You rock, guys !!!
Posts made by cannon
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RE: Controlling the "EyeFly" Camera [+ a New Feature Request]
Dude, you just gave me a brilliant idea: To try an OpenTrack customization…!
Stand by for more, soon…And…voila!
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RE: Controlling the "EyeFly" Camera [+ a New Feature Request]
…, then I suppose we will be able to control it with the TrackIR too, right?..
Dude, you just gave me a brilliant idea: To try an OpenTrack customization…!
Stand by for more, soon… -
Controlling the "EyeFly" Camera [+ a New Feature Request]
Hello Gents!
I recently explored the potential of using the “EyeFly” Camera for cinematic purposes, and came across a serious difficulty in controlling it using the mouse. It its non-practical, trying to get the camera back to center position after “yawing” or “pitching” it with mouse X/Y movements, even by putting the sliders of “Mouselook Sensitivity” to the lowest value (also reducing windows’ mouse speed).
I hereby request for future Falcon BMS releases to replace the EyeFly camera control from mouse control (X,Y,wheel) to 3 customizable analog axes, so that the axes’ center position shall be the “stop movement” for each control.
For now, I came up with a very basic solution which consists of the two following AutoHotKey scripts:
The “EyeFly_Cam_Control_Launcher.ahk”:```
;----------------------------------------------------------
;-- Falcon BMS 4.33.3 EyeFly Camera Control Launcher v.1.0
;-- October 2017 by Konstantinos “Cannon” Ikonomidis
;-- 16th VFW “ArkAngels” - www.16tharkangels.net
;----------------------------------------------------------
#Persistent
#SingleInstance force
F9::run,EyeFly_Cam_Controller.ahk ;----> If you compile both scripts to EXE files, first remove the extension “.ahk”
F12::ExitAppThe "**EyeFly_Cam_Controller**.ahk****":``` ;---------------------------------------------------- ;-- Falcon BMS 4.33.3 EyeFly Camera Controller v.1.0 ;-- October 2017 by Konstantinos "Cannon" Ikonomidis ;-- 16th VFW "ArkAngels" - www.16tharkangels.net ;---------------------------------------------------- #Persistent #SingleInstance force MouseGetPos, xpos, ypos MouseMove, xpos,ypos,0 deltaPixels := 1 Up:: MouseMove, xpos,ypos-deltaPixels,0 KeyWait, Up MouseMove, xpos,ypos,0 return Down:: MouseMove, xpos,ypos+deltaPixels,0 KeyWait, Down MouseMove, xpos,ypos,0 return Right:: MouseMove, xpos+deltaPixels,ypos,0 KeyWait, Right MouseMove, xpos,ypos,0 return Left:: MouseMove, xpos-deltaPixels,ypos,0 KeyWait, Left MouseMove, xpos,ypos,0 return PgUp::send {WheelUp} PgDn::send {WheelDown} F10::ExitApp
To run the above scripts, you need to have AutoHotKey installed in your system.
How to use the scripts for controlling the EyeFly Camera :
1. To avoid hotkey conflicts, make sure the following keys are not used for any other function (in FalconBMS keyfile, screen recorder, TrackIR etc):
–-> F9
—> F10
—> F12
—> Cursor Keys (Up,Down,Left,Right)
—> Page Up
—> Page Down
2. Before entering FalconBMS, run the “EyeFly_Cam_Control_Launcher”. This keeps running until you press F12. The only purpose of this is to run the “EyeFly_Cam_Controller” script whenever you need it by pressing F9.
