen (MFD and CPD) activation and that will be all.
If AIC one day is made to work with DCS fine, if not, I will not change the pit for the few hours I will fly DCS.
DCS is great for X-plane or FS style flying but not quite there yet for a tactical combat sim like BMS is.
IMHO
Title: Re: DCS F-16 Trailer
Post by: MrWell on July 30, 2019, 05:26:45 AM
PS Cockpit does support bms and dcs.
Is PS Cockpit open source?

Not AFAIK. Contact its creator: @JShepherd He’s not very fast answering though.

You can drive everything with PScockpit, from LCDs to steppers all kind.
Even when I have some pokeys, I have PSCockpit as the main one.
Cheers
Title: Re: DCS F-16 Trailer
Post by: Gianlu320 on November 01, 2019, 12:48:07 PM
Guys has anybody succeeded in using pscockpit with DCS?

I'm trying to make the TWP panel work
Mainboard and TWP panel correctly wired and I can test the lights and pushbuttons.
You should copy exportDCS.lua from pscockpit folder to user\saved games\Dcs\scripts
Unfortunately at the moment DCS F16 is only available in openbeta so the folder I have is user\ saved games\Dcs.Openbeta\scripts
If I put exportDCS.lua in the openbeta folder I get an error back from pscockpit (error76) saying that he can't find the file.
So I created the user\saved games\DCS\script and I have copied the exportDCS.lua in it.
Now pscockpit correctly sees the file but it gives the error LuaexportDCS.txt not found.


Edit...
I also created the file LuaexportDCS.txt in the log folder.
Now pscockpit says that LuaexportDCS.txt is shorter than expected and the file remains empty before,during and after running pscockpit.
So I still don't know what there should be in this file LuaexportDCS.txt and also I can't find it anywhere..
I don't understand....

Any thoughts?
Did anybody come across something similar?
Title: Re: DCS F-16 Trailer
Post by: Rufus on November 01, 2019, 01:35:28 PM
I'm with Striker...
Title: Re: DCS F-16 Trailer
Post by: RightStuff on November 02, 2019, 07:10:15 AM
You should copy exportDCS.lua from pscockpit folder to user\saved games\Dcs\scripts
Unfortunately at the moment DCS F16 is only available in openbeta so the folder I have is user\ saved games\Dcs.Openbeta\scripts
If I put exportDCS.lua in the openbeta folder I get an error back from pscockpit (error76) saying that he can't find the file.
So I created the user\saved games\DCS\script and I have copied the exportDCS.lua in it.
Now pscockpit correctly sees the file but it gives the error LuaexportDCS.txt not found.
By default DCS is looking for an export.lua in the mentioned scripts folder and calling this one first and only.

So if you are already having there an export.lua (i.e. TacView needs/creates one) either make a direct join of the existing export.lua and dxportDCS.lua or insert an "include xxx.lua" in export.lua

Good luck!


Title: Re: DCS F-16 Trailer
Post by: Gianlu320 on November 02, 2019, 11:25:13 AM
You should copy exportDCS.lua from pscockpit folder to user\saved games\Dcs\scripts
Unfortunately at the moment DCS F16 is only available in openbeta so the folder I have is user\ saved games\Dcs.Openbeta\scripts
If I put exportDCS.lua in the openbeta folder I get an error back from pscockpit (error76) saying that he can't find the file.
So I created the user\saved games\DCS\script and I have copied the exportDCS.lua in it.
Now pscockpit correctly sees the file but it gives the error LuaexportDCS.txt not found.
By default DCS is looking for an export.lua in the mentioned scripts folder and calling this one first and only.

So if you are already having there an export.lua (i.e. TacView needs/creates one) either make a direct join of the existing export.lua and dxportDCS.lua or insert an "include xxx.lua" in export.lua

Good luck!

