mikemadmax20 Posted May 19, 2019 Share Posted May 19, 2019 Hi again Andre and f410: I've been away from the pit for awhile so I didn't get a chance to thank you Andre for the SS Sound Module replacement key. Thanks again. Now, I've got another problem (I reported earlier in a previous post) I hope you guys can help fix. The only way I can run my JetSeat is when I press the Repair DCS radio button. At that point my F18 Helios profile (instruments) stops working. I don't have a clue on what's happening. Your help would be appreciated. SS Log: 11:08:42.329 SimShaker for Aviators Version 1.3.7.0 11:08:42.341 ********** DCS World Public Release version folder found in Saved Games ********** 11:08:42.343 DCS export feature setup: SimShaker.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts 11:08:42.344 DCS export feature setup: ExportCore.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.346 DCS export feature setup: ExportDevice.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.346 DCS export feature setup: KeyValueStore.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.347 DCS export feature setup: Network.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.348 DCS export feature setup: Protocol.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.349 local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') call found in C:\Users\mmaxw\Saved Games\DCS\Scripts\Export.lua 11:08:42.349 dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) call found in C:\Users\mmaxw\Saved Games\DCS\Scripts\Export.lua 11:08:42.350 ********** DCS World Open Beta version folder found in Saved Games ********** 11:08:42.351 DCS.openbeta export feature setup: SimShaker.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts 11:08:42.352 DCS.openbeta export feature setup: ExportCore.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core 11:08:42.352 DCS.openbeta export feature setup: ExportDevice.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core 11:08:42.353 DCS.openbeta export feature setup: KeyValueStore.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core 11:08:42.354 DCS.openbeta export feature setup: Network.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core 11:08:42.355 DCS.openbeta export feature setup: Protocol.lua added to C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core 11:08:42.355 local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') call found in C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\Export.lua 11:08:42.355 dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) call found in C:\Users\mmaxw\Saved Games\DCS.openbeta\Scripts\Export.lua 11:08:42.356 ********** Custom DCS World configuration found ********** 11:08:42.356 DCS export feature setup: SimShaker.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts 11:08:42.357 DCS export feature setup: ExportCore.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.357 DCS export feature setup: ExportDevice.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.358 DCS export feature setup: KeyValueStore.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.358 DCS export feature setup: Network.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.359 DCS export feature setup: Protocol.lua added to C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core 11:08:42.359 local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') call found in C:\Users\mmaxw\Saved Games\DCS\Scripts\Export.lua 11:08:42.360 dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) call found in C:\Users\mmaxw\Saved Games\DCS\Scripts\Export.lua My Saved Games Export.lua: gHost = "127.0.0.1" gPort = 9089 gExportInterval = 0.067 gExportLowTickInterval = 1 gEveryFrameArguments = {[298]="%0.1f", [299]="%0.1f", [300]="%0.1f", [301]="%0.1f", [302]="%0.1f", [303]="%0.1f", [304]="%0.1f", [305]="%0.1f", [306]="%0.1f", [307]="%0.1f", [308]="%0.1f", [309]="%0.1f", [13]="%0.1f", [10]="%0.1f", [15]="%0.1f", [16]="%0.1f", [17]="%0.1f", [18]="%0.1f", [19]="%0.1f", [20]="%0.1f", [21]="%0.1f", [22]="%0.1f", [23]="%0.1f", [24]="%0.1f", [25]="%0.1f", [29]="%0.1f", [26]="%0.1f", [31]="%0.1f", [32]="%0.1f", [38]="%0.1f", [39]="%0.1f", [40]="%0.1f", [41]="%0.1f", [33]="%0.1f", [34]="%0.1f", [35]="%0.1f", [36]="%0.1f", [37]="%0.1f", [152]="%0.1f", [154]="%0.1f", [156]="%0.1f", [158]="%0.1f", [160]="%0.1f", [166]="%0.1f", [165]="%0.1f", [167]="%0.1f", [163]="%0.1f", [164]="%0.1f", [162]="%0.1f", [1]="%0.1f", [2]="%0.1f", [3]="%0.1f", [47]="%0.1f", [48]="%0.1f", [45]="%0.1f", [44]="%0.1f", [294]="%0.1f", [376]="%0.1f", [137]="%0.1f", [4]="%0.1f", [5]="%0.1f", [6]="%0.1f", [460]="%0.1f", [461]="%0.1f", [462]="%0.1f", [464]="%0.1f", [465]="%0.1f", [466]="%0.1f", [467]="%0.1f", [810]="%0.1f", [463]="%0.1f", [273]="%0.1f", [274]="%0.1f", [270]="%0.1f", [271]="%0.1f", [267]="%0.1f", [268]="%0.1f", [264]="%0.1f", [265]="%0.1f", [520]="%0.1f", [516]="%0.1f", [468]="%0.1f", [469]="%0.1f", [2056]="%0.1f", [2057]="%0.1f", [2058]="%0.1f", [2060]="%0.1f", [4000]="%0.1f", [4001]="%0.1f", [4002]="%0.1f", [4003]="%0.1f", [4004]="%0.1f", [4005]="%0.1f", [4006]="%0.1f", [4007]="%0.1f", [4008]="%0.1f", [4009]="%0.1f", [4010]="%0.1f", [4011]="%0.1f", [4012]="%0.1f", [4013]="%0.1f", [4014]="%0.1f", [4015]="%0.1f", [4016]="%0.1f", [4017]="%0.1f", [4018]="%0.1f", [287]="%.4f", [286]="%.4f", [288]="%0.1f", [289]="%0.1f", [290]="%0.1f", [205]="%.4f", [206]="%.4f", [209]="%0.1f", [207]="%.4f", [208]="%.4f", [225]="%.4f", [217]="%.4f", [285]="%.4f", [242]="%0.2f", [310]="%.4f", [311]="%.4f", [400]="%.4f", [401]="%.4f"} gArguments = {[345]="%.3f", [346]="%1d", [349]="%1d", [348]="%0.1f", [347]="%0.1f", [234]="%0.1f", [139]="%0.1f", [138]="%0.1f", [470]="%1d", [504]="%.3f", [295]="%0.1f", [296]="%1d", [404]="%0.1f", [402]="%0.1f", [403]="%0.1f", [379]="%0.1f", [378]="%0.1f", [336]="%1d", [332]="%1d", [333]="%1d", [334]="%1d", [335]="%1d", [409]="%0.1f", [410]="%0.1f", [381]="%0.1f", [382]="%0.1f", [383]="%0.1f", [384]="%0.1f", [454]="%0.1f", [455]="%0.1f", [456]="%0.1f", [457]="%0.1f", [368]="%1d", [375]="%0.1f", [377]="%1d", [331]="%1d", [369]="%0.1f", [226]="%0.1f", [228]="%1d", [229]="%1d", [238]="%0.1f", [233]="%0.1f", [293]="%0.1f", [241]="%0.1f", [240]="%0.1f", [340]="%0.1f", [341]="%0.1f", [344]="%0.1f", [343]="%0.1f", [342]="%0.1f", [453]="%1d", [43]="%1d", [42]="%1d", [510]="%1d", [511]="%0.1f", [513]="%0.1f", [514]="%1d", [260]="%1d", [575]="%1d", [338]="%.3f", [337]="%.3f", [339]="%0.1f", [237]="%0.1f", [413]="%.3f", [414]="%.3f", [415]="%.3f", [419]="%0.1f", [418]="%.3f", [417]="%.3f", [416]="%0.1f", [14]="%1d", [239]="%0.1f", [365]="%0.1f", [366]="%.3f", [411]="%0.1f", [412]="%1d", [405]="%0.1f", [408]="%0.1f", [451]="%.3f", [407]="%.3f", [406]="%.3f", [297]="%0.1f", [452]="%0.1f", [505]="%.3f", [506]="%.3f", [494]="%0.1f", [458]="%1d", [459]="%1d", [49]="%0.1f", [50]="%1d", [258]="%0.1f", [153]="%1d", [155]="%1d", [157]="%1d", [159]="%1d", [161]="%1d", [235]="%.1f", [236]="%0.1f", [135]="%0.1f", [46]="%1d", [30]="%1d", [11]="%1d", [27]="%1d", [140]="%0.1f", [141]="%.3f", [142]="%0.1f", [143]="%.3f", [144]="%0.1f", [145]="%.3f", [146]="%.3f", [147]="%0.1f", [148]="%0.1f", [51]="%0.1f", [52]="%.3f", [53]="%.3f", [54]="%1d", [55]="%1d", [56]="%1d", [57]="%1d", [58]="%1d", [59]="%1d", [60]="%1d", [61]="%1d", [62]="%1d", [63]="%1d", [64]="%1d", [65]="%1d", [66]="%1d", [67]="%1d", [68]="%1d", [69]="%1d", [70]="%1d", [72]="%1d", [73]="%1d", [75]="%1d", [76]="%0.1f", [77]="%.3f", [78]="%.3f", [79]="%1d", [80]="%1d", [81]="%1d", [82]="%1d", [83]="%1d", [84]="%1d", [85]="%1d", [86]="%1d", [87]="%1d", [88]="%1d", [89]="%1d", [90]="%1d", [91]="%1d", [92]="%1d", [93]="%1d", [94]="%1d", [95]="%1d", [96]="%1d", [97]="%1d", [98]="%1d", [203]="%.3f", [177]="%1d", [179]="%1d", [180]="%1d", [182]="%1d", [183]="%1d", [184]="%