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Ville Pesonen

War Thunder Plugin 2.0.0.0

SimTools plugin for War Thunder

  1. leaedman

    leaedman Active Member

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    Thank you value1 for this update :cheers
  2. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Just checked the plugin with War Thunder V1.45.11.107 and it works fine in training and battle mode [​IMG]
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  3. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  4. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    [​IMG]

    Keep up the great work beating WT into submission @value1.
  5. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Oops, wrong thread. World of Warplanes plugin is not even published yet [​IMG]
  6. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    So many plugins now that you can actually get confused [​IMG]
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  7. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  8. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  9. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  10. Blame73

    Blame73 Yet it moves!

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    I bought today a T-Flight Hotas and, 20 years later, I'm back on a (virtual) plane again!!
    Unfortunatly I have nomotion at all. Launched Game engine and manager in admin mode, but with no result. Also tried all visuals (inside and outside cockpit).
    Any suggestions?
  11. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    There was an update again that seems to have broken the plugin again @value1.
  12. Blame73

    Blame73 Yet it moves!

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    Ok, I'll wait for a plugin update then.

    Do you have any tips on how to set axis? I mean, in flight simulator which axis are more important? In driving simulator I prefer giving most of the % to Surge and Sway cause I like feeling acceleration and brake. I suppose I should prefer Roll and Pitch in Flight Sim, shouldn't I?

    @noorbeast , you probably already know it, but War Thunder also supports TrackIR. I'm using FaceTrackNoIR (still I have to work with settings curve)
  13. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    @value1 does an amazing job of updating after changes, so I don't expect it will be too long before you can try War Thunder with motion.

    Roll and pitch are the challenge to get right for a flight sim @Blame73, particularly with 360 degree rolls and loops. I prefer the axis force @value1 did with Prepar3D to traditional roll, but that is not available in War Thunder.

    You probably want to start the base profile with more pitch and roll % than you do for a race profile. Then in Tuning hit Capture then Reset, fly around a bit including gentle loops and rolls. Save the settings and finally turn off capture. Try loops and rolls, you will likely find the motion at the half way point is harsh as it flicks back to the other extreme. You can then start to play with smoothing and washout in the main motion profile to ease that. Do the same as you would with a race sim, just work on one of them on one axis at a time. I prefer smoothing over washout.

    I use the Rift with War Thunder. I had a highly customised setup for the DK1 and now am working on the DK2. It has taken a bunch of config changes plus SweetFX to make War Thunder reasonably useable, as the Rift implementation is not done as well as it should be. It is a pity as it is otherwise a real fun sim with nice graphics and different game play options, from the blast everything of Arcade to the pretty realistic Simulator Battle mode. Gaijin did a great job of implementing the Rift for their space sim Star Conflict, so I don't understand how they managed to do such a poor job on War Thunder.
    • Informative Informative x 1
    Last edited: Mar 14, 2015
  14. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  15. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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  16. Blame73

    Blame73 Yet it moves!

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  17. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Tutorial – How to tickle motion out of WarThunder