3. Enable the EyeFly camera, by adding the -ef switch to the FalconBMS Launcher shortcut (see 9.6.3.15 in …\Falcon BMS 4.33 U1\Docs\Falcon BMS Manuals*BMS-Manual.pdf*)
4. Inside the 3D world of Falcon and without toucing the mouse enter the “EyeFly” camera (by default it’s: Control+0)
5. Press F9 to run the EyeFly_Cam_Controller script
6. Use the Cursor Keys (one at a time) to control “yaw” and “pitch” movement, and PageUp/PageDown to control forward/reverse movement (push more than once to go faster)
7. Before exiting EyeFly Camera mode, exit only the controller script by pressing F10
8. If you re-enter EyeFly camera, go to Step 4 and repeat the proccess.…Some Insight…
Although the above technique seems very noob, it became quite practical to me as a “mouse alternative” to accurately control the EyeFly Camera.
The technical way it works is this:
Upon entering the EyeFly Cam, Falcon BMS reads once the current X,Y mouse position and registers it as the “Camera Center”. It uses it to stop moving left/right/up/down movement of the EyeFly Camera whenever the “invisible” mouse cursor comes back to that exact spot. Same applies to the forward/back movement according to how many mouse wheel “ups” and “downs” the user has made.
With the above given functionality, the EyeFly_Cam_Controller script I made, mimics the mouse inputs but with absolute movement.
So, upon script execution the user must leave the mouse untouched, as the script registers the mouse’s current position into the variables xpos/ypos. After that, whenever the user keeps one of the Cursor Keys pressed, the script sends mouse moves to the corresponding side plus the “deltaPixels” variable (currently set to 1). Upon release of the pressed cursor key, the script send the mouse back to the initially registered xpos/ypos. As for the wheel, things are simple there: whenever the user presses PageUp it sends one WheelUp command, and for PageDown it sends WheelDown. If PageUp is pressed multiple times, the EyeFly moves forward faster, and to stop moving the user needs to press PageDown equal times. Same goes the other way around.Cheers!
Cannon. -
RE: SimShaker for DCS World and Falcon BMS support thread
Greetings. Totally agree. Just got myself “Wings” version.
Just waiting for the activation.
Thanks Andre.+1
Got my SSW yesterday.
Works like a charm!
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VJoy and AutoHotKey (AHK) Implementation
Hello Gents!
I’d like to share my findings on the successful use of vJoy (http://vjoystick.sourceforge.net) and AutoHotKey (https://autohotkey.com/) in cases where virtual DX Buttons have to replace real DX Buttons, in order to minimize the number of physical game controllers (like LeoBodnar’s BU0836X, BBI-32 and Pokeys57U, etc.) needed in a pit (see the attached picture “01.JoystickDevices.png”)
Of course, the current Falcon overall limit is the fact that it can recognize 16 Joystick IDs, in total of 512 DX buttons (which can be doubled using the “DX Shifting” method).
Personally, in my pit (see here) I use less physical controllers than all position of switches can produce to corresponding Falcon BMS available callbacks.
To understand the situation better, please see the attached picture “vJoy-AHK-Implementation_in_FalconBMS.png”.In Case 1, there is 1 physical DX button input for a situation where 2 callbacks in Falcon are available:
–> the PRESS (or ON) state for one callback
–> the Release (or OFF) state for another callback
An example of the TACT switch is the “MAL & IND LTS” push button in the TEST panel: Falcon BMS 4.33U3 has available one callback for the pressed state (SimMalIndLights) and one for the released state (SimMalIndLightsOFF)
An example of the ON-OFF switch is the “DIGITAL” switch in the FLIGHT CONTROL: Falcon BMS 4.33U3 has available one callback for the BACKUP position (SimDigitalBUPBackup) and one for the OFF position (SimDigitalBUPOff).
Of course, the above case can be solved using the “6.2.5 Fifth part: DX button press / release event” described in the “BMS Key File Manual.pdf” (page 22)In Case 2, there are 2 physical DX button inputs for a situation where 3 callbacks in Falcon are available:
–> the ON1 state for a first callback
–> the OFF state for a second callback
–> the ON1 state for a third callback
This situation can be solved in two ways (aside vJoy, and maybe PoKeys57U programming):
1st) The “6.2.5 Fifth part: DX button press / release event” method, following the described example: 9.2 HOW TO OVERCOME DX BUTTON SHORTCOMINGS?" (page 41)
2nd) With the aid of a 2-input NAND gate (see the quad package IC7404) to drive its output to a physical DX button input for the OFF switch position.In Case 3, there is an analog axis (a pot) without physical extra switch that closes (or opens) at the OFF position.