1d", [185]="%1d", [186]="%1d", [187]="%1d", [188]="%1d", [189]="%1d", [190]="%1d", [191]="%1d", [192]="%1d", [193]="%1d", [194]="%1d", [195]="%1d", [196]="%1d", [197]="%1d", [198]="%1d", [199]="%1d", [200]="%1d", [201]="%1d", [202]="%1d", [312]="%1d", [313]="%1d", [168]="%1d", [169]="%1d", [170]="%1d", [171]="%1d", [172]="%1d", [173]="%1d", [174]="%.3f", [4019]="%3.0f", [4020]="%3.0f", [440]="%0.1f", [443]="%0.1f", [128]="%1d", [129]="%1d", [130]="%1d", [131]="%1d", [132]="%1d", [133]="%1d", [134]="%1d", [100]="%1d", [101]="%1d", [102]="%1d", [103]="%1d", [106]="%1d", [111]="%1d", [112]="%1d", [113]="%1d", [114]="%1d", [115]="%1d", [116]="%1d", [117]="%1d", [118]="%1d", [119]="%1d", [120]="%1d", [121]="%1d", [122]="%1d", [99]="%1d", [110]="%1d", [107]="%0.1f", [108]="%.3f", [123]="%.3f", [109]="%.3f", [124]="%.3f", [126]="%.3f", [125]="%1d", [127]="%1d", [357]="%.3f", [358]="%.3f", [359]="%.3f", [360]="%.3f", [361]="%.3f", [362]="%.3f", [363]="%.3f", [364]="%.3f", [350]="%0.1f", [351]="%0.1f", [356]="%0.1f", [355]="%0.1f", [354]="%1d", [353]="%0.1f", [352]="%0.1f", [444]="%0.1f", [445]="%.3f", [446]="%0.1f", [447]="%0.1f", [230]="%1d", [373]="%0.1f", [374]="%0.1f", [277]="%1d", [275]="%1d", [272]="%1d", [269]="%1d", [266]="%1d", [263]="%.3f", [262]="%.3f", [261]="%0.1f", [216]="%.3f", [380]="%1d", [517]="%0.1f", [515]="%1d", [175]="%0.1f", [176]="%0.1f", [314]="%0.1f", [224]="%.3f", [292]="%.1f", [291]="%.3f", [215]="%1d"} -- Exports.Lua from Helios F/A-18C Interface print("Helios Aircraft Exports: F/A-18C\n") function ProcessHighImportance(mainPanelDevice) -- Send Altimeter Values SendData(2051, string.format("%0.4f;%0.4f;%0.4f", mainPanelDevice:get_argument_value(220), mainPanelDevice:get_argument_value(219), mainPanelDevice:get_argument_value(218))) SendData(2059, string.format("%0.2f;%0.2f;%0.3f", mainPanelDevice:get_argument_value(223), mainPanelDevice:get_argument_value(222), mainPanelDevice:get_argument_value(221))) -- Calcuate HSI Value -- SendData(2029, string.format("%0.2f;%0.2f;%0.4f", mainPanelDevice:get_argument_value(29), mainPanelDevice:get_argument_value(30), mainPanelDevice:get_argument_value(31))) -- --IFEI textures -- local IFEI_Textures_table = {} -- for i=1,16 do IFEI_Textures_table = 0 end -- -- -- -- getting the IFEI data local li = parse_indication(5) -- 5 for IFEI if li then -- -- --IFEI data -- SendData("2052", string.format("%s",check(li.txt_BINGO))) SendData("2053", string.format("%s",check(li.txt_CLOCK_H))) SendData("2054", string.format("%s",check(li.txt_CLOCK_M))) SendData("2055", string.format("%s",check(li.txt_CLOCK_S))) SendData("2056", string.format("%s",checkTexture(li.txt_DD_1))) SendData("2057", string.format("%s",checkTexture(li.txt_DD_2))) SendData("2058", string.format("%s",checkTexture(li.txt_DD_3))) SendData("2060", string.format("%s",checkTexture(li.txt_DD_4))) SendData("2061", string.format("%s",check(li.txt_FF_L))) SendData("2062", string.format("%s",check(li.txt_FF_R))) SendData("2063", string.format("%s",check(li.txt_FUEL_DOWN))) SendData("2064", string.format("%s",check(li.txt_FUEL_UP))) SendData("2065", string.format("%s",check(li.txt_OilPress_L))) SendData("2066", string.format("%s",check(li.txt_OilPress_R))) SendData("2067", string.format("%s",check(li.txt_RPM_L))) SendData("2068", string.format("%s",check(li.txt_RPM_R))) SendData("2069", string.format("%s",check(li.txt_TEMP_L))) SendData("2070", string.format("%s",check(li.txt_TEMP_R))) SendData("2073", string.format("%s",check(li.txt_TIMER_H))) SendData("2072", string.format("%s",check(li.txt_TIMER_M))) SendData("2071", string.format("%s",check(li.txt_TIMER_S))) SendData("2074", string.format("%s",check(li.txt_Codes))) SendData("2075", string.format("%s",check(li.txt_SP))) SendData("2076", string.format("%s",check(li.txt_DrawChar))) -- not seen this used SendData("2077", string.format("%s",check(li.txt_T))) SendData("2078", string.format("%s",check(li.txt_TimeSetMode))) -- -- --IFEI