Theater developmental notes - Questions questions
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Released Aegean v2.1 and have some questions… So if anyone can advise or maybe the dev’s take it under consideration…
1. Frequencies
I putted some VOR’s which works just fine as of channel band settings… and actually they work if u set the channel only. But I putted the frequencies also. Checked for doubles first. So I used115.00
110.80
112.20
110.86
113.40
113.50
117.60And found out that the above 110 don’t work. DED keeps flashing as of wrong input… Is there a limitation? are they off limits? As I searched the limitations are:
TACAN FREQ
UHF 960-1215
Channels 0-126
Band X/Y (X for Ground)Tankers
band Y
channels 70-126Also shouldn’t except all 3 to be set (1.the channel 2.band 3.frequency) so to work?
2. Fubared feature record
All of a sudden when in my tests all where good at the final stage a feature magically joined 2 features and they displayed simultaneously.
Strange thing is that in Falcon Editor and LE the Objective was shown correctly, also the feature in LE was displaying as it should… but in Falcon when recon or fly over the objective there where shown 2 features.
I redone just the feature in f4browse with the addcopy and all are ok…
Has anyone witnessed something familiar? could it be something that I did wrong??? IIRC I had the has lights flag checked…
Also IIRC we cannot delete a record with f4browse , right? So we leave it as garbage inside?3. Racks - HP’s
I done my changes as I had in my previous version that worked perfectly and when I Installed JanHas models and after some racks appear as selections at 1 2 7 9 HP’s… As I see them through F4browse and Falcon Editor all are fine but inside Falcon is another story…
Can anyone please advise? -
Dunno about #1 other than I think some freqs above 110 are for the Carriers in BMS….anyone else???ICRC ATM.
#2 Recheck your CT records for the add copy and make sure the feature is not Shared.
As far as Deleting records in F4 Browse, we can only delete from the bottom of the “Tree”" up…sigh.
#3 Reread the comments in the BMSrack.dat in your objects folder…;)…maybe the Model no longer conforms.Demer
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demer thanx for looking in to it but Falcon seems to be alive and having a character and choice of it’s own.
About the merged features no they are not shared… they are unique. Anyway found the solution.
About the racks the error ain’t on bmsrack.dat but on Hardpoints records… all of the sudden FalconEditor or F4browse decided by it’s own to add those to the F-16 30 50 and 52+ and the affecting ones as 30 affects 32/40/42, 50 affects 52, and 52+ affects 52+CFT.
Good thing is the error found and corrected.
Bad thing is what if other records are fubared also… as I can’t spot them…One more reason for a good database tool and the compare function.
I hope that when I will do the final changes Falcon will not decide by it’s self again…
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Just for reference a newer more complete version of the tutorial how to add - create new features and objectives for Falcon BMS:
Very very powerful tutorial!!!
Will using this new system will be fully functional airport, ils, tacan?
Is there any limit new airport that can be created?
I thought it could not create new airports, only modify existing ones:
-01_19 airbase
-02_20 aribase RV
-21_03 Airbase
-05-23 airbase 2 RV
-26_08 Airbase RVr
-30_12 Airbase RVr
-32_14 Aribase Rvr
-34_16 Airbase 2 Rvr
-11_29 Airbase
-20_02 Airbase Rv
-02_20 airbase 2 RV
-20_02 Airbase 2RV
-23_05 Airbase 2 Rv
-08_26 Airbase RVr
-11_29 Airbase
-12_30 airbase RvR
-34_16 Airbase Rvr
-36_18 Airbase
-505 Wonsan
-Gen AFB
-545 Osan
-Kimpo AB Main
-KUnsan AFB Main
-Mirim AFB
-Seoul AFB
-Sunan
-Suwon AFB -
@Joe:
Very very powerful tutorial!!!
thanx
Will using this new system will be fully functional airport, ils, tacan?
yes they will. U will have to add the new ils tacan values and entry to the corresponding files.
Is there any limit new airport that can be created?
Well I don’t really know… But I’m sure it can handle the load. I created about 9 new (add copy) and 7 VOR with no problem.
U can create totally new from ground zero also.
Use the empty airport Demer was showing and there add your own 3d objects.
I believe using Korea Theater airports for new theaters is a No… if we want realism. On the other hand it’s a big OUCH to create and implement them in to Falcon.
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I posted this vid a while ago, please listen to the ATC as they call out the correct runway.
There is no 09_27 Runway in BMS\Falcon……there is now.
The only problem is that the CODE uses a texture list\ character string to determine which runway it calls out and it is by sets. Unfortunately that list and textures are a bit fubared ATM. Again an example of adding to the DB what we think we know without regard to the CODE…
As we continue with the AB tut’s I will include one on how we do this. As well, I posted IIRCC, the list of available call outs as they are now.So to answer your question Joe, yes we can, as long as we stay within the bounds of the CODE.
