@tristam299 I don’t believe BMS Burner has been updated for 4.37 but @kampfalk helped me out with this is another thread. Here’s his response…
“It looks for BMS directory in the registry at Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Benchmark Sims\Falcon BMS 4.35\baseDir. Changing or setting that to the 4.37 install location saves you some trouble.”
However the number 860279 behind the wings can’t be customised for each plane, it’s the same for the whole flight unfortunately as it’s painted directly on the fuselage texture instead on the texture for the decals.
@Albatroz Nope. I’ve found that even if I back up the original DDS files, then copy them back after changing them with WDP, the problem remains. I’ve also noticed that this happens with any DDS file in 4.37, so it may not be strictly an WDP issue. (For example, copying in a modded cockpit texture just causes the cockpit to disappear.)
Not sure what’s going on. I’ve ruled out quarantine by Windows Security, I think.
I’m currently refurbishing an older 3D cockpit for BMS and encountered the problem that the MFDs, RWR, DED and PFL defined within the 3dckpit.dat are floating when 6DOF movements are applied. The displays are properly aligned from the cockpit eye reference point of no 6DOF movements are applied. I figured that the 6DOF coordinates (first 9 values) in the 3dckpit dat are zeroed out in other dat files. Applying this made the displays disappear. By adjusting the remaining 4 values which define the X and Y coordinates for these displays (top, bottom, left, right) I managed to get the, now non-floating, displays back into the cockpit FOV. Unfortunately a perfect alignment isn’t possible as displays are cut off, if they leave certain boundaries. That led me to the conclusion that the mapping area to which the displays are rendered is insufficient. Altering the entire cockpit model’s position with the Lod Editor allows for a good alignment of some, but not all displays and is certainly not addressing the root cause.
My question is, how can this mapping area be redefined to match the cockpit model? Is it possi le with LE and if yes, how?
For all the hours I have poured over the forums I cannot seem to find a straightforward answer to this question, so I’ll just put it out there:
I want to move a specific plane (and Pepe’s older cockpit (F-14A IRAF)), from 4.36 MEF 128, to two other theaters in 4.36. Yet I cannot seem to find a simple step by step way to do this. Any suggestions?
Is anyone having an issue downloading the EMF theater for 4.37? Also does anyone have any info on the middle east theater? I used to play it on 4.35 all the time def one of my all time favorites does anyone know when it will be out for 4.37? TIA
@ohommes If you still looking for working version, send me PM, i can upload my installed terrain editor folder as zip pack, it should work. Extract, run and find falcon install, don’t choose the falcon version, it will automatically choose 4.34 later. Version of TE is 3.7.0 (hopefully latest) and it works with 4.37 well for me.
I’m looking for any info regarding a WDP issue I’ve been having since 4.36 and now into 4.37.
Typically when planning any ground attack mission I will populate steerpoints 99-90 with relevant targets from the recon window working in reverse order (target 1 = stpt 99). When loading the mission file into WDP, all target steerpoints will usually be transposed down a single steerpoint such that stpt 99 becomes stpt 98. Sometimes I will actually see stpt 99 left as is and the the transposition starts with 98 or another number but I haven’t narrowed down any reason for this inconsistency and can’t rule out user error.
If I load into 3D using the WDP saved data cart, the steerpoints will be transposed as outlined above, but I can also reset the stpts back by by simply clicking save in the BMS Data Cart target steerpoint UI.
Does anyone know if this is a WDP bug or something I am doing wrong? It’s not a blocker by any means but something I now need to consider for many flights.
Head’s up. No change to KBMZ for 4.37. Install is the same.
You can have a version of KBMZ for each BMS version once you have a corresponding WDP for each version. Just copy the KBMZ.exe file to a new folder, and follow the install instructions.
Or you can use the reset BMS & WDP button to set up for the new BMS version. This creates a new folder in the
folder. To use packs from older version you can copy then to the new location, but you will need to update the setup.ini file in each pack and change the version everywhere it appears in the file. Otherwise WPD will be pointing to the wrong version. Might find it easier to recreate the packs.
I would like to make a final remark on this matter.
First of all, I want to point this out: Actually, from my point of view, the issue is closed. I am not angry with anyone. Because as BMS community, we are one big family. There is no resentment in the family. 👍
Of course, I will continue to improve the aircrafts in BMS as I find time. Because this is my hobby. For every improvement I make, I will start a new topic in the forum and keep you informed. You will be informed about every step of it.
However, when I complete my improvement, I will not share it on the forum. If the BMS development team likes my improvement and wants to add it to BMS, I just decided to share it with the BMS development team.
The reason is this: Although BMS is freeware, the developers are putting a lot of effort into it. After all, BMS’s intellectual property rights belong to them. Out of respect for them, no changes should be made to their work that they do not want. In this way, we can avoid misunderstandings.
Now let’s close the issue here and enjoy flying in the BMS. For example, I… I’m going to attack the enemy with the F-15 soon… 😊 Do the same. Because it’s a hobby. 😁