textures -- SendData("4000", string.format("%s",checkTexture(li.RPMTexture))) SendData("4001", string.format("%s",checkTexture(li.TempTexture))) SendData("4002", string.format("%s",checkTexture(li.FFTexture))) SendData("4003", string.format("%s",checkTexture(li.NOZTexture))) SendData("4004", string.format("%s",checkTexture(li.OILTexture))) SendData("4005", string.format("%s",checkTexture(li.BINGOTexture))) SendData("4006", string.format("%s",checkTexture(li.LScaleTexture))) SendData("4007", string.format("%s",checkTexture(li.RScaleTexture))) SendData("4008", string.format("%s",checkTexture(li.L0Texture))) SendData("4009", string.format("%s",checkTexture(li.R0Texture))) SendData("4010", string.format("%s",checkTexture(li.L50Texture))) SendData("4011", string.format("%s",checkTexture(li.R50Texture))) SendData("4012", string.format("%s",checkTexture(li.L100Texture))) SendData("4013", string.format("%s",checkTexture(li.R100Texture))) SendData("4014", string.format("%s",checkTexture(li.LPointerTexture))) SendData("4015", string.format("%s",checkTexture(li.RPointerTexture))) SendData("4016", string.format("%s",checkTexture(li.ZTexture))) SendData("4017", string.format("%s",checkTexture(li.LTexture))) SendData("4018", string.format("%s",checkTexture(li.RTexture))) -- ---- end -- -- getting the UFC data local li = parse_indication(6) -- 6 for UFC if li then --SendData("2098", string.format("%s",li)) local function UFCSendData(UFCcode, UFCvalue) -- This is a 16 segment display so we need to map numerals to a single charcter in the Hornet UFC.ttf font -- the dash has already been catered for and the alphabetic characters should map without change -- Also need to special case 12 because sending ascii 172 is problematic in the Helios code if tonumber(UFCvalue) ~= nil then if tonumber(UFCvalue) == 12 then UFCvalue = string.char(125) else UFCvalue = string.char(161+UFCvalue) end end SendData(UFCcode,string.format("%1s",UFCvalue)) end SendData("2080", string.format("%s",check(li.UFC_MainDummy))) SendData("2081", string.format("%s",check(li.UFC_mask))) SendData("2082", string.format("%s",check(li.UFC_OptionDisplay1))) -- These may need special treatment for Hornet_UFC_Unified.ttf if there are special chars or numbers in the data SendData("2083", string.format("%s",check(li.UFC_OptionDisplay2))) -- These may need special treatment for Hornet_UFC_Unified.ttf if there are special chars or numbers in the data SendData("2084", string.format("%s",check(li.UFC_OptionDisplay3))) -- These may need special treatment for Hornet_UFC_Unified.ttf if there are special chars or numbers in the data SendData("2085", string.format("%s",check(li.UFC_OptionDisplay4))) -- These may need special treatment for Hornet_UFC_Unified.ttf if there are special chars or numbers in the data SendData("2086", string.format("%s",check(li.UFC_OptionDisplay5))) -- These may need special treatment for Hornet_UFC_Unified.ttf if there are special chars or numbers in the data SendData("2087", string.format("%1s",check(li.UFC_OptionCueing1)):gsub(":",string.char(200))) -- 16 Segment two-dot colon in Hornet_UFC_Unified.ttf SendData("2088", string.format("%1s",check(li.UFC_OptionCueing2)):gsub(":",string.char(200))) -- 16 Segment two-dot colon in Hornet_UFC_Unified.ttf SendData("2089", string.format("%1s",check(li.UFC_OptionCueing3)):gsub(":",string.char(200))) -- 16 Segment two-dot colon in Hornet_UFC_Unified.ttf SendData("2090", string.format("%1s",check(li.UFC_OptionCueing4)):gsub(":",string.char(200))) -- 16 Segment two-dot colon in Hornet_UFC_Unified.ttf SendData("2091", string.format("%1s",check(li.UFC_OptionCueing5)):gsub(":",string.char(200))) -- 16 Segment two-dot colon in Hornet_UFC_Unified.ttf