@RightStuff

Thanks for trying to help
I appreciate it a lot.
I have created the file Export.lua in my user\saved games\scripts folder and I have copied the content of the file ExportDCS.lua in it.
I have also copied the ExportDCS.lua in the same script folder because if this file is not there pscockpit returns an error.
Anyway I have no communication between DCS and pscockpit even if the lights in pscockpit software are green.
Ps cockpit shows green light when the board is connected.
Ps cockpit shows green light when the sim is running.
But still I have no communication between the sim and the pscockpit system

I am totally lost here
Title: Re: DCS F-16 Trailer
Post by: Cupra on November 02, 2019, 11:50:32 AM
Somewhen someone has to explain me what a "lua" is and what I can do with it....  I always read about "lua`s"... sometimes I think DCS consists only out of luas…..  :stupid:
Title: Re: DCS F-16 Trailer
Post by: RightStuff on November 02, 2019, 12:17:28 PM
Quote from: Gianlu320
I have also copied the ExportDCS.lua in the same script folder because if this file is not there pscockpit returns an error.
Anyway I have no communication between DCS and pscockpit even if the lights in pscockpit software are green.
Ps cockpit shows green light when the board is connected.
Ps cockpit shows green light when the sim is running.
But still I have no communication between the sim and the pscockpit system

If I understand you right, you now have two times the contents of exportDCS.lua active: One because of the copied content in the export.lua and the second one of the original exportDCS.lua.

PSCockpit throwing an error because of the non existing original file is... "interesting". Remark: I don't own PSCockpit and can only give you some hints how other external programs are getting the data from DCS. Though my initial idea with an genuine export.lua

Last idea for now - afterwards I need to take a look deeper at PSCockpit to understand how it works:
Take your original export.lua (as far as there was one) - without the copied content from exportDCS.lua - and put in there a line where you just call that exportDCS.lua:

Something like
Code: [Select]
 include 'c:\path\to\exportDCS.lua';
Hope you get the idea and syntax by an other example.
Maybe the was a similar 'include' for a shameless copy&paste?
Title: Re: DCS F-16 Trailer
Post by: Gianlu320 on November 02, 2019, 04:07:21 PM
@RightStuff

Thanks for that

However I tried but no joy.
I don't know what the real problem is but this is what I think.
Pscockpit looks for ExportDCS.lua in user\saved games\DCS\scripts and I couldn't find a way to change this.
So if the lua file is not in the scripts folder Pscockpit returns (error76) that means it doesn't find the file.
Then Pscockpit also looks for another file, this time in user\saved games\DCS\Logs and the file is LuaExportDCS.txt
I don't know where this file has to come from but if it doesn't find the file it returns another error
What I have tried to solve this was to create the file by myself and at this point Pscockpit sees the file but it tells me that it is smaller than expected, in fact is empty..
On top of all this there is another problem
The F16 in DCS is released only for the openbeta and not for the stable version.
This is probably the biggest problem because as I said Pscockpit looks for ExportDCS.lua in user\saved games\dcs\scripts but it should look for the lua file in user\saved games\DCS.Openbeta\scripts in fact here is where dcs exports all the telemetry.
So I am stuck
I have sent a PM to @JShepherd , I really hope he will be able to understand what is going on.
Title: Re: DCS F-16 Trailer
Post by: RightStuff on November 03, 2019, 06:17:00 AM
Hi @Gianlu320

ok.. Problem mit the path of stable and openbeta.
Good news: The installation path can be changed, so that you can get rid ofthe "openbeta" part in the name. I'll look it up.

Meanwhile try it this way:
As the openbeta does not use the c:\users\...\Saved Games\DCS directory, rename it to for example DCS.orig.
So you have a backup, if needed.
In ...\Saved Games\... open CMD and make a link to the directory DCS.openbeta:
Code: [Select]
mklink /d DCS DCS.openbeta
That way you fake the directory which PSCockpit is expecting.

Documentation for mklink:
https://docs.microsoft.com/en-us/windows-server/administration/windows-commands/mklink

Concerning LuaExportDCS.txt, I have no idea where it belongs to. Maybe it will be created by PSCockpit?

 Could pls attach the exportDCS.lua of PSCockpit here? I am curiuos to see its content and maybe there's a hint to move forward.

So far: I hope, you can proceed with the mklink trick. Good luck!

Title: Re: DCS F-16 Trailer
Post by: Knight on November 03, 2020, 07:37:35 AM
My new pit will be compatible for BMS and DCS.  The previous months I worked with DCS.  Using CaptZeen for de display extraction and the flying can happening.
Yes, the F16 in DCS is not there yet,  But I believe it will be there sooner as we all think.   And for sure,  I don't care if I have fun in BMS or in DCS..  My pit just should work.
For that reason I have invested in the PsCockpit stuff from Shepherd.    Hope to see it work soon.

Regards,

Knight
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