Examples of such needed (with a switch) are the COMM1, COMM2, ILS, ICP rotaries, etc.
Speaking of ILS knob, there are two available callbacks: SimILSOn and SimILSOff
In these knobs, the absence of a switch cannot be solved other way that using Vitrtual Buttons (vJOY and AHK):arrow: Find the following mentioned files HERE.
In the excel file, I’ve charted down:
- all possible switch positions in my pit
- all the “dependencies” of each switch positions
- all available falcon callbacks for my pit’s switches
Using various concatenations (I love this function ), the final results are two “automated” text files:
- A working “DX SECTOR” part of the keyfile for Falcon
- A working AHK script (HVP__REAL_JoyButtons_Trigger_vJoy_v.1.ahk) which solves all three cases (needs the library vJoy_lib.ahk)
Whoever is confused with AHK, I’d like to point out an EXCELLENT application which is the Universal Control Remapper (UCR) found here, written by evilC.
I personally thank evilC for his help, who was very willing to code the mostly needed plugin: “ButtonstoButton.ahk”.
I have his permission to post the code here, for anybody to use with UCR.Feel free to study the attached files, and enjoy!
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Custom names in Axes of Game Controllers
Hi Gents!
I’d like to share my recent findings on renaming the default Axes names of various Game Controllers in Windows, so that configuring analog axes in Falcon BMS Setup UI is less tedious.
I even added some comments like <rev>, <lrg>etc. to indicate whether Reversion and/or Deadzone is needed.
It all boils down to the Windows Registry Keys naming for each Controller (identified by its VID/PID) under the section:
HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\
The above red text part is different for each windows installation, according to the OS’ User Management System.
Look the attached images for details.
For example, my BU0836X controller with VID_1DD2&PID_2201 by default had no “Axes” subtree, leaving every axis its default name (X,Y,Z,RotationX,RotationY,Rotation Z, Slider).
After inserting my custom “Axes” subtree, I named every axis (0 to 6) on demand by bulding up a .reg file like this:Windows Registry Editor Version 5.00 [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_06A3&PID_0763\Axes\5] @="Rudder" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_12E0&PID_1003\Axes\4] @="Throttle" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\1] @="Trim Roll <lrg>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\6] @="Trim Pitch <lrg>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\3] @="Trim Yaw <rev,lrg>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_06A3&PID_0763\Axes\0] @="Brake <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_06A3&PID_0763\Axes\1] @="Right Toebrake <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\1] @="Pitch Axis" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\0] @="Roll Axis" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_12E0&PID_1003\Axes\3] @="Radar Antenna Elevation" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_12E0&PID_1003\Axes\0] @="Cursor X <rev,med>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_12E0&PID_1003\Axes\1] @="Cursor Y <med>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_12E0&PID_1003\Axes\2] @="Range" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\0] @="HUD Brightness (SYM) <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\1] @="Reticle Depression <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\3] @="HMS Brightness" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\2] @="HUD FLIR Image Brightness (BRT) <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\0] @="Intercom Volume <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\5] @="COMM Channel 1 Volume <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\2] @="COMM Channel 2 Volume" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\0] @="MSL Volume" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\1] @="Threat Volume <rev>" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2201\Axes\4] @="AI vs. IVC Balance (Voice Secure)" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\4] @="N/I_TACAN" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\5] @="N/I_ILS" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\2] @="N/I_TF" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\3] @="N/I_CONT" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\2] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\3] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\4] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\5] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\6] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_044F&PID_0400\Axes\7] @="DISABLED" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2202\Axes\6] @="SPARE-NotConnected" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\6] @="SPARE-NotConnected" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\4] @="SPARE-NotConnected" [HKEY_USERS\S-1-5-21-1919722662-601888028-395280710-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\Joystick\OEM\VID_1DD2&PID_2203\Axes\5] @="SPARE-NotConnected"</rev></rev></rev></rev></rev></rev></med></rev,med></rev></rev></rev,lrg></lrg></lrg>
Have fun! ;)</lrg></rev>
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RE: IKAROS Theater v4.1.0
@ Chasseur
Yes, I saw this happening in another installation. I’ll consider this for the next update’s installer script.