UFCSendData("2092", string.format("%2s",check(li.UFC_ScratchPadString1Display)):gsub("_",string.char(201)):gsub("`","1"):gsub("~","2"):gsub(" ","")) UFCSendData("2093", string.format("%2s",check(li.UFC_ScratchPadString2Display)):gsub("_",string.char(201)):gsub("`","1"):gsub("~","2"):gsub(" ","")) SendData("2094", string.format("%7s",check(li.UFC_ScratchPadNumberDisplay)):gsub(" ","<")) UFCSendData("2095", string.format("%2s",check(li.UFC_Comm1Display)):gsub("`","1"):gsub("~","2"):gsub(" ","")) UFCSendData("2096", string.format("%2s",check(li.UFC_Comm2Display)):gsub("`","1"):gsub("~","2"):gsub(" ","")) -- test command 00000000*2095=~:2093=�:2092=~:2096=~:2094=8888888:2082=~~~~:2083=~~~~:2084=~~~~:2085=~~~~:2086=~~~~:2087=�:2088=�:2089=�:2090=�:2091=� end --SendData("2098", string.format("%s", table.concat(IFEI_Textures_table,", ") ) ) -- IFEI Textures end function ProcessLowImportance(mainPanelDevice) -- Get Radio Frequencies --local lUHFRadio = GetDevice(54) --SendData(2000, string.format("%7.3f", lUHFRadio:get_frequency()/1000000)) -- ILS Frequency --SendData(2251, string.format("%0.1f;%0.1f", mainPanelDevice:get_argument_value(251), mainPanelDevice:get_argument_value(252))) -- TACAN Channel --SendData(2263, string.format("%0.2f;%0.2f;%0.2f", mainPanelDevice:get_argument_value(263), mainPanelDevice:get_argument_value(264), mainPanelDevice:get_argument_value(265))) end checkTexture = function(s) if s == nil then return "0" else return "1" end end -- for some reason, this causes a failure on my system so commenting it -- out in the hope that others don't see a problem with it. -- os.setlocale("ISO-8559-1", "numeric") -- Simulation id gSimID = string.format("%08x*",os.time()) -- State data for export gPacketSize = 0 gSendStrings = {} gLastData = {} -- Frame counter for non important data gTickCount = 0 -- DCS Export Functions function LuaExportStart() -- Works once just before mission start. -- 2) Setup udp sockets to talk to helios package.path = package.path..";.\\LuaSocket\\?.lua" package.cpath = package.cpath..";.\\LuaSocket\\?.dll" socket = require("socket") c = socket.udp() c:setsockname("*", 0) c:setoption('broadcast', true) c:settimeout(.001) -- set the timeout for reading the socket end function LuaExportBeforeNextFrame() ProcessInput() end function LuaExportAfterNextFrame() end function LuaExportStop() -- Works once just after mission stop. c:close() end function ProcessInput() local lInput = c:receive() local lCommand, lCommandArgs, lDevice, lArgument, lLastValue if lInput then lCommand = string.sub(lInput,1,1) if lCommand == "R" then ResetChangeValues() end if (lCommand == "C") then lCommandArgs = StrSplit(string.sub(lInput,2),",") lDevice = GetDevice(lCommandArgs[1]) if type(lDevice) == "table" then lDevice:performClickableAction(lCommandArgs[2],lCommandArgs[3]) end end end end function LuaExportActivityNextEvent(t) t = t + gExportInterval gTickCount = gTickCount + 1 local lDevice = GetDevice(0) if type(lDevice) == "table" then lDevice:update_arguments() ProcessArguments(lDevice, gEveryFrameArguments) ProcessHighImportance(lDevice) if gTickCount >= gExportLowTickInterval then ProcessArguments(lDevice, gArguments) ProcessLowImportance(lDevice) gTickCount = 0 end FlushData() end return t end -- Helper Functions function StrSplit(str, delim, maxNb) -- Eliminate bad cases... if string.find(str, delim) == nil then return { str } end if maxNb == nil or maxNb < 1 then maxNb = 0 -- No limit end local result = {} local pat = "(.