Theater conversion from 4.33 to 4.34
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Yeah … as Cars said, it is also a matter of CT/Index links among the different DB parts/files that could be easily scrubbed by using unsuitable “editing” methods. And once those are messed up … good luck to restore the correct links. This is truly critical.
I take my hat off to you, guys!!!
BMS Editor is proving to be more and more reliable. Much more than in 4.33, now with the testing features and such.
Right now, it’s much safer than before to prevent/recover from any mistakes done on the DB.
Great work you’ve done here, thanks!!!
Cheers
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Yes the naming is very important. Have the name wrong and it doesn’t work.
Reading your post here it clear you don’t fully understand how it works.
No, the single XMLs are not overriding the default KTO, but any database where they are located in.
In case you do not have a database at all, it will revert to KTO. But in case of KTO TVT, the default is KTO
It does not add anything new, only overrides values included in the DB.So you can use the single XML for your DB using the correct location and the correct naming.
Look at TVT how to do this.But as said before… its just easier to edit the DB directly.
K.I.S.S… Keep It Simple Stupidgr Falcas
ON CONTRAIRE … it is VERY VERY VERY useful for my theater , … since I’ve already converted my old DB to 4.34 format so I can read it with ‘4.34 Editor’ then export my units/whatever… and re-import to new eg.Balkans default db , as single xml overrides. There are not too ‘MANY’ changes… I think
Only problem is they are overrides to a default KTO db , not the ADD-ON DB , so I need to think… I would need to do 2 sets of overrides . 1.set between new Balkans DB and KTO DB , then … 2nd set between MY DB and KTO DB.
Only then, as I figured, that would work as intended…But… somehow I think it is more complicated lol , then , as You’ve said , making OWN db.
IF you could DEFINE another ADD-ON DB as default, eg in .TDF file , add another ‘switch’ >defaultObjectsDatabase …/add-on/terrdata/SomeObjectsDir<… then overrides would be EVEN great stuff… but let’s leave that for another update , just as an option to think on.
----But , what was question,… Are the XML naming scheme important/crucial , or can it be ‘whatever/random’ … well, i can test myself tho, but if someone knows?
Cheers
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Yes the naming is very important. Have the name wrong and it doesn’t work.
Reading your post here it clear you don’t fully understand how it works.
No, the single XMLs are not overriding the default KTO, but any database where they are located in.
In case you do not have a database at all, it will revert to KTO. But in case of KTO TVT, the default is KTO
It does not add anything new, only overrides values included in the DB.So you can use the single XML for your DB using the correct location and the correct naming.
Look at TVT how to do this.But as said before… its just easier to edit the DB directly.
K.I.S.S… Keep It Simple Stupidgr Falcas
Well, can’t blame me tho … None of this wasn’t documented , and You are the first who spill the beans… , anyway I have good info now, rest is just try&fail.
Totally agree with K.I.S.S … :hug:
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Some FM and AFM info before this large vid of moving f-35b to 4.34
For 2 (or more) engine jets, the Thrust Multiplier should be set from 2 to 1.
Looks like this rule goes to F35b as well, if I did not lower this, jet flew from rwy to space in 9 sec (exaggerated maybe)
And here is the fm and afm I used in this next video. they work pretty good , but may need refined
https://www.mediafire.com/file/d9tvx5iep85ocav/f35bfms.rar/fileYou should watch vid #2 first and then come back to one, this way you won’t have afm ctd problem I did.
vid1
vid2
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When adding fm to actypes list, we are supposed to add to bottom of list right?
else some fm gets confused?
I know i added to the top before and things got messed up. -
For 2 (or more) engine jets, the Thrust Multiplier should be set from 2 to 1.
yes in 4.34 thrust mulitiplier all set to 1. all data for one single engine.
you can fine-tune that engine table thru multiplier vlaue.
the quantity of engine is set in nEngine flag.When adding fm to actypes list, we are supposed to add to bottom of list right?
else some fm gets confused?yes add to the bottom of list, then first number+1.
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Hi Gents!
I’m now at the stage of adding new units to the 2DDB.