Until then, please bear in mind that the correct Root-path for all IKAROS files & folders is ALWAYS …:\Falcon BMS 4.33 U1\Data\Add-On Ikaros\
Thank you!
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RE: IKAROS_v4.0.0
I would expect to see another thread topic, so hitting that F5 will no bring much here… lol
From now on, please follow us on “IKAROS Theater v4.1.0”
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IKAROS Theater v4.1.0
IKAROS Theater v4.1.0 for Falcon BMS 4.33 Update 3 The Development Team of IKAROS Theater is pleased to announce its next version 4.1.0,
which is a stand-alone package, independent of any older version.
Apart from the included Changelog, please note the following:- No airbases are updated, other than LGSA (Souda), LGBL (Nea Anchialos) and LGAD (Andravida) which include new features. All other airbases are the same as from IKAROS v3.2.0. It is expected that the next version of IKAROS will include updates in many other airbases.
- This version of IKAROS includes a working Campaign named “Exercise Poseidon”. To use it, please make the appropriate choice in the included “Ikaros Settings” utility.
Download the 2.3GB ZIP package at the Site 1 or at the Site 2
Installation Instructions:
- Unzip the package anywhere in you PC, which includes the two files: “Setup Ikaros Theater 4.1.0.exe” and “data.file”
- Run the Installer file “Setup Ikaros Theater 4.1.0.exe” and follow the on-screen info. Volume-up your PC speakers during installation…
- After the installer finishes, read the “InstallationNote.txt” which opens automatically with your default text editor, and make the indicated edits in the “Falcon BMS 4.33 U1\Data\Terrdata\theaterdefinition*theater.lst*” file.
Enjoy!
HotFix update@ 2017-10-10 by Mystic_J
HotFix 4.1.1 is HERE
Original Post:@Mystic_J:Below you can find a small update for Ikaros v4.1.0. The update will patch the theater to v4.1.1
This fix addresses issues with CTDs which was periodically reported around Souda and Nea Anchialos airbases. Also, it addresses other bugs as well.
You need to have installed Ikaros v4.1.0 before applying this fix.
To install it, simply unrar the file and copy the Add-on Ikaros to C:\Falcon BMS 4.33 U1\Data
All TEs which were made in v4.1.0 are compatible with v4.1.1
https://www.mediafire.com/file/61kyq5tc5pe49nt/v.4.1.1.rar -
RE: Interactive map Ikaros v4.0.0.0
Thank you RedDog!
As always, your work ROCKS !
Stay tuned for upcoming releases. At least 10 new airports will be included in Ikaros 4.1.0.
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RE: IKAROS_v4.0.0
Not like Google Earth but Google Earth indeed! And not just the airbase, the hole cape is the real, true image of it!
OUTSTANDING!Just warming up folks
In upcoming updates there will be more to see and enjoy!
Stay tuned…
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HOTAS Cougar Re-Cabling for BU836X
HOTAS Cougar Re-Cabling for BU836X
Enjoy…:
Timelapse (~6min):
Normal Speed (~5,5hours):8-)
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RE: EMF for 4.33 U1
@Red:
mmmhh
1. the BMS forum is not the place to request things from the EMF team
2. A lack of answer from the said EMF dev here doesn’t grant you acceptance to proceed
3. You all seem to assume that models are rusting in EMF, but you can’t be sure that EMF is indeed abandonned? Did we see a statement about this from the EMF team? Furthermore, abandonware doesn’t give anyone the right to use it for their own use.