-)" .. delim .. "()" local nb = 0 local lastPos for part, pos in string.gfind(str, pat) do nb = nb + 1 result[nb] = part lastPos = pos if nb == maxNb then break end end -- Handle the last field if nb ~= maxNb then result[nb + 1] = string.sub(str, lastPos) end return result end function round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function check(s) if type(s) == "string" then return s else return "" end end -- Status Gathering Functions function ProcessArguments(device, arguments) local lArgument , lFormat , lArgumentValue for lArgument, lFormat in pairs(arguments) do lArgumentValue = string.format(lFormat,device:get_argument_value(lArgument)) SendData(lArgument, lArgumentValue) end end function parse_indication(indicator_id) -- Thanks to [FSF]Ian code local ret = {} local li = list_indication(indicator_id) if li == "" then return nil end local m = li:gmatch("-----------------------------------------\n([^\n]+)\n([^\n]*)\n") while true do local name, value = m() if not name then break end ret[name] = value end return ret end -- Network Functions function SendData(id, value) if string.len(value) > 3 and value == string.sub("-0.00000000",1, string.len(value)) then value = value:sub(2) end if gLastData[id] == nil or gLastData[id] ~= value then local data = id .. "=" .. value local dataLen = string.len(data) if dataLen + gPacketSize > 576 then FlushData() end table.insert(gSendStrings, data) gLastData[id] = value gPacketSize = gPacketSize + dataLen + 1 end end function FlushData() if #gSendStrings > 0 then local packet = gSimID .. table.concat(gSendStrings, ":") .. "\n" socket.try(c:sendto(packet, gHost, gPort)) gSendStrings = {} gPacketSize = 0 end end function ResetChangeValues() gLastData = {} gTickCount = 10 end dofile("C:\Users\mmaxw\Saved Games\DCS\Scripts\Helios") dofile("C:\Users\mmaxw\Saved Games\DCS\Scripts\SimShaker-export-core") local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) local vaicomlfs = require('lfs'); dofile(vaicomlfs.writedir()..[[scripts\VAICOMPRO\VAICOMPRO.export.lua]]) Link to comment Share on other sites More sharing options...
=Andre= Posted May 19, 2019 Author Share Posted May 19, 2019 Hi mikemadmax20, I'm afraid this thread is not a proper one to discuss Helios and SSA script conflicts. SimShaker Sound Module operates on a different level. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
mikemadmax20 Posted May 20, 2019 Share Posted May 20, 2019 Hi Andre: Again, thanks for your prompt reply as always. However, my inquiry wasn't about SS Sound Module but, rather a suspected conflict with my 908 Jet Seat/SSA and Helios export.lua. To be quite frank, I haven't activated my SS Sound Module as of yet. I apologize for being a pain but, I can't seem to get my 908 Jet Seat working without (as I mentioned above) pressing the Repair DCS button and then Helios stops functioning. If this is not the correct forum to search for possible fix, would you kindly point me in the right direction. Also interested in pre-ordering your FSE pad - let me know how I can make that happen. As always thanks for your continued support. Best regards, Mike Link to comment Share on other sites More sharing options...
=Andre= Posted May 21, 2019 Author Share Posted May 21, 2019 Mike, I suggest you could try in SimShaker for Aviators by f4l0 thread and may be some Helios support thread. Regarding SimShaker Sound Module activation let's continue our email discussion. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
mikemadmax20 Posted May 22, 2019 Share Posted May 22, 2019 Andre: Will check w/ f410 and look for helios support as well. I'll also be in touch regarding my SS Sound Module activation. Take care and chat soon. Thanks again for your guidance. Link to comment Share on other sites More sharing options...
gonvise Posted May 30, 2019 Share Posted May 30, 2019 Hello, New user here ;-) I have butkicker gamer 2, with SSA and sound module (licensed). The SSA sound output is throught a sound blaster audigy only for this. All the test sounds work, but in DCS sounds like guns, APU or engines start don't work. Other sounds like bumps, missiles launch, or in flight shake works. The only strange in my setup is that in the manual say max channels=1 (mono) if only one transductor (my case), but with this option nothing works, and i have to select 2(stereo). Can be related? Thanks. Link to comment Share on other sites More sharing options...
