DCS World Plugin for g-seats. DCS_gSeat_GamePlugin_V03_BrassEm.zip Version 0.03 Friday, 9 February 2018 Author: BrassEm G day, This plugin was adapted from the DCS plugin by Value1 and he has kindly given permission to publish this work. Many thanks also to [FSF]Ian, Frusheen(RiftFlyer), Asticher(vJaBoG32), Andrey Filin from ED and yobuddy from XSimulator for their input in one way or another. With this plugin, it is assumed at this time, that the g-seat command is coming directly from the "accelerometers" in the aircraft, so there is no need for vectorising forces due to the nature on how the g-seat works. (I may stand corrected on that though ) -- Forces in flight are Heave, Surge, Sway and Roll. -- Forces on ground are Pitch (pitch_lurch), Surge, Sway and Roll (roll_lurch). -- Extra forces added in the plugin are slip (not utilised), pitch_lurch and roll_lurch. -- An export.log file is ouput to your DCS game directory for analysis. The following details work for my setup and may, or may not work for you. The plugin and details are supplied as is. You use this information at your own discretion. It is assumed that you know how to install a SImTools plugin, use Game Manager and Game Engine, and edit the export.lua from DCS. Your allocation of axes and motor parameters will be different and modifications to setups may need to be done. 1. Manually back up any previous SimTools DCS files and the DCS export.lua. IF YOU CANNOT DO THIS THEN DO NOT CONTINUE. You will need these files if you want to revert back to your previous configuration. If you are running things like Helios, TacView or VAICOM and the like, you will need to re-add these entries into the new export.lua loaded by this plugin. 2. Install the plugin on your PC(s).
3. Patch DCS to your Saved Games directory. This will load on a new export.lua file to the DCS World saved games directory. Now modifiy the export.lua to the appropriate network address and add any additional lines for Helios etc. SYNTAX IS VITAL. Any error in export.lua at all and you will NOT get any motion output. NOTE: The plugin has been set for my setup where I have approximately 40mm of seat flap travel. Before you even power up your g-seat, set the axis limiting in Game Engine way down and also lower the Game Manager Main Level %. Bring these levels up gradually during testing as you gain confidence in the outputs. This plugin uses UDP port 41230.
4. Assign your axes according to your flap configuration. My seat base flaps are Axis 1a & 2a. My seat back flaps are Axis 3a & 4a. 5. In Game Engine, start with a very low Axis Limiting numbers and increase it as needed. This determines the throw, or maximum movement of your motors. For my configuration 75% gets me close to full travel with a little room to play with. Remember to start out with low values.
6. These are the setting for each axis that I have found works for my setup. Your percentages may need to be adjusted. It is recommended that you null out all but one axis and work with that until you are happy with the sensation. Work your way through each axis until all are done. Then punch in all your values together and test them out. Note that Roll, Pitch and Yaw are angular rates of change while the rest are g s. The Min/Max value have been determined by the raw output of DCS through the export.lua settings. You could scale the raw DCS output or the Min/Max values to increase or decrease the particular channel effectiveness/sensation.
7. To help with understanding the output, an export.log file is created by the export.lua, and should be found in your main DCS game directory. This is recreated after each flight so if you need to keep a particular set of data then backup the log file. The following is a sample using Excel. This was based on a quick flight in DCS. Please remember that the plugin and information is supplied as is, and use it at your own discretion. Good luck with your build. I do hope that you get your g-seat working, in whatever configuration that may be. Without it you are merely ghosting. Cheers, Brass.