Then again if we have one outside the box, say…18_360, we can always use an Add Copy CARRIER Objective for it…;)LOL!!
demer -
The only problem is that the CODE uses a texture list\ character string to determine which runway it calls out and it is by sets. Unfortunately that list and textures are a bit fubared ATM. Again an example of adding to the DB what we think we know without regard to the CODE……
Huh?
U mean the texture sets and runway heading numbering? there u declare the number of the texture set used as the feature has many textures…
I changed the heading and added textures for 1 airport in Aegean… This is nothing… the badass is that u have to change also and the taxisigns… There is the mess as u have many to change - add.
If u mean the textures list is fubared… yeap many r repeated and a few are wrong, or duplicates. Minor issue I would call it…
Edit: The trick is that texture numbering starts from zero. so 0=First texture 1=Second and so on and so forth… the takeoffpt where it’s red on the runway when selected there u declare the texture number by double clicking on the RunwayList Type (or one click and Edit). On the window that open there u declare the Runway Texture… so for example 23 is the 24 texture (cause it starts from 0) in the list of textures for the feature in LodEditor.
which feature? The one that the red marked TakeoffPt point relies on. And to crosscheck the heading u declare on the RunwayListTypemust (Point Header Data window) must be the same as the one of your texture… -
Huh?
U mean the texture sets and runway heading numbering? there u declare the number of the texture set used as the feature has many textures…
I changed the heading and added textures for 1 airport in Aegean… This is nothing… the badass is that u have to change also and the taxisigns… There is the mess as u have many to change - add.
If u mean the textures list is fubared… yeap many r repeated and a few are wrong, or duplicates. Minor issue I would call it…
LOL!!!..…you almost “Got It”…
No need to Add yet. I don’t care about Taxi Signs Features or their textures ATM. They are easily changed.demer
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Well Demer u r unclear in many of your posts where full extra super detail is needed and u puzzle trouble ppl… but that’s Demer…
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Well Demer u r unclear in many of your posts where full extra super detail is needed and u puzzle trouble ppl… but that’s Demer…
ROTFLMAO……!!!
U R not the first nor the last to accuse me of misleading\misinformation.
My intent is to NOT DO IT for you, but to point you in the right directions in the TOOL’s, Code, DataBase…etc.
So in the end we will be able to do “IT” ourselves without demer.
I am making these AB tuts because they are an area in Falcon that is greatly misunderstood. I hope to provide you Peep’s with the command of the tool’s to accomplish your goals.demer
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Demer I know that already as the Falcon community but I’m not that knowledgeable on Falcon as u. I’m at my birth on developing-modding.
And I’m not talking about my self… I’m 1000% sure that u don’t do it for me.
Still this:“Well Demer u r unclear in many of your posts where full extra super detail is needed and u puzzle trouble ppl… but that’s Demer…” is true.
Getting the info piece by piece and in a puzzle kind of way… some guys rely on those to build something complete and be done with it… instead of meditating if and when Demer will be completed on the subject.Please try to understand what I’m saying and don’t take it on the wrong way.
Maybe it would be better to give info less frequent and complete then one piece now one piece one month later another few weeks after and so on and so forth.
Or start a structure with points first and say 5 points on this subject… with this post I cover the first point the rest will follow… so ppl know what to excpect and if they r done or others things need to be considered for the future or in conjunction with other areas.
Don’t forget that your posts helped me alot and many times, but In general I have plenty of time to kill to go through your puzzles and solve them, put them together and find the missing pieces, or understand what the poet means, I don’t know if the other guys do also…
Oh and I never said misleading or misinformating… just u give info in doses… some r way slow when someone is HOT on trying to complete something and be done as we all know how frustrating and demanding is Falcon Developing. But in the end a piece of info is a piece of info always welcomed and better then nothing.
But still it’s spastic when u don’t have the whole picture and u go bragging look what I done… yeap it’s done.
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Very interesting I find this conversation and all the information you’re providing.
Arty,
from a pedagogical point of view I completely agree with you. Learning a process (whatever), from my point of view, first requires a global overview. Giving too many details at first can cause overview of the process that is lost. For me it is like constructing a building: first the columns and foundation, then the walls, electricity, water …. and in the end we can focus on that wall hang that picture that we like and what color to paint the dining room (Analogy )Demer,
I also understand your point of view. In fact I also think that “to do something big not to overlook the small details.” All these details are very important … And suppose the difference, in our case, of powers to build a 100% operational airbase, 80% operational. 60% … The more details you have in mind will be more operational airbase we have.I think we all agree that it is much more rewarding for everyone and especially for the BMS community that knowledge is disseminated, especially among those who want to learn. That little effort to make those amazing tutorials, videos, answers in forums allows more join efforts.
