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Dirty

Digital Combat Simulator (DCS) - Experimental plug-in v0.10

This plug-in exports vehicle accelerations and vehicle angular rates.

  1. Dirty

    Dirty Well-Known Member Gold Contributor

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    Hi,

    I wasn't able to reproduce it yet. I will install openbeta tomorrow to see if that makes a difference. I have been on the stable branch so far.

    Maybe some of the other guys here can chip in on the GameVibe thing? I am not using SimTools, let alone GameVibe. I have just activated those slots in the plugin for others to use it. Can anyone explain what data you are exporting in those slots?
  2. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Hi Dirty,
    Maybe offer these inputs, as they are the ones that make sense for a plane game?
    • Rpm (Rpm)
    • Afterburners (Afterburners)
    • Turbulence (Speed)
    • Flaps (Flaps)
    • Landing Gear (Landing Gear)
    • Weapons1 (Gun, Cannon, or any fired weapon)
    • Weapons2 (Gun, Cannon, or any fired weapon)
  3. Thomas Rabbertz

    Thomas Rabbertz New Member

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    Hi, I really appreciate you guys work!! big thanks Dirty and yobuddy:thumbs:thumbs can't wait to get it to work :)
  4. Thomas Rabbertz

    Thomas Rabbertz New Member

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    Am I seeing this right that these slots needs to be modified or should RPM, Weapon, Landing Gear and so on work out of the box? Just to make sure that I that I am on the right path
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  5. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Any of the labels on the list below can be used.
    • Rpm (Rpm)
    • Afterburners (Afterburners)
    • Turbulence (Speed)
    • Flaps (Flaps)
    • Landing Gear (Landing Gear)
    • Weapons1 (Gun, Cannon, or any fired weapon)
    • Weapons2 (Gun, Cannon, or any fired weapon)

    So if you set an output to
    Var = "Weapons2," & Value.ToString

    more examples from a plugin
    Vibe_2_Output = "Gear Shift," & (.Gear).ToString
    Vibe_3_Output = "Turbo," & .Turbo.ToString

    It does not matter which slot you send to, the label "Rpm" will tell game vibe what to do.
    Hope this helps!
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    Last edited: Apr 3, 2022
  6. Thomas Rabbertz

    Thomas Rabbertz New Member

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    Thanks yobuddy, i gonna try it:thumbs
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  7. Seth Miller

    Seth Miller New Member

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    Hey dirty. I can upload the profile fine and it says Connected and successfully patched. I've edited the lines of code in the actual LUA in the hooks folder in saved games and the main DCS folder but I'm getting no data for GameVibe input in the Tuning Center to be able to capture for the His and lows it says DCS_exp on everything as well. Thanks in advance!! I feel like Im missing a step somewhere.
  8. Dirty

    Dirty Well-Known Member Gold Contributor

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    Hey :)

    No worries, we will get this figured out.

    By "upload" I guess you mean you used the plugin updater? Can you post screenshots which line(s) you edited? You mean those?
    Screenshot 2023-01-07 at 18.01.40.png

    Do any values show up at all in Tuning Center? Are you using DCS or DCSopenbeta?

    If you can, post some screenshots. Makes it much easier to troubleshoot.
  9. Seth Miller

    Seth Miller New Member

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    Im using open beta. yes used the profile updater and successfully patched to dcs open beta. I get no parameters showing up at all in tuning center, they all just stay at 0. (ive gotten this to work perfectly with MSFS so I understand how to use the tuning center and adjust everything). I've tried changing all the lines of code in the LUA file in the hook folder of DCS scripts but as shown in the pic(this pic only shows one though)
    As far as the link you showed changing the parameters, for now I'm only making vibrations for my seat. G-seat is next.

    Attached Files:

  10. Dirty

    Dirty Well-Known Member Gold Contributor

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    I think this line crashes the script:
    Screenshot 2023-01-08 at 20.45.11.png

    Try this instead:
    Screenshot 2023-01-08 at 20.41.31.png
    Does that give you vibrations during ground roll?
  11. Seth Miller

    Seth Miller New Member

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    I’ll give it a shot when I’m back home. Thanks!
  12. hannibal

    hannibal Active Member

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    i like to build something.. that would use simtools or gamevibe to read telemtry from DCS..
    more specifically, im trying to build a joystick resembling a doorgun, and i need something that can put vibration in motors, so that it can shake a vibration motor..
    i see there are some telemetry parameters like gun counter ammo..

    currently i have a set up working with simshaker using audio and a buttkicker.. but i like to move off that and use something else to drive vibration other than simshaker

    can gamevibe run simultaneously with simshaker?

    thoughts? @Dirty @yobuddy
  13. Seth Miller

    Seth Miller New Member

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    finally got around to trying this but still no luck. Here are all the options I’ve tried as admin and not. I got the motion outputs to work though so at least that was good.

