In-Development Elite DMX Light and Effects Control

Testing

I'm in the process of building a full simpit - actually have been at it for a while - life gets in the way, ya know?

Anyway. I saw this I tried to get it to work some time back, and couldn't for the life of me get anything to work.

After a bunch of trouble shooting, I finally got the DMX decoder board I bought to power up, and while the UDMX cable I bought seems to be detected, it doesn't seem to do much of anything when it's all wired up.

Not my main reason for posting - I'm making progress on that front - I would love to test this out in more detail.

I love anything that gives me more immersion into my games - Elite, MWO... doesn't matter.

--Sophie 'GreyTiger'
 
Hi Toumal,

Firstly, I'd just like to express my sincere gratitude at the effort you've put into this program. It's bloody awesome and something I've been waiting for for years! I've now got my sim pit built and got the electronics in, after a bit of a false start I got your program working and it's amazing. I do have a couple of questions though if that's okay?

1: I don't know if it's something to do with my set up but I start Elite DMX, then ED as instructed. Before it will work (and by that I mean the lighting effects) I need to set them to ALL ON first. Is this correct?
2: When I jump from normal space to supercruise, the lights change to green. This is great! However any other effects overwrite this so if I jump to witchspace to make a system jump and arrive in a new system the lighting effect remains off as temporary scan effects override. Is there any way to re-engage the supercruise effect without having to drop to normal space?

Again, thanks, I'd really appreciate any advice you can offer!
 
Hey there, I'm glad the software is useful!

1: I don't know if it's something to do with my set up but I start Elite DMX, then ED as instructed. Before it will work (and by that I mean the lighting effects) I need to set them to ALL ON first. Is this correct?

I don't know, and your DMX interface may require it, or it may not. I don't have to do anything for example, it will just work and in fact the default state of my lights is off, but YMMV. I know that Velleman users have to have the velleman test program running in the background for some weird reason, the reasons for which I haven't been able to figure out.

2: When I jump from normal space to supercruise, the lights change to green. This is great! However any other effects overwrite this so if I jump to witchspace to make a system jump and arrive in a new system the lighting effect remains off as temporary scan effects override. Is there any way to re-engage the supercruise effect without having to drop to normal space?

That would only be possible if the software supported assigning priorities to effects. Alternatively, you could have the supercruise effect on a channel that doesn't get used by other effects, and thus doesn't get overwritten. I took a look at what it would take to implement priorities and... uh... I kinda sorta don't want to do that at this point ;)
So I recomment you get some lights on another channel that are used solely for flight status. You'll achieve a very similar effect, perhaps even a better one!
 
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god i swear you people are trying to get me to spend thousands on this game... i might still but damn this is cool
 
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