=Andre= Posted May 30, 2019 Author Share Posted May 30, 2019 Hello gonvise, I suggest your sound card may not support mono mode. In stereo mode at least one engine (left or right one) should work with your one shaker. I think you can try those samples (guns, APU or engines start) in test section of SimShaker Sound Module GUI. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gonvise Posted May 31, 2019 Share Posted May 31, 2019 Hello gonvise, I suggest your sound card may not support mono mode. In stereo mode at least one engine (left or right one) should work with your one shaker. I think you can try those samples (guns, APU or engines start) in test section of SimShaker Sound Module GUI. Ok, I solved the gun with faqs, I was unlimited ammo enabled in DCS. Now works. I was testing APU rumble with F18, and seems it has not APU effect. Then are you saying that I am losing effects with stereo mode? Is valid if I join the two channels with stereo to mono adapter? And a last thing... the canopy close effect in F14 is sensational and very inmersive; but in F18 is very subtle and desynchronized, when canopy is closed, the effect continue a little more. Thanks. Link to comment Share on other sites More sharing options...
=Andre= Posted June 1, 2019 Author Share Posted June 1, 2019 May be, I think that mostly depends on the adapter. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gonvise Posted June 4, 2019 Share Posted June 4, 2019 Hello... is posible to have generic sounds in a module not implemented in Sound Module like I.16? Thanks. Link to comment Share on other sites More sharing options...
=Andre= Posted June 4, 2019 Author Share Posted June 4, 2019 Hello. I'm afraid I don't understand you. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gonvise Posted June 4, 2019 Share Posted June 4, 2019 Hello. I'm afraid I don't understand you. Sorry. I have a buttkicker, SimShaker with sound module, and it works with the most of the modules of DCS (F18,F14, ...). But it doesn't work with I16 recent module (no vibrations). The I16 not shown in the sim shaker modules list. I think you have not implemented, but is posible to have generic vibrations? Thanks. Link to comment Share on other sites More sharing options...
=Andre= Posted June 4, 2019 Author Share Posted June 4, 2019 That mostly depends on SimShaker for Aviators by f4l0, not SimShaker Sound Module Please discuss it here https://forums.eagle.ru/showthread.php?t=175028&goto=newpost Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gonvise Posted June 4, 2019 Share Posted June 4, 2019 That mostly depends on SimShaker for Aviators by f4l0, not SimShaker Sound Module Please discuss it here https://forums.eagle.ru/showthread.php?t=175028&goto=newpost Ok, thanks. Link to comment Share on other sites More sharing options...
mariner3302 Posted September 24, 2019 Share Posted September 24, 2019 How can I go about making an effect of a catapult launch? Basically, I am going to build a punch that will punch the back of my seat at the start of the launch. The same punch will fire at an ejection. I don't know how to add or adjust the files. Is there a tutorial or something? i7-7700K, 32GB DDR4, 525GB SSD, 1TB HDD, GTX 1080Ti 11GB, Liquid Cooling, Win 10, Warthog HOTAS, TPR Pedals, HP Reverb, Oculus Rift with Touch, Jetseat and bass shakers, PointCTRL, and Scale F-14B Cockpit Link to comment Share on other sites More sharing options...
=Andre= Posted September 24, 2019 Author Share Posted September 24, 2019 Talking about adjust the files there is SimShaker Sound Module User Guide https://dreamsimteam.blogspot.ru/p/simshaker-sound-module-user-guide.html Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
mariner3302 Posted September 24, 2019 Share Posted September 24, 2019 (edited) So I see how to adjust the effect that is sent to the transducers by finding the necessary file and tweaking it. So how do you make a new effect or break out part of an effect? This punch I talk about is just a single punch in the back. The current catapult effect will also be happening through the current set of transducers. Essentially, the Jetseat and the bass shakers will operate normally. This new transducer is a single powerful punch in the back for ejection and cat launches. Thanks, Pal!! Enjoy your trip!! Thanks for the A!+++ customer service to! Dan Edited September 24, 2019 by mariner3302 i7-7700K, 32GB DDR4, 525GB SSD, 1TB HDD, GTX 1080Ti 11GB, Liquid Cooling, Win 10, Warthog HOTAS, TPR Pedals, HP Reverb, Oculus Rift with Touch, Jetseat and bass shakers, PointCTRL, and Scale F-14B Cockpit Link to comment Share on other sites More sharing options...
