chihirobelmo
@chihirobelmo
Joined BMS coders team in May 2022
Best posts made by chihirobelmo
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RE: Small EOY update...
Just not to hype things too much: 4.37 will have EARLY EARLY EARLY ACCESS version of our first non-F-16 plane with a dedicated pit/avionics/flight model. It can be 3x times earlier than that of the other sim especially pit is under development with some gauges, lamps not working and only a few buttons are clickable for nowā¦no dedicated HOTAS yet. but we can update them for U1, U2ā¦and then 4.38. And we can start on other A/Cs too as we could separate some Avionics logic wiselyā¦ itās just the very beginning of our other journey.
Wait for trailers.
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RE: 4.37 VR HUD not collimated to infinity (Multiple VR Headsets)
I think Iāve fixed itā¦wait for 4.37.1
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RE: Small EOY update...
@airtex2019 said in Small EOY update...:
[1] https://learn.microsoft.com/en-us/windows-hardware/drivers/devtest/application-verifier
- maybe increased use of smart-pointers? I havenāt seen the code, so this is entirely heresay, but it sounds to me like some of the coding style/guidelines have matured from ā1998 game-dev C++ā to ā¦ well at least ā2008 C++ā, lol. maybe just for newer code, at least?
Definitely the hardest part of C/C++ development is enforcing clear lifecycle-ownership of memory and other resources (network connections, file handles, COM objects, etc)ā¦ C++ smart-pointers, combined with RAII [2] mindset, is the best ātoolā I know of to tackle that.
Yes, this is doing magic for our code.
our old code (this example is not the exact code we have thoughā¦just describing you an idea):system = new System();
is now like:
system = std::make_unique<SystemF16>();
this is another hint teasing 4.37 feature for you who knows c++ guess what we have now.
(oh but please donāt spoil even if you ānoticeā ) -
Milsim - FalconBMS LVC(Live, virtual, and constructive)
Re-post from Hoggit and BMS DEV Forum:
Iāll 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 āclose air support re-enactmentā 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 dayās 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 platoonās 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 fighterās 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 participantās 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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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 itās an image crop issue in the codeā¦I assume
Iām not finding the general working logic for every HMDā¦I could test only 4 HMDs I purchased to develop BMS VRIāll 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 āresorting device orders by assigned callback numbersā 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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RE: Korea Training Theater (including CATMs that can simulate missile fire)
Greeting from my squadron for the 4.36 release soon!!!
Latest posts made by chihirobelmo
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RE: Strange Overly in 3D when using a Xbox controller
@ajchains ps4 controller by default is not an xinput supported. there are 3rd party driver that converts ps4 input to xinput though, Iām not sure if it works safeā¦
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RE: Strange Overly in 3D when using a Xbox controller
@ajchains its User/Config/falcon bms.cfg
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RE: Strange Overly in 3D when using a Xbox controller
https://forum.falcon-bms.com/topic/26390/xinput-support-since-4-37-3?_=1706022444046
if you donāt want it
set g_bUseXInput 0
at cfg -
RE: Is there a way to use mouse as joystick?
also if you are looking for a way to fly BMS without joysticks, try this xinput mode
https://forum.falcon-bms.com/topic/26390/xinput-support-since-4-37-3?_=1706018641210 -
RE: XInput support since 4.37.3
okay description detail from dev forum:
UPDATE 2023/6/4
1. Switch function changed: see RED font below.
2. Now for XInput device functions are hardcoded. Means you can Plug & Play BMS with XBOX Controllers. You can disable this by g_bUseXInput. Note that you should not bind any callbacks to the XInput Controllers as they will be recognized as a separate XInput + DirectInput devices.#######################################################################
I know itās best to have a good HOTAS setup for BMS.
But I came up with an idea to make new callbacks that work differently with 2 modifier keys combinations.- SimAltHotasTMSShift
- SimAltHotasDMSShift
- SimAltHotasUp
- SimAltHotasDown
- SimAltHotasLeft
- SimAltHotasRight
- SimAltHotasAlpha
- SimAltHotasBravo
- SimAltHotasXray
- SimAltHotasYankey
Iāve found there are several guys love VR flight games like VTOL:VR or in VRChat not having HOTAS or only having HOTAS.X but interested in BMS.
This way some reasonable joystick user can help his HOTAS setupā¦or even XBOX controller users can try BMSā¦then consider upgrading HOTAS.| | (NO SHIFT) | SimAltHotasTMSShift(*1) | SimAltHotasDMSShift(*1) | (TMS+DMS) | | SimAltHotasUp | CURSOR UP | TMS UP | DMS UP | CMS UP | | SimAltHotasRight | CURSOR RIGHT | TMS RIGHT | DMS RIGHT | CMS RIGHT | | SimAltHotasDown | CURSOR DOWN | TMS DOWN | DMS DOWN | CMS DOWN | | SimAltHotasLeft | CURSOR LEFT | TMS LEFT | DMS LEFT | CMS LEFT | | SimAltHotasAlpha | SECOND TRIGGER | ANTENNA DOWN | COMM UHF | SPD BRK RETRACT | | SimAltHotasBravo | PICKLE | ANTENNA UP | COMM VHF | SPD BRK OPEN | | SimAltHotasXray | NWS | PINKY | COMM IFF OUT | WHEEL BRAKE | | SimAltHotasYankey | UNCAGE | NAV->DGFT->MRM->AG->NAV(*2) | COMM IFF IN | AP OVERRIDE |
*1: Thsee 2 callbacks makes 4 status with:
- Not holding either of them
- Only holding TMS Shift
- Only holding DMS Shift
- Holding both
and changes other SimAltHotas callback functions.
*2 This is a new callback to cycle MODEs.
UPDATE
Iāve committed a new feature:
Now BMS detects XInput while g_bUseXInput is enabled. (its enabled by default)Joysticks are DirectInput.
Gamepads are XInput.- Note that you are not binding any callback or axis to the gamepad if youād like to try this feature as XInput also detected as DirectInput at the same time.
I made Gamepad(XInput) āPlug & Playā (means features are hard coded and no need to bind anything) and updated some axis handling more suitable for the gamepad.
- Left/Right trigger works as āthrottle moving rateā, not absolute position.
- Throttle position stops at Buster if the trigger is held softly.
- Right thumb stick works as head tilt/pan
I might add more updates later,
future plans:- Shows TMS/DMS Shift helper while holding the buttons. which shows which XYAB buttons execute what callback. (PR made)
- Shows Throttle Position helper while moving throttle via XInput. which shows the current throttle position. (PR made)
- Left Stick works as a rudder while NWS is on.
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RE: XInput support since 4.37.3
if you donāt want it but want to use joystick as DX device
set g_bUseXInput 0
atUser/Config/falcon bms.cfg
else it works by default, just plug xinput gamepad and try itā¦ -
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: [F4RADAR] Lightweight standalone radar application
As always thx for the support continue , our VFS donāt update BMS until F4RADAR available