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Slartibartfast

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About Slartibartfast

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  1. Thanks @klem. Ideally I'd actually like to build a 90° simpit. As it is I've been inspired by this X-Plane setup: and have a thread in the "Cockpits" section accordingly: https://forums.eagle.ru/showthread.php?t=269878 but I thought here may well be the best place to ask about configuration settings. As it is I was about to order a VR headset however after much deliberation and finally settling on the HP Reverb, right on the day when I logged in to make my purchase my feed was filled with teasers of the upcoming HP/Valve/Microsoft collaboration which, for lack of an o
  2. Hello. I'm toying with the idea of setting up a multi display setup myself and am trying to workout how I should configure things. I've read several times that the "3 screen" setup isn't appropriate for most people because it's designed around three similarly sized monitors placed at 90° or 60° to each other - which is actually exactly what I want! My question is... is it 90­° or 60­° (or anything else) and how exactly should you configure things to achieve this? I'm also wanting to understand exactly what the ViewDx and ViewDy values represent. I know it's to do with view rotation bu
  3. Thanks @Noluck. In particular I'm wanting to understand what the "ViewDx" and "ViewDy" values represent. While ViewDx seems to "pan" the image to the left and right and ViewDy seems to "pan" up and down and "1" seems to represent a "screen width/height" it's not clear as to whether this is a "rotation" pan or a "translation" pan. As it is I've been digging a lot but haven't been coming up with much gold.
  4. Linky? As I said in the opening post I've watched several videos and read several articles about editing the LUA file to manage multiple monitors but these all seem to amount to extending a single view rather than establishing independent camera positions for different screens. If you could point me to a resource that shows how to set up multiple view-ports with different viewing angles I would be most grateful.
  5. Are you sure? I was trying to look into that before however it seemed like it was all rendered from a single camera. Can you point me to somewhere that shows how to set it up with multiple cameras? It all looked like it was rendered to a single plane to me but I would be delighted to discover otherwise.
  6. Thanks streakeagle. I've actually spent a lot of time looking into the problem and the issue with all software image warping solutions is that they necessarily have to either expand pixels in the middle of the view (leading to poor image quality) or compress the edges (meaning your video card wastes a lot of effort rendering what are ultimately wasted pixels). Also, if they only have one camera position to work with (which I suspect will be the case for DCS) they really have trouble with anything much beyond 45° and are utterly incapable of rendering any pixels past 90° left and right. It's
  7. I very much want to ressurect this project! As I've said several times, I think I have the coading/software skills this project really needs however my electronics/manufacturing skills are so severely lacking I have been unable to assemble even a mock setup for testing. If you (or anyone else) is able to guide me through assembling a test rig I'll gladly start cranking out software for this project:????
  8. I'm not too concerned about the resolution issues at this stage (I'm sure I'Il be able to tweak that and find a happy medium somewhere :)). What I'm more concerned about is the displaying an image intended to be placed in the same plane as the center screen on a monitor that is perpendicular to it.
  9. At the moment I'm sitting even closer than that to a 42" television to play DCS and while the image quality isn't great it's still perfectly serviceable. In fact there's no problem playing DCS itself, it's using the same screen for other computing tasks that I see it's short comings. Things like the left edge of some tall thin letters appearing slightly "pinkish" when reading fine text and so forth. Honestly though it's really not a problem and only really noticeable if you actively look for such imperfections.
  10. I've been impressed recently by "Home Sim Pilot"s and was wondering if a similar setup could be built for DCS World. Basically his setup largely consists of 3 (55") televisions arranged in a square box around him. X-Plane 11 has very nice camera options where by you can configure separate view-ports for different monitors so you can perfectly set the viewing angle (and there for perspective displayed in each screen). This has the effect of eliminating the horrible "fish-eye" effect one normally gets when trying to stretch an extended display around angled monitors. Would this be possible
  11. I'm certainly keen to but have no idea where to start. Being a software guy I'm sure I have expertise that could well be appreciated but not being much of a hardware guy I'm struggling to even get off the ground. I've bought several small motors and a number of potentiometers along with a few Arduino's and Teenceys and things. While I've been able to program the PCB's and basically get them doing as I intended I just couldn't find a way to actually assemble the test rig itself so never really got very far. Since then I've moved into a small apartment and no longer have access to a worksh
  12. I agree, and it looks like belts may well be employed in the final solution but here we're just talking about scratching together a test rig to get an idea of how things work. The final version will be a great deal more refined and will most likely use belts (or possibly servo motors, or wound wire or perhaps even something else). For a test rig though gears are probably the simplest way to get something functional to work with, which is all we're discussing here.
  13. Cool. I'm not expecting anything highly refined or anything. Really I just want a testing rig to be able to try things out. I've been trying to assemble a testing rig on my own but I just can't get things to work. In particular I've just got no idea what I'm doing in respect to the motors/gearing. I've ordered a couple of 'N20' motors of eBay but it's such a hassle waiting for things to find their way round to this side of the planet ;) Anyway, my 3D printer should be here in a week or so so hopefully I'll be able to get something working with that ;)
  14. Nice! Could you make the specifications available such that I could knock one together myself? I've actually got a 3D printer on it's way now so hopefully I'll be able to get a test rig up and running and finally start smashing out some code :thumbup:
  15. Thanks Drakoz, that's all pretty much as I expected, other than the stick being required to calculate its own 'spring-force'. Presumably it can't be that hard (it's no doubt just a quadratic function of the difference between the stick's position and its 'centre') but still I thought it would be part of the simulator's job. As for aerodynamic forces, is the stick really required to determine these as well??? I really would have thought aerodynamic forces would have been part of the sim's job description. Again, we can derive a crude algorithm based on airspeed and possibly AoA but really
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