Starry sky mod ?
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Ok I think I have solved it, the first star which is in the screenshot is west, and I conveted the hex to decimal then converted the decimal to ra, and then looked up psi fornacis which is a star called the West Tiger or something like that in Chinese, which probably means it is to the west. The star in the picture is westward, and this psi fornacis is also to the west and has ra 02h53m34.40s which almost lines up with my bms star which supposedly has 03h12m54s and is just further in the declination axis. For now my brain is exploding, from trying to read c/c++ and how to read star coordinates, and editing in hex so I will check it more closely tomorrow since I am supposed to be busy anyways.
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yeap I believe that’s it… as I see it in star.h that must be it for the coordinates rad hours minutes secs… It looks dynamic as it get’s your current position in the world, and counts month etc.
the code (star.cpp) says minint=0.5f (for magnitude as I understand it) and maxint=1.0f
Also has a function for Constellation that I can’t make off…
Also has Julian and dim
for julian (Julian (1980,1,0.0f) Julian (2000,1,1.5f) if set uses julian else calculates realtime (LocalSiderialTime)float CStar::Latitude; float CStar::Longitude; float CStar::sinLatitude; float CStar::cosLatitude; float CStar::UniversalTime = 0.0f; float CStar::UniversalTimeDegree = 0.0f; float CStar::LocalSiderialTime = 0.0f; float CStar::deltaJulian = 0.0f; float CStar::CurrentJulian = 0.0f; float CStar::Julian1980 = Julian (1980,1,0.0f); float CStar::Julian2000 = Julian (2000,1,1.5f); int CStar::Year; int CStar::Month; int CStar::Day; int CStar::ExtraDay = 0; int CStar::mustSetLocalSiderialTime = 0; int CStar::mustSetdeltaJulian = 0; int CStar::DaysInMonth[12] = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }; StarData *CStar::CurrentStarData = 0; float CStar::SunAz; float CStar::SunAlt; float CStar::MoonAz; float CStar::MoonAlt; float CStar::Horizon = (float) (-PI/2); // default ==> show all stars float CStar::HorizonRange = (float) (-PI/2); // default ==> don't dim stars float CStar::IntensityRange = 1.0f; int CStar::minStarIntensity = 0;
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To be accurate, if the atmospheric extinction seems to be taken into acccount in calculations, then know that its value is equal to 1 arcmin at 45° of elevation. It is not much.
Not sure that such a low value has an impact on screen at resolution at which work BMS on our 17" to 24" wide screen.In addition, most of the time, a kind of haze or the mist or fog prevents to see stars below say 20° of elevation if the airplane flies low level.
The problem is different aloft as at 18000-40000 ft high (depending on the latitude), close to the tropopause the atmospheric extinction tends to be very low : 90% of the air is below the tropopause and 50% below 16500ft or 5000 metres (standard atmosphere).
So the extinction also depend on the airplane altitude.Remain to know if the mist is taken into account in BMS and is set depending on the airplane altitude to design the lower part of the atmosphere (the higher the aiplane, the thiner is the haze layer).
I personnaly 'd be interested to know what atmospheric factors are taken into account to display the sky and atmosphere.
Till thanks for your time and investigations. -
as I see it it calculates the horizon in the code also (not sure) it takes to account the altitude. also sun moon position.
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It Appears modifying the coordinates in the star.dat results in bms not being able to start up. I will keep testing and see if there is a way around that, maybe the format is different.
It also looks like different additions wont show up, but maybe that is a conversion error i am still testing.
Well in the fall season, both the first default star and a star taken from the middle of the list and put right after the first star, and deleting everything else, both are visible.
Edit: I can get rid of the black screen, by matching the pattern made by the last 2 numbers of the coordonates. There is a repeating pattern, and as long as those values are consistent, the star shows up. This is another clue to the format of the star.dat. I am testimg with the big dipper and if i can get it to show correctly, the conversion algorithm is solved. There is more to it than setting the decimal ra and dec to a float.
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Well in the fall season, both the first default star and a star taken from the middle of the list and put right after the first star, and deleting everything else, both are visible.
This also my finding. That first star entry appears to be compulsatory,
And also , repoerted in earlier post, when observed from the fixed position @ 64x acceleration some stars appear to rotate in different /opposite direction and that is even more strange. -
@ 64x acceleration some stars appear to rotate in different /opposite direction and that is even more strange.
Perhaps to emulate a planet?
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Falcon could always emulate planets. Thanks, good to know, very refreshing. (j/k) good idea - might be for comets/planets/satellites.
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just bored. so bump.
starlight - no older light hits the eye.
star navigation would be supreme.thanks.
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Dew Dog did the star mapping for FF5 which had the constellations which showed at the right place at the right time in the Korean theater. There was also an option to show fewer stars, making the constellations easier to find. It’s described in the FF5.0 Companion, written/compiled by Aragorn.
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DewDog = Farking LEGEND
FF5.5 Companion = http://www.mediafire.com/view/gtrtism4u7hptms/FF5_COMPANION_v.5.5.pdf
Ara’ = Farking LEGENDARY LEGEND.
Yeah. Older now. Still vain. Sue me.
pr0n
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EDIT: forget post below I thought page 18 of the above manual was all there is. FF5 would have impressed me now. But sadly locked DB.
no word about right star constellations at the right korean nighttime in that manual.
just not screaming out the value of FF5 star map navigation OR unreal starmap ( QUESTIONMARK = FFFFFFFFFFF)and if the constellations where correct then why reduce / remove stars and make it incorrect –— ok, maybe haze and overlay conditions or particles from eruptions of planet.
could someone confirm on the constellation correctness of FF5?
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Thanks Ara!
The star section starts on page 211
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I’m still working on figuring out the coordinates and why there might be 2 spheres, things have changed since falcon 4.0, for example there is always a full moon as i have been looking for pictures of anything else, but all i see is full moon. Ib the code it references moon phases, star colors, and specific days of the months and years, which i think must have been all taken out since the new bms graphics or terrain or whatever update. My code is ready to import luxorions stars, except for the formatting and workings of the 2 spheres. There are repeating patterns which might refer to the spheres, and if that is the case only 1 sphere could be used instead.
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There are repeating patterns which might refer to the spheres,
What repeating patterns are you referring to? Is that those repeating 4th and 8th bytes ? They repeat :3D,3E,3F,40,41,42 which is 61, 62 etc……66 dec and C3,C2,C1,C0,BF,BE which is - 60… -65 dec.
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Yep thats them.
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Hmm… it’d be pretty rad to navigate via the stars.
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Our search should focus on finding and isolating Polaris star. This is the star, around which northern celestial hemisphere rotates. Maybe there are other ways to crack this problem.
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http://sourceforge.net/projects/stellarium/
beautifull!
How about implementing an interface and importing the sky as 3D Halfsphere?
The old code could coexist and BMS would dictate the location, time, field of view, haze or whatever.
This way we would have the perfect sky and the BMS sun still shines for IR seekers.
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EDIT: forget post below I thought page 18 of the above manual was all there is. FF5 would have impressed me now. But sadly locked DB.
1- DB was only locked after a certain version… ie. 5.5x (have to check which exactly) 5.0 should be unlocked campaign wise.
2- What is locked can be unlocked… Some of us ex FF guys have the tools to reverse it.