    Start Cheat Engine
    In WarThunder start the tutorial 'Basic Tutorial Course "Takeoff and Landing"'
    Tutorial01.jpg
    Tutorial02.jpg
    Connect now CheatEngine to WarThunder (aces.exe)
    Tutorial03.jpg
    Start the airplane until the program interrupts.
    Tutorial04.jpg
    Check the speed (157 km/h) and divide this value by 3.6.
    In our example this is 43.611 [m/s]. So in Cheat Engine we enter the search values 43 and 44.
    Do the first scan.
    Start the game again until it interrupts again to retract the landing gear.
    Check the speed again. In our example it's 185 km/h or 51.39 m/s.
    So in Cheat Engine we search a value between 51 and 52. Enter these values and click Next Scan.
    There will be a first green memory address and a few lines down a black memory address with the same value.
    Double click on the black address (0F687558 in our example).
    In the Memory View window of Cheat Engine right-click on this line
    Tutorial05.jpg
    and select Pointer scan for this address
    Tutorial06.jpg
    You will be asked to store the scan somewhere. It doesn't matter where, really.
    The scan will take up to a few minutes and result in hundred thousands of pointers.
    Don't close the Pointer scan window. Leave it always open!
    In WarThunder leave the tutorial, go back to the hangar and start the tutorial 'Basic tutorial course "Fighter"'
    Tutorial07.jpg
    The game will immediately interrupt and you can scan for the speed value again:
    248 km/h = 68.9 m/s so you click New Scan, enter 68 - 69 and click First Scan.
    Tutorial08.jpg
    Continue with the game until it interrupts again and scan for the speed value (in our case between 66 and 67 m/s)
    Again, you will find a first green memory address and the same value a few lines down in a black memory address.
    Switch to the Pointer scan window and click on Pointer Scanner - Rescan memory
    Tutorial09.jpg
    Enter the address you just found now into the dialog box
    Tutorial10.jpg
    You'll be asked for a storage location of the pointer scan file
    Tutorial11.jpg
    Give this file a new name - just to be on the save side.
    This time there will only be a few thousand pointers left.
    Tutorial12.jpg
    Go back to the hangar and start a live battle.
    Because there will be only a few thousand pointers left, you will see which memory address is the right one in the Pointer scan window.
    So do a pointer re-scan for this address without scanning for values in Cheat Engine first:
    Tutorial13.jpg
    After the pointer scan click on Offset 3, which will sort the pointers.
    One of the first pointers - if not the first anyway - will have a structure like the first line in the picture above.
    Double-click on this pointer to copy it to the Memory View window of Cheat Engine. It should result in something like P->12345678

    Because the yaw/heading value has a different data structure we also must find the yaw value.
    Go back to the hangar and start the 'Basic tutorial course "Fighter"' again
    Tutorial07.jpg
    At the beginning the heading of the plane is always 230°. So press New Scan, select Float, Scan Type "Value between…" and enter the values 229 and 231.
    While the game is still in the first freeze, scan for the heading.
    Tutorial14.jpg
    Now continue the flight and change the course of the plane with the rudder anti-clockwise.
    The game will interrupt again, after you met the first target Target small.jpg .
    Now search for a "Decreased value" because the heading is between 0° and 360° in clockwises rotation.
    Tutorial15.jpg
    There will be a green memory address like in the picture above.
    Double click on this to copy it to the Memory view window.
    You can double-check if you really found the heading value by curving around an observing the behaviour of the heading value (clockwise turn = +, anti-clockwise turn = -, values from 0° and 360°)
    We're almost there.
    Open now the WarThunder_Plugin.sln in Visual Studio Express 2013 for Windows Desktop.
    In the Memory View window double-clik on address of the heading and copy the hex number behind "aces.exe+" into the VisualBasic line Yaw_MemHook = as shown in the picture below.
    Do the same for the pointer structure for speed.
    Tutorial16.jpg
    Don't forget to increase the version number of your plugin under Assembly Information…
    Tutorial17.jpg Tutorial18.jpg
    And rebuild the plugin:
    Tutorial19.jpg
    You will find the plugin in
    …\War Thunder Plugin\AdditionPlugin\bin\Release\WarThunder_Plugin.dll
    Copy this file the the WarThunder_Plugin.zip which you find in the directory above.
    Your plugin is ready to use.
    Enjoy!

    Attached Files:

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  18. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Thanks @value1 for such detailed DIY instructions, it is likely the best option with games that are inherently changeable in terms of their ongoing development.
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  19. frenchfly

    frenchfly Member Gold Contributor

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    Any plans on updating this plug-in to the latest version? I will certainly try with the instructions posted above despite my limited skill set in this department. In the meantime if someone has an update I would certainly appreciate it.

    Thanks
  20. michto35

    michto35 Member Gold Contributor

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    Thank you for this update