    Attached Files:

  14. Dirty

    Dirty Well-Known Member Gold Contributor

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    Oh,... sorry for the late reply. Your post slipped through the cracks, it seems.

    AFAIK, GameVibe and Simshaker should be able to run together perfectly fine. One uses an export script (and SimTools) to get data and the other uses the audiosignal. Completely independent.

    The data export in DCS works like this: You put a little .lua script in a folder that actively sends the data you are interested in to the IP address you specify. You can have multiple scripts running in parallel. So, you're not limited to getting the data out of GameVibe but you can send data directly to an arduino, for example.

    Is there a variable in DCS that gives the ammo counter? If so, you can read that variable, check if it changed from the last frame and then set a bool "GunFiring" to true. If you send that variable to your arduino it can then switch a vibrator on/off.

    Alternatively, you can write a little function that determines this "GunFiring" variable and I add it to the existing export script of the plugin (down in the "Functions" section). Then all you have to do is write...
    Code:
    local slot_GV_01 = GunFiring()
    ...in line 139 and you can assign an effect in GameVibe to that event.

    I would prefer the direct-to-arduino approach.

    Let me know how you progress :)
  15. Dirty

    Dirty Well-Known Member Gold Contributor

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    Two things I can see from the image you posted:
    1. DON'T use Windows' text editor to edit scripts. Use Notepad++ instead. Always. I promise you, there will come a day when you spend 8 hrs troubleshooting code, only to find out that the windows editor (and its somewhat "creative" way of encoding characters) was the problem.
    2. DON'T change programming languages in the middle of a script :nerd The export script is a .lua script. You have added statements in VisualBasic! I hope you can see a bit of humor in that :-D

    Let's go through this step by step:
    1. Install the plugin and make NO modifications. Then restart DCS. Yes, from the desktop. Yes, I know this takes forever. Yes, it is necessary --> You should get NO data in GameVibe.
    2. Change line 139 to read...
    Code:
    local slot_GV_01 = 777
    ...and again restart DCS. Yes, from the desktop. Yes, I know this takes forever. Yes, it is necessary --> you should see the "777" show up in GameVibe. The "777" is just a marker to see if any data is transmitted and received AT ALL. You can use any number you like.
    3. Change line 139 to read...
    Code:
    local slot_GV_01 = WheelSpin()
    ...then restart DCS. Yes, from the desktop. Yes, I know this takes forever. Yes, it is necessary --> You should see numbers show up in GameVibe during TakeOff roll, but zero as soon as the aircraft is in the air.

    Let me know what you observe.
  16. Seth Miller

    Seth Miller New Member

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    @Dirty ! I got it!! thanks so much! It took about a million reinstalls and such to make sure it was a clean lua but finally working! followed all your steps too. have a great day!
    I'm guessing it wasn't working because of me not closing apps out or something while trying to edit code or just not running app in right order all made it not work.
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  17. John Murphy

    John Murphy Member Gold Contributor

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    My Motion Simulator:
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    This script has "slots" and SimTools has "forces". is whatever I put in slot 1 (slot_GE_01) in the lua always going to be attached to "roll" in the simtools forces drop down?

    So if I put pitch into slot 1 (wouldnt ever do that of course) but if I did, those values would be placed into roll in simtools?

    Just trying to understand how this works:)
  18. Dirty

    Dirty Well-Known Member Gold Contributor

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    That is certainly an honorable endeavor! Seriously, keep that attitude. "I want to understand" is a much better approach than "I just want it to work".

    I have intentionally named them neutrally "slot_X" to indicate that you can put any data you like in there. Whether that is an acceleration or an angular rate or an angle or an RPM is up to the user to choose .

    You are right, if you put something in "slot_GE_01" it will show up in GameEngine in the "roll" collumn. The second would be pitch (IIRC). You can start TuningCenter to observe the raw values that SimTools receives.
    Whether or not you then actually use that data to drive a rig in roll/pitch... etc. and which filters you apply to that data (!) is your choice.

    Keep in mind: My plugin only exports the data to SimTools. I can't help you a lot with SimTools itself and how it eventually processes the values it receives. But there should be plenty of people in this forum who can :)

    Cheers... Dirty :)
  19. John Murphy

    John Murphy Member Gold Contributor

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    Perfect, thank you for the explanation..that really helps.
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