From my perspective, as an apprentice, I wish to acquire a global vision clearly. But I do not want to miss important details. Now I obviously can create new air bases and airbases preserve korea. But I’ll have to clear many small details to keep in mind that the new base is fully operational:
So,
- I’ll reference the general Arty tutorial for adding new features and objectives:
- I take as reference the advice EGHI has given me during this time and also huge help to the airport of Gibraltar. This small airport F4Spain serve as a starting point to build for ourselves the other airports.
- I’ll reference information Demer when I advance in my studies: Demer tutorials
- When in doubt seek if the answer is already answered in the forums and if I do not found it you do ask. Your help is invaluable to us all.
I use a translator. I apologyze. I try to use simple sentences the meaning of my words is not lost.
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Gents,
I think going forward the Video Tuts will help you\us much more than trying to address every question\aspect of the process\tool’s and educate us or me on them. (and reduce the size of my Inbox….LOL!)
As far as sporadic\random post on a subject, I can now take us from beginning to end.
BUT here is the caveat…I am presently working on the custom AB’s for Guam. So for now this is the ONLY issue\process I will address.
Once that is done I will move on to the next aspect that is needed for Peep’s to build successful campain’s in a theater.
This time I will post a video tut of how I get this done.I don’t write a lot of things down anymore and one of my apprentices,chuckle…. has said to me in TS "God man, how do you remember all this???)
I don’t, unless I am working on that particular module, then it all comes back.
I am then able to move through the process\tools by rote.
Remember I have been doing this for a looooong time…sighSo, if you bear with me, I think Falcon\BMS will benefit more than any other iteration of this title.
BTW “I DO NOT know it all…but I can find out what I don’t know”
In this !@#$%^ sim we should ALL strive to do that…LOL!!!tired demer
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hmmm terraform via 3ds to Falcon…
WIP needs extension so that the 3d model will be diving in to the terrain mesh to blend naturally I remember I did something with Gibraltar but was unsuccessful also seems to overcome the total size problem where the model was not showing in Falcon and LE was crashing. So u divide the object to about 2-3 km areas and it will work.
I remember I posted a vid how to get real terrain data and build an accurate 3d model but can’t find it now… :lol: does anyone recall?
So here Half isthmus of Corinth: https://www.google.com/maps/place/37%C2%B055%2730.1%22N+22%C2%B059%2749.5%22E/@37.9250315,22.997075,3373m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0
and in Falcon:
Edit never mind found the newer version:
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So the GU’s pass according to links they totally ignore roads rivers water sea mountains space whatever u name it… They travel only at the middle of the tile… Thanx RAM22 for verifying it.
They even don’t have respect for the objectives and 3d objects… they pass inside eachother and inside static 3d objects.
This must be a BUG???…
let me show u why:
I edited the tile objective - object and putted the damn bridge to the middle of it, as I have seen the GU’s passing.
Now when they enter the tile the first unit’s perform a 360 turn around them selfs and then they continue as before. Like they hesitate or they have a choice to make but they stick to the link rule.
They elevate and follow the elevation of the ramp of the bridge they continue a bit on the bridge then they fall down to the tile, they advance then they jump on the bridge, they advance then they fall down, and so on and so forth…
pics:
I’m done with this stupid thing…
@Arty
I checked in Korea:You can not do anything.
Is this BMS is fixed in 4.33?
I have observed that in the Theater of Korea BMS 4.33:
Some bridges are centered:
Other bridges are not centered:
Are the troops pass through the bridges? Is it no longer necessary to place jumpers in the middle of the texture?
In Pillars of Hercules we have adopted the BMS database 4.33. We are importing new airports. But concerning the bridges. What is better? ¿Redirect our focus other bridges with textures? Or redo textures river crossings and roads and bridges placed in the center of the texture?
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I don’t think so. The video biker posted in another thread the units where passing next to the bridge, and not on the bridge. Not clear but obvious.
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Hey guys,
think we need a different solution for this anyway…
What about, if we can define a PT (bridge entry point) where the ground units are heading towards and so perfectly can enter the bridge, regardless of where it is positioned on the tile?Cheers
Biker -
Hey guys,
think we need a different solution for this anyway…
What about, if we can define a PT (bridge entry point) where the ground units are heading towards and so perfectly can enter the bridge, regardless of where it is positioned on the tile?Cheers
BikerGood idea.
u need 2. Entry and exit and maybe some in between? for turning bridges?
Resembling the taxiway procedure kinda. like entry exit and points in between. The thing is how to manage which is the entry start point depending on the direction… so that units will not go around in circles. u must have a magnet like procedure to force the units use the nearest entry point. Then the other point will be the exit. in between they will follow the points.And cause bridges are a bit ouch in numbers (some xxx) if the points don’t exist just work as is now?