Online Squadron Collection v2 is out
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I have some thoughts about some things that could be improved, but unfortunately, I really don’t have so much free time to work on it right now.
Do you have anything specific in mind?
Yes, of course.
1. making a track (current position of an aircraft) hook-able to measure from this track bearing and range (updating numbers as now from a specific point on the map) to the cursor position
2. display all the time cursors bullseye position in the left or right bottom corner of the screen (fixed window)
3. making the labels scalable (I use a 13’ Notebook with a high screen resolution for controlling) to adapt the figures to the screen resolution
4. label deconfliction. Making the label of an track movable to avoid that labels are displayed one over an other and therefore unreadable. The controller could move a label of a track to a free and not bothering position.
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Monster, do you know IVAO? Their current ATC client (v1.2.4.225) has a great UI, while still being very basic in functionality. Maybe you can take a look at the manual for some ideas. Important note, just in case: IVAO has completely developed IvAc in-house, so they obviously have a copyright over it, and I’ve known them to reinforce it, so don’t just reverse-engineer and/or copy - paste anything directly.
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Very nice points, I’ll see what I can do about it.
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Kicking the dust off of this thread.
I’ve just run into a little problem and I have absolutely no clue how it’s caused.
This is an image (WIP) I’m trying to get as F4AWACS background…
This is how it looks after inserting it in the Theater…
As you can see, for some unknown reason, I’ve lost all info outside of the South-Korean part.
Note: On the screenshot, the lines are still slightly visible, but this is not the case in F4AWACS.Strange thing: after changing the coastline to a more greenish colour, it IS visible (albeit at lower quality, apparently)…
In case it’s useful: coastline colour code is 1e281d (opacity 30%) in the first picture, and 24ff00 (opacity 3%) in the second.
Did you managed to get that image working? Could you upload it for the community ? I am very interested in it
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Sure, here it is: https://dl.dropboxusercontent.com/u/11459075/BMS%20Pictures/KTO.gif
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I’ve used that one and added textual info which can be turned on/off via the "area"s
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Many thanks to both!!
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I’ve used that one and added textual info which can be turned on/off via the "area"s
Please, could you export your areas and upload the file?
Thanks
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Please, could you export your areas and upload the file?
Thanks
Seems 99kb is max file size for zip files on this forum and its 106Kb
I can paste a link via dropbox here, but no guarantee I will keep that file there for ever (just in case anybody stumbles upon this thread months later)… -
Perfect, i will keep it safe hehe!
Thanks in advance
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Perfect, i will keep it safe hehe!
Thanks in advance
https://www.dropbox.com/s/4njmu8tzqnjvghm/Faan_Areas.dat.zip?dl=0
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https://www.dropbox.com/s/4njmu8tzqnjvghm/Faan_Areas.dat.zip?dl=0
Did you follow the procedure for exporting as in my picture?
I expected a “.axp” file
Disregard it, I managed to do that. Many thanks
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Did you follow the procedure for exporting as in my picture?
I expected a “.axp” file
Disregard it, I managed to do that. Many thanks
No I took the .dat file I have backed up on a cloud drive. Not at home behind my game pc now to export.
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Enough for me, many thanks
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That’s how AISPY worked from the beginning.
Hi Monster,
I have problems with AISPY (I think)…
It repeats the contacts:
Any solution?
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This post is deleted! -
https://www.dropbox.com/s/4njmu8tzqnjvghm/Faan_Areas.dat.zip?dl=0
Sure, here it is: https://dl.dropboxusercontent.com/u/11459075/BMS%20Pictures/KTO.gif
Hi Monster,
I have problems with AISPY (I think)…
It repeats the contacts:
Any solution?
Any idea guys?? It’s like AISPY doubles the reading of the virtual memory…
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As I’ve explained before, AISPY is a “hack”, it just reads raw memory and tries to get AI aircraft data. Usually, there are two returns of the same contact (very close to each other) because that’s what exists in memory.
I could have implemented a filter to eliminate one, by using the callsign and the position (e.g. if we already have a contact named Cowboy1 within 3nm of the new one, drop it).
The problem is with contacts named “Bandit”. Since there are usually a lot of them and there is no other way to identify the contact, this method wouldn’t work. I just chose to have AISPY sent (almost) everything and let the player decide is a contact is valid or not. -
This post is deleted! -
As I’ve explained before, AISPY is a “hack”, it just reads raw memory and tries to get AI aircraft data. Usually, there are two returns of the same contact (very close to each other) because that’s what exists in memory.
I could have implemented a filter to eliminate one, by using the callsign and the position (e.g. if we already have a contact named Cowboy1 within 3nm of the new one, drop it).
The problem is with contacts named “Bandit”. Since there are usually a lot of them and there is no other way to identify the contact, this method wouldn’t work. I just chose to have AISPY sent (almost) everything and let the player decide is a contact is valid or not.Thank you Monster,
I remember it different in previus Falcon versions. Now it is even mistaking callsings mixing it. I thought I had some issue regarding the way it reads the raw memory in my computer (SO, admin permissions or something related)
Anyway, thank you for your efforts. I would be nice that Falcon developers could make your job easier with any improvement for this purpose .