Since 4.37.4 we introduced PBR models and textures.
If you are gonna create a new 3D model or re-skin textures,
I advise you to understand PBR theory briefly here:
https://wiki.falcon-bms.com/en/tutorials/3D/pbr-theory-1
let’s make BMS a modern-looking sim

chihirobelmo
@chihirobelmo
Joined BMS coders team in May 2022
Best posts made by chihirobelmo
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Physically-Based Rendering (PBR) Theory Explained for Artists
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RE: 4.37 VR HUD not collimated to infinity (Multiple VR Headsets)
I think I’ve fixed it…wait for 4.37.1
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Milsim - FalconBMS LVC(Live, virtual, and constructive)
Re-post from Hoggit and BMS DEV Forum:
I’ll post a translation from my VFS mate blog:
https://note.com/cypher1778/n/na82b5177f0f0
We participated in the Milsim Far East (a.k.a. MFE) event held on May 3 and 4.
We were neither an organizer nor a participant in the event, but we were able to help in the “close air support re-enactment” that took place during the event.
What exactly is a millisim? Military Simulation, or MilliSim for short, is a recreation of a military exercise. There is also a similar event called re-enactment, which has some gameplay but is more for reenacting historical battles.
MFE is an event that aims to bring such a millisim event that originated overseas to Japan. This year will be the second time that MFE has been elevated from its predecessor, Mason Rock, to a full-fledged millisim event.
A few weeks before the event, the situation and maps are presented by the management, and the participants in each camp analyze them, formulate a strategy, and decide on the day’s movements. Each camp has 4-5 squads of about 8 members, and the platoon commander who organizes them is the supreme commander on site. In order to experience a realistic military structure, participants must be disciplined and follow the instructions of their superiors. Even if the enemy is within shooting distance, if it is not in line with the platoon’s mission, they will not fire. Can you see that this is unlike airsoft?
MFE02 was an event with a more millisim element than the previous one. It was larger and more complex, with 22 continuous hours of situational assumptions, assigning missions, introducing pseudo-battlers with B2i, deploying drones and vehicles, building positions, recreating wounds and first aid, and coupling with a flight simulator.
Participants will pack food, water, ammunition, sleeping bags, etc. for two days in a backpack, which they would not normally use in an airsoft game, and goes into the mountains. They will go to the deployment positions indicated in the pre-briefing, dig the ground with shovels, and build up their positions with sandbags. Traps and mines are also set up to prevent the enemy from entering. Since this is a continuous scenario, even sleeping is in the mountains.
We generated the scenery and coordinates of the venue for FalconBMS, allowing for a complete recreation of the field.
We designed a circuit to put the IP radio signal on the IVC, so that it can communicate directly with the JTAC at the IP radio destination by pressing a switch on the controller, which resembles the control stick of a fighter plane.
A total of three air support missions were planned for the day for both sides. Two F-16CM Block 50 fighters of the 14th Fighter Wing of the U.S. Air Force will be launched from Iwakuni Air Base, Yamaguchi Prefecture, to Gifu Prefecture, where the event will be held. The fighters will start from the engine start and actually fly over a 1/1 scale reproduction of a map of Japan. Naturally, the planes carry the same amount of fuel as in real life, fly the same distance, and take the same amount of time as in real life.
Communication with the JTAC was also thorough and was conducted based on the Close Air Support Manual issued by the U.S. Department of Defense. Pilots were able to conduct their attacks while viewing the field in Gifu Prefecture, which was reproduced in FAlconBMS, with a large camera (Sniper ATP) mounted on the fighter plane.
The pilot listens to the radio while flying the fighter and punches the coordinates sent by the JTAC into the fighter’s system to confirm the method of attack and type of target. Once the communication is over, the fighter turns and heads for the drop.
Once the operator has intercepted this exchange and determined that the coordinates have been correctly transmitted, it is now entered into the map app. This map app is a civilian version of the one used by real JTACs and special forces, and all participants have it installed on their smartphones. The operator can then monitor each participant’s location in real-time and send bombing hit notifications to those within a ~ meter radius of the attack coordinates. At the same time, a number of judges on the ground will indicate the bombing by exploding firecrackers or other devices at the coordinates in question.
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4.37.4 Guam (Cope North) Theater WIP Data
It was a theater I was making for 4.36 but never finished.
I’ll share terrain and some data…would anyone want to finish it?
https://drive.google.com/file/d/1pyZumFwhaGCFgoCe4QkPEMnclRwwztaS/view?usp=sharingYes 4.38 will change terrain engine but the guam terrain texture is finished and we only need AFB and TE_New.tac and DB to be finished.
we can use those data for NT so it will not be a waste of time…
Some requirement:
- No Campaign, only TE.
- Please make Andersen both BLUE-RED takeoff available. RED has empty AFB DB with spot only.
- we have another RED fictional AFB here too.
- This is RANGE
- I also want to have Iwo-Jima AFB, ROTA and SAIPAN.
- 4.37.4 theaters can use KTO Model/Textures and added Model/TExtures for theater at the same time. so please don’t kopy KTO Model/Textures but only add aditional ones.