What I found is happening (at least to me) is the following, when creating new aircraft / helo entries:
#1- I addcopy a VEHICLE from the DB, similar to the one I’m creating (ok so far);
#2- I addcopy a corresponding SQUADRON to link to the newly added aircraft (ok so far);
#3- I addcopy a corresponding UNIT to link it to the newly added aircraft.At this point, it’s where the issue arises. In the DB, everything is ok, even when testing the DB.
The problem is, if I try to open Mission Commander, it gives an error in the FALCON4_UCD.XML file, which prevents me from correctly editing the saveX.cam or te_new.tac files.Again, in the DB through BMS Editor everything looks ok, still.
Now, I’ve tested and tested and the only solution found was this:
- After point #2 and before point #3, I have to exit BMS Editor;
- Reenter BMS Editor and do point #3;
- Exit BMS Editor again and reenter to complete the rest of the procedure (assign specific numbering, etc…).
Is this a know issue for the DEVS or is this happening on my side only?
Thanks, cheers!
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Please can someone tell me, does have any limit with totaly noumber of Point Header points in 4.34 database?
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@Nuno:
Now, I’ve tested and tested and the only solution found was this:
- After point #2 and before point #3, I have to exit BMS Editor;
- Reenter BMS Editor and do point #3;
- Exit BMS Editor again and reenter to complete the rest of the procedure (assign specific numbering, etc…).
Is this a know issue for the DEVS or is this happening on my side only?
Hmm… the finding could be a solution to my recent test. weird.
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@Nuno:
#3- I addcopy a corresponding UNIT to link it to the newly added aircraft.
What do you mean UNIT?
Add Vehicle including CT. Set the Specific for this aircraft.
Add Squadron including CT, set the Specific. If you can use the same specific as the aircraft (better DB handling)
Add Flight including CT, set the Specific. If you can use the same specific as the aircraft (better DB handling)Add new ACD entry and point the aircraft to this entry.
From here you can start adding the UI specific changes so it can be used.
Gr Falcas
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Not Unit, sorry (under units tab).
I meant FLIGHT (writing through the phone, not in front of the screen).But the issue still persists on my side.
And before I proceed to the next one, I still have to exit BMS Editor and re-enter, otherwise it CTD on me.
Other than that, work is flowing nicely
Cheers
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I’m looking for file that links to txt, and file that shows “exhaust angle 0”
I have it showing on blk52 f16 for some reason. Any advise? -
I’m looking for file that links to txt, and file that shows “exhaust angle 0”
I have it showing on blk52 f16 for some reason. Any advise?I didn’t quite understand the question
What seems to be the issue or what are you trying to change ?
Cheers
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Guys,
Is it possible for someone to give a little introductory explanation concerning the new “ATC” folder that we have now in 4.34?
I’d like to implement it for POH theater, but I’m still very green on the subject and would appreciate some insight on its functionality.
Cheers, thx in advance
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The technical manual has a chapter there. Just read it
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Thx mate!
And thank you, Red Dog!! Should have read the manuals first, after all much of the info that we need is already well documented through your efforts…
Lesson learned, now I’ll reply to myself: :rtfm: before asking questions!
Cheers
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Hi everyone!
One more stone in the road towards conversion.
Seems that 128 seg. theaters have issues when saving either .cam or .tac files, that with the 73 file version were no issue but now with 100 are. It seems that when the code recreates the Occupation Map, the file that is saved has their squadrons “hidden”. Therefore you can not commit to the Campaign or Tac file.
There is a solution Mystic has found for the Tacs: using the “Nuke” button to destroy the occupation map.
But not easy solution for the users. We can always set the map size to 0 in MC’s Campaing>Occupation Map tag. But we at POH haven’t found a solution to this issue.
While researching, we have been adviced to look into the .thr file… beause it could have influence in how the occMap is done. (We have no clue, as you can tell). Anyway. We have seen this at KTOs .thr file at the lower left corner:
So questions are:
Any idea or hint how to look more into fixing this issue?
Does this .THR file configuration have any function? Is it related with occMap?
Thanks if anyone can help.
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That is what we mean with “hidden” squadrons… There is no way to commit to the campaign.
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The .thr is the occupation map!! And that’s it’s function among other things, it has to do with the terrain paths, the PakMap, etc.!!!
You’re attachment isn’t working.
I have the theater, have to install it(been busy) and I’ll take a look.
Nuno told me about the problem!
C9
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Thanks, any help is deeply appreciated.