May I suggest to sticky this Dev-Series?
Very illustrative.
Best posts made by Easy
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RE: BMS 4.36 - DEV SERIES - AVIONICS & SYSTEMS
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
<p>Laudable stuff, but you are going to have to be pragmatic about cfd results probably. simulating the stall point and high AoA lift requires a very very dense mesh (y+=1) for the entire lifting surface and I presume you won’t have access to that kind of computing power.</p>
Latest posts made by Easy
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RE: Jan Has F-16 LV7 Update packs
Nice work cougar! I was wondering now the format has changed, are the CoG parameters in any way different from stock? It used to be different for the lod-system bringing many problems to MP at the time. Perhaps this has now changed.
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RE: Naval warfare - is the AGM-65G best weapon on F-16 with no HARPOON capability
Come to think about it… Has anyone tried harms? Since ships are basically search radar and fcr in one.
Like the harpoon it will probably not survive against any capable ship, but saturation of many might do the job
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RE: FPS optimization for campaigns
The environmental mapping setting is really effective, 30fps on the ramp, 45 in the air on d1h1. Thanks for the help. Curious, the config states that reflections on glass are effected by this setting ; anything else?
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RE: FPS optimization for campaigns
Interesting, will try, thanks for the quick feedback
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FPS optimization for campaigns
So, a topic back from the dead, who would thought. VR is fantastic and performs great overall. However, due to drawcalls limiting fps through cpu usage (correct me if I’m wrong), performance in campaigns e.g. Rolling fire, D1 h0:00 is severely impacted.
Which brings up the question how we can reduce the drawcalls, as I doubt we can reduce the workload of the ai and campaign engine in the background without removing units.Looking for low hanging fruit, is there anything we can do to alleviate the situation? Or is it something we have to live with until further work?
Thanks,
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RE: Mission Commander beta release
Curious if anyone figured out how to set IFF teams, currently I get a false IFF return of anything in the air, which is a bit of a give-away against bandits.
Is that manipulatable at all Falcas?
The TEAM Spot / Ident section in the picture above perhaps? -
RE: Mission Commander beta release
Allright, fixed it. This required some serious deduction / mindless button pressing but here’s the procedure.
The problem lies in the teams. I think Falcas is working on this item because MC is telling me not to use it but, living on the edge, the trick is to apply this little function in the teams tab:
To illustrate, I have a TE out of 4.33 with two teams. So we run the magic button, swap DPRK to slot 6 and “team 6” to slot 2. What this does is it transfers the occupation map and the missing bits that cause a receiving units message to team 6 while keeping the units in DPRK (see previous post).
However, we now have 2 DPRK teams. So we remedy by resetting (name, flag, color) team 2 using MC to get our teams back. We check MC and we see that our DPRK batalions are nicely back to team 6, and opening up BMS we see that the occupation map has transfered to team 6 as well. Great. However, in BMS we still see zero units in our team 6 DPRK. To fix this little issue, open up the TE editor in BMS and save.
Done, the TE is converted to have the proper teams but more importantly, it will run in MP as well without the “receiving units” dialogue.
(EDIT: for 3 or more teams, the procedure is more or less the same although the convenient map swap isn’t working here, so one additional step is needed: redraw the occupation map in BMS)
I have to say that BMS is picky after the conversion with respect to the teams. They all have to be there, or the “receiving units” dialogue pops back up. I guess there’s still an artifact from the conversion somewhere, but delighted with the results.
Thanks for the good work Falcas!
EDIT2: looking back with fresh eyes, the procedure can likely be simplified to a more understandable set of steps that work for any number of teams. Will work on it tonight.
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RE: Mission Commander beta release
Happy to see the conversion is much improved. From 4.35 to 4.36: make sure to adapt the map in bms after importing, the rest is relatively plug and play.
My process for 4.33, for which most of our squadrons legacy missions were made in the past :- MC conversion and save (you need a legacy install)
- Fill in the team -map manually in bms
- Recreate squadrons on the appropriate airbase in bms.
- Assign the flights in the mission to the new squadrons in MC, ensuring each flight has a home base and save.
- Fix the timing in MC: subtract 9 hours of start and current time of the mission to convert to Zulu. Apply and save. Go through each flight and subtract 9 hours. Save.
- Open in bms TE editor and save to uncorrupt the mission. Check if all flights have “white” flight plans and correct if necessary.
All in all about 10 minutes work for complex missions.
EDIT: sadly not quite there yet after MP testing: Stuck on Receiving Units on client side.
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RE: BMS 4.36 - DEV SERIES - AVIONICS & SYSTEMS
May I suggest to sticky this Dev-Series?
Very illustrative. -
RE: BMS Other Fighters Mafia (BMSOFM) Journal
<p>Laudable stuff, but you are going to have to be pragmatic about cfd results probably. simulating the stall point and high AoA lift requires a very very dense mesh (y+=1) for the entire lifting surface and I presume you won’t have access to that kind of computing power.</p>