Well, since your officially “back in the game” after your retirement period how about helping me finish your JF-17?
Cool shots BTW.
Well, since your officially “back in the game” after your retirement period how about helping me finish your JF-17?
Cool shots BTW.
I think the BMS Training Scripts engine is powerful enough to provide fully fledged in-sim tutorials (like DCS). I’ve checked “BMS Training Scripts.pdf” and found essential functions such as the following:
WaitSound <string>: This will play a specific sound, and will stop the script during the sound is playing.
Sound <string>: The same of WaitSound but this one will not stop the script.
WaitInput <time><command callback=“”></command>: The script will wait for the user pres a specific key. The time istime that the script will wait, if it expires will give a “false” response and will continue with the script.You can see the name of the commands in the key file.
Print <time><string>: This will type on the window. The time (1.0 is 1 second. 0.001 is 1 millisecond) sectionis the time that the massage will be showed on screen.
SimCommand <command callback=“”></command>: Causes <command></command>to be executed just as if the user hadpressed the keystroke.
MoveCursor <float (x)=“”><float (y)=“”>: Moves the cursor from its current position by x and y amount. Therange of the coordinate system is from -1.0 to 1.0. For example x = -1.0 is the left of the screen, 0.0 isthe center and 1.0 is the right side of the screen. This cursor location is used for all print and drawingfunctions.
As you can see you can produce hands off and hands on tutorial with voice instructions and everything (just like in DCS). Is anyone currently trying to do this for 4.33?</float></float></string></time></time></string></string>
Because… more textures requiring more API draw calls, so less efficient. Maybe later techniques will allow the restriction to be removed, but for now it is what it is. But people that build new models, better do it already with a single main texture… you can see in 4.33 the Harrier, the Rafale, MIG-23, MIG-29, MIG-25, any of them lack skinning details you think?
Two main factors in skinning is level of detail (rivets, markings, text, wear, etc) and resolution. What I’m talking about here is the resolution and there’s only so much resolution from a single 2048. I made a texture mapping for a plane and i had to resort to separate files for different parts in order to maintain resolution and quality. The difference was clearly noticable.
There’s still a bit of work to do. Mainly on the tiling side of the house. Being limited to 4096 textures is proving to be quite the challenge. Marching squares algorithm is the only thing I can think of to auto tile the map at this point. I’ll have to do some kind of “satellite tile tool” to make it easy to add sat photo’s to a 9x9 grid to add to the textures.bin Who knows, I may make it so that they are brushes and you can “paint” 9x9 templates and things like that. Frankly the straight tile export of satellite photography isn’t going to happen unless the BMS dev team can come up with an alternative. I’m still hammering away at it though. Keep everyone posted.
Any desired changes could take BMS years to implement (if at all) and unless you get direct confirmation from the team, you won’t know what to expect and when to expect it.
I would recommend you stick with your strategy and perhaps enable auto-satellite tiling of some important areas only - like airbases and city regions. You can then upgrade peregrine as more features become available.
Model Requirements:
Why do you have those constraints when you now have standard and high resolution texture folders? Some high res skins won’t even fit on a 4096x4096 let alone 2048. I’ve pumped a hell of a lot of high res files with no significant performance impact.
Damn, I miss that C-130H.
Arty,
The texture mapping and alpha channels for the F-16 tails have changed from 4.32. I’m converting all of Horus skins to 4.33 and I think I can release PSD overlays to fix all F-16 skins (whether they be Horus/Renner).
This is great.
You can also incorporate CATE with a good script (for Auto-tiling) and some campaign setup (countries, etc). You can also go beyond just terrain generation and add features like “Add New Aircraft” because a lot of it is just editing text files. I think you can get a tool to automatically build the entire theatre, users would only have to specify their aircraft models and skins and artwork. You can look at PMC forum for some hints on how to do certain things too.
Keep us updated.
Had this problem numerous times already. I can see the throttle move in-sim but I’m not getting any RPM.
Hi,
I’ve noticed many issues with the F-16 models and textures and will keep this post updated:
1. Textures placed by an alpha channel reflect HDR light a lot. The other parts don’t. (same happens with default skins). You can test by putting HDR on max.
2. Fuel tank pylons seem to be missing their textures
Haole’s right…as usual
Tried this setup today 5 times and met or beat it every time.
You have to remember the Viper climbs at 50,000 + feet a minute That’s 830 - 1,000 a second, depending on load out, temp, altitude, lada lada lada.
My setup
Fuel 1,200 lb
Clean Jet
Start on the runway (no need to waste fuel taxing)
Brakes on
Full ThrottleThe moment the aircraft moves I release brakes and start the clock at the same time.
Pull up about 3 degrees up at 130 kts and immediately raise the gear while pushing the nose back level (10 - 15 feet off the runway) & Hold the nose level (it wants to climb)… now I’m accelerating like a “Bat …err Viper out Hell”.
Accelerate to 28 Seconds of time, then start a smooth pull (4 G’s max) to 70 degrees nose high.
At 15,000 feet, hit stop on the stop watch. Typically its between 41 - 44 seconds
Easy cheesy!!
I have Fraps, if I can figre out how to set it up and use it, I’ll post a video.
Stang out
Wow, nice attempt and congratz! :headb:
So best time for your climb itself is 13s. Well done, would like to see a video/acmi of that. i’m going to try it myself tonight with your flight profile.
P.S. is your initial 28 seconds from wheel brake release?