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If you do not see yellow X Cursor in 3D try this
set this option to User/Config/falcon bms.cfg
set g_sPriorityFixes "all-PFIX_4K_TEXT_AND_CURSOR_USER_DEFINE_AND_APPLY_DPI"
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RE: 4.37 VR cockpit scale feels off
FOV should be correct but it’s an image crop issue in the code…I assume
I’m not finding the general working logic for every HMD…I could test only 4 HMDs I purchased to develop BMS VRI’ll put a new world-scale option in 4.37.1
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RE: Falcon BMS Alternative Launcher (Easy Setup, Keep Joystick Assignments)
release v2.1.1
https://github.com/chihirobelmo/FalconBMS-Alternative-Launcher/releases/tag/v2.1.1
- Now supports both 4.35 DX32 and 4.36 DX128 key mapping.
- Fixed AB/IDLE detent when the throttle axis is inverted.
- Removed “resorting device orders by assigned callback numbers” feature as it may cause some issues.
- Avoid assigning Q-W-E-R-T-Y keys to other callbacks not to remove the comm menu assignments.
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XInput support since 4.37.3
since 4.37.3 BMS supports hard coded XInput support.
set g_bUseXInput 1
to enable (enabled by default).
Following image describes command assign (for 4.37.4, 4.37.3 maybe a bit different) -
RE: Korea Training Theater (including CATMs that can simulate missile fire)
Greeting from my squadron for the 4.36 release soon!!!
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RE: Option to make mouse cursor stick to the center of the screen
I just made this option for U1…but needs some more test
Latest posts made by chihirobelmo
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RE: Radar Cursor Randomly Stops Working [BEING INVESTIGATED]
@HaggisHero do you bind DMS UP on SHIFT layer or non-SHIFT layer?
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RE: Radar Cursor Randomly Stops Working [BEING INVESTIGATED]
Some Questions
- Do you guys all using SimHotasPinkyShift?
- If then do you guys use Launcher to assign SimHotasPinkyShift?
- If so can you confirm SimHotasPinkyShift is assigned to both non-shifted and shifted layer of same DX button? (like DX3 and SHIFT DX3)
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RE: Unwanted vibration on unused controller
or could you try
set g_bVibrateXInput 0
to disable vibration for xbox controller?
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RE: SteamVR support in 4.38 confirmed ?
I understand SteamVR App can just launch an OpenXR game (ex: MSFS2020)
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4.37.5/6 bug reports from a my VFS member
I got several bug reports from my VFS member, I am not sure if they have already been reported but I’ll write them down:
- DTC IFF resets to default when checking other FS status then back to original flight.
- if the cursor is moved away from the switch before releasing the finger, the switch is judged to be held down.
(my memo: yeah known bug and somehow almost considered a feature)
- when selecting RWR on MFD, OSB does not work so only DMS can switch MFD
- when adding a package flight by clicking NEW" at the Show Package menu, the Show Package UI refreshes and creates a different group package.
- SHOW PACKAGE screen shows “Not enough ACs for this mission” even if there are AC
- sometimes AOA bracket does not show when down gear on NAV mode, it can be fixed when switching to AA and back to NAV mode though.
- move to external view and back to internal view, UHF comm volume turns small.
- some friend ground unit goes to ocean and stack there.
- sometimes when cold start and try HMD calibration, no HUD cross shows (repro case unknown)
- sometimes HMD disappears while flying (turn the HMD knob off then ON fix this, repro case unknown)
- “ready for departure” just before RUNWAY, TWR will always answer “hold short” even if the traffic around is clear. but immediately “ready for departure” again TWR clears for T/O.
- TITLE -> CAMPAIGN -> SAVE you see the difficulty and day number coming from another campaign info you have selected when you first enter the NEW CAMPAIGN screen.
- PrePlanned Threat: Seoul airport becomes SSN and Seosan becomes HMJ
- sometimes ground unit warp to enemy deep area.
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RE: Project Block 15 - F-16A Cockpit
The cockpit (instrument) drawing code is currently a mangled mess of thousand of lines in a single method, garnished with a lot of structures like if(aircraft == F_15). There are no standardized APIs or methods to split that up properly
(not actual code though)
the code is likeif (aircraft == F_15) { return HudOfF15; }
where
class HudOfF15: public Hud
now if anyone understands Polymorphism or DuckTyping this is a very common and standard way of having multiple concrete objects that are considered the same abstract concept (like a dog and cat are animals, F15 and F16 are fighters)
The same goes for MFD and some other avionics.
maybe it’s a mess where the Hud class has F-16 logic now but we will spread them to HudOfF16 and extend Hud.(BTW I once saw DCS open the A-10C payload selection screen while on F-5 so I also wonder if they do the same things…)
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RE: Physically-Based Rendering (PBR) Theory Explained for Artists
@MOPCKOE_DNISHE isn’t there any overlapping poly or something? as described AO is parameter for geometry occulude… when it gets anomaly something occuluding that part.
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Physically-Based Rendering (PBR) Theory Explained for Artists
Since 4.37.4 we introduced PBR models and textures.
If you are gonna create a new 3D model or re-skin textures,
I advise you to understand PBR theory briefly here:
https://wiki.falcon-bms.com/en/tutorials/3D/pbr-theory-1
let’s make BMS a modern-looking sim -
RE: F4Wx – Real Weather Converter
I get this but I’m using v1.05, it shut down when I cancel or goes to this forum if “Yes”…do you guys can work with F4Wx?