=Andre= Posted September 24, 2019 Author Share Posted September 24, 2019 Thank you Dan, I'm already back home :) The effects are made inside SimShaker for Aviators by f4l0, if he is able to get enough data from DCS. In this context SimShaker Sound Module mainly allows you just to adjust existing samples. New samples first of all must be supported in SSA. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
lazerwolf Posted October 15, 2019 Share Posted October 15, 2019 F-16 not listed I see in the change log that the F-16 was added but I don't see it in the drop down list? I do have 1.3.8.0 installed. Am I missing something? Thanks! Link to comment Share on other sites More sharing options...
=Andre= Posted October 15, 2019 Author Share Posted October 15, 2019 (edited) Have you tried to press reload button during the simulation? Edited October 15, 2019 by =Andre= Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
lazerwolf Posted October 15, 2019 Share Posted October 15, 2019 That worked! Thank you and thanks so much for SimShaker! Link to comment Share on other sites More sharing options...
Darrylx444 Posted October 22, 2019 Share Posted October 22, 2019 (edited) Another (free) method of mixing game sound with SimShaker output going to bass shakers. i.e. a less CPU-burdening (and less customizable) alternative to VoiceMeeter. Assumes you have Realtek audio (includes Stereo Mix): 1) Windows Recording devices > Stereo Mix > Listen > Playback thru *your shaker card here* 2) Check "Listen to this device" 3) Adjust relative volume ratio under "Levels" 4) Further adjust volume of each card as desired in Windows. 5) Adjust your external hardware sound control if so equipped (you can reduce external hardware volume control setting while increasing Windows volume setting in order to boost shaker input for a given sound level). NOTE: You may also need to temporarily disable Realtek High Definition Audio under Sound Video and Game Controllers within Device Manager in order to get the secondary sound card (shaker) to work. I am not certain that was actually my problem but I did that. My primary sound is an integrated Realtek "5.1 Analog Speakers", and the secondary (shaker) is an external "Analog USB Sound Card" (Vantec USB External 7.1 Audio Adapter - plugged into a 2.1 amp). This card has a software mixer app which is handy. Here are the Windows setup screenshots as requested by =Andre=: Edited October 23, 2019 by Darrylx444 added screenshots of settings [sIGPIC][/sIGPIC] My Setup: Vive Pro 2, RTX 3090, I7-11700K, VKB Gladiator II/K conversion, TWCS, TPR pedals, PlaySeat, SimShaker, VoiceAttack Link to comment Share on other sites More sharing options...
=Andre= Posted October 22, 2019 Author Share Posted October 22, 2019 Thank you for sharing that! Maybe you could add some screenshots? Windows 10 interface is a mess. Gametrix JetSeats thread (in English) , SimShaker addon for bass-shakers thread (in English), Andre's blog, downloads, manuals (in English). [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Darrylx444 Posted October 22, 2019 Share Posted October 22, 2019 Thank you for sharing that! Maybe you could add some screenshots? Windows 10 interface is a mess. Hi Andre, Will do. Firstly, I have a small bug report for you: Verbose Logging being enabled caused my Sound Module Demo to crash, freeze, or output random noise to my shaker. I had zero problems for about 5 hours prior to turning it on, and then struggled to figure out why I started having those issues. Re-installed, etc. Anyway, it works fine again with it turned off again now. [sIGPIC][/sIGPIC] My Setup: Vive Pro 2, RTX 3090, I7-11700K, VKB Gladiator II/K conversion, TWCS, TPR pedals, PlaySeat, SimShaker, VoiceAttack Link to comment Share on other sites More sharing options...
Darrylx444 Posted October 23, 2019 Share Posted October 23, 2019 OK, I updated my previous post above with the setup screenshots. Also, I use a Rift for VR, but prefer NOT to use the Rift headphones (they are removed). Instead I use my existing external 5.1 speaker system for sound. Personal preference and also for convenience when not using VR. This clarification is for anyone wondering why I have 2 sound cards plus a Rift, when I could have just used the Rift headphones and converted my integrated sound card to shaker duty. [sIGPIC][/sIGPIC] My Setup: Vive Pro 2, RTX 3090, I7-11700K, VKB Gladiator II/K conversion, TWCS, TPR pedals, PlaySeat, SimShaker, VoiceAttack Link to comment Share on other sites More sharing options...
Recommended Posts