4. this is not a request but a statement - what is the constructive value of such statement?I’m not interested to know who created these models or the fight between the dozen group developing a greek terrain, because i don’t care,
but the statement i read here above is just rude and I don’t think that the BMS forum is the right place for it.If you need a 3D model you can’t get agreement to use, the BMS forum policy is to just create it on your own.
I would hate to close down the Ikaros terrain because of some ridiculous 3D model issuesI totally agree with you RD, BUT I have to clarify the term “abandoned”. I have great difficulty identifying myself anymore as an active member of emf devs, simply because every effort I made to come in touch with the Project Manager (aka “Deathdealer”) was unsuccessful the past 1.5 years, via multiple channels (emails, dev forum, phone calls etc.). It was just when BMS 4.33 came out and the emf project needed radical dev support for the DB conversion.
I understand that Real Life issues of at least 3 vital devs (as far as I know) prevented them of dealing with the work needed to be done every time a new BMS release involved DB conversion.
Lately I posted this, where I also strongly believe that CONSTANT support of BMS theaters is needed, so that theaters can survive. If some theater devs cannot cope with this, it is more DECENT at least to announce it, than become a “zombie”. Or publicly permit others to carry-on with their work!
I personally tried many times to revive any interest of other devs to continue, but I saw that we were simply just not enough for a project like that. Recruitment was never my job there, so I cannot answer why we where so few for such a big project. The real sentimental blow for me was the moment I saw the emf’s website and forums not working anymore (public and dev), without ANY former notice, at least internally to its remaining devs. So many work-hours to that project, deserved AT LEAST a decent burial.I decided granding permission to Mystic to use my skinless 3d models I made for emf, simply because I didn’t want to see them rot inside a corpse. I thought a lot before agreeing to that, because it implied the past agreement I made with emf dev. But when I tried to get ANY response from emf’s PM concerning this matter, I was totally ignored along with a couple more devs who where trying to figure out where emf was heading to. Even now, I dare anyone from emf’s project management to come publicly forward and speak for this “zombie”, for once!
IKAROS is heading forward, with or without some emf’s models, simply because it has a good balance of manpower vs. project size. Manpower which is willing to ADAPT and fearlessly PASS-ON KNOWLEDGE to others, in order to survive.
Excuse me if this post is out of the BMS forum’s scope or sounds rude, but I really see NO OTHER way to contact and shake my fellow emf dev team project managers…
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RE: U2 and ITO 1.0.1 compatibility
If the Greek and Turkish communities would be blessed in the future bms releases to have unique F-16 airframe records in the stock database, for our 4 main HAF aircraft versions, as and the respective 4 THK ones, then that would be more than enough to help reduce in half the necessary time for our theater mods. Now we have only one “generic” version with/without CFT’s (representing a single-seat HAF PXIII bird), and to be honest, that would help not only Ikaros, but other area theaters like EMF and Aegean the same way. Just like ITO has populated its unique airframes for Netz, Barak’s and Sufa, single-seats and two-seaters.
(And if, as my hopes, one day we get the CFT’s implemented properly as external tanks with the relevant code, and not requiring a full airframe model only to represent the CFT version, this would also help reduce the records. But that’s another story.)
So m8, can you please at least pass internally this personal request, if devs can consider and evaluate such an addition for the future? Please?
+1
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RE: U2 and ITO 1.0.1 compatibility
Please release a useful DB-conversion/adaptation tool soon.
As we (theater devs) respect your work, consider you guys respecting ours.
This endless developing really discourages other than Korea’s theater devs…It would be much wiser to stop releasing Ux updates, or even 4.xx versions if no conversion/adaptation tool is included.
Along with the FalconBMS as a super-duper simulation software, THEATERS variants are the two key elements that keep the falcon community still alive. Remove one, Falcon dies.
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RE: Fov on 3 monitors
Thanks guys!
Also found this video which explains a lot of things…