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    I-Hawk

    @I-Hawk

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    Age 46
    Location Beer-Sheva, Israel

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    Best posts made by I-Hawk

    • RE: 4.38 Screenshots

      Falcon BMS 2024-04-07 08-54-45.png Falcon_BMS_2023-12-07_17-38-21.png Falcon_BMS_2023-08-25_10-08-37.png Falcon_BMS_2023-11-24_11-22-33.png Falcon BMS 2024-04-07 08-23-06.png Falcon_BMS_2024-03-24_16-06-19.png Falcon_BMS_2024-02-08_23-43-15.png Falcon_BMS_2023-11-24_11-34-58.png Falcon_BMS_2023-11-19_18-19-48.png Falcon BMS 2024-04-07 08-37-04.png Falcon_BMS_2023-06-30_00-40-49.png Falcon_BMS_2023-12-22_11-01-23.png

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      2023-09-29_182420_copy.png

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      alt text

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      029thsyszyrb1.jpg

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      alt text

      alt text

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      alt text
      alt text

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.37 Screenshots

      2023-11-07_114934.png

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: Reworking the A10 cockpit

      No promises nor timelines, but as this project will get serious, cockpit and 3D model, it might push me to create some dedicated avionics for it.

      Cheers! šŸ‘

      posted in 3D Models
      I-HawkI
      I-Hawk
    • RE: 4.36 U3 weapon impact effects

      Hi,

      These effects are the result of a bug and not intentional. In fact they were there since ā€œForeverā€ but noticed just now because 4.36 is the first version where terrain is lit by lights dynamically.

      A fix is already in place for the next version.

      If you want to fix them in the meantime, it can be done by data edit:

      1. Open your Data\Terrdata\ParticleSys.ini file with notepad or any other text editor

      2. Search for ā€œgp2000-fireā€ and find these lines:
        light.falloff[.25]=0
        light.falloff[1]=0
        Delete both and instead write:
        light.falloff[1]=0.0001

      3. Do the same as step 2 for ā€œgp1000-fireā€.

      Basically the idea is that a value of 0 is illegal, in next version it’ll be removed and code will be protected against letting such value flow (Sim will crash with a specific message in the log)

      posted in Technical Support (BMS Bugs Only)
      I-HawkI
      I-Hawk
    • RE: VDXR With bms

      Hi,

      BMS doesn’t support OpenXR yet, but it’ll come with the upcoming (Hopefully not too long now) 4.37 U4.
      I confirm that VDXR does work great with BMS, so it’s just a wait until U4 is released to the public.

      Cheers!

      posted in Pico Headsets
      I-HawkI
      I-Hawk

    Latest posts made by I-Hawk

    • RE: AV8B+ Cockpit documentation

      @white_fang said in AV8B+ Cockpit documentation:

      @Topo-0

      Hope we will have working FLIR in hud, 4.38+. But that’s far from here yet.

      Kinda missing it all prev versions of BMS. I even added it to a center pylon since never succeeded to implement internal one - no other plane in BMS to copy from it… , as it should be. But it worked/working still.
      Maybe an old-school (old fart) but FLIR have/had it’s own glory vs NVG’s.

      Cheers

      FLIR isn’t working in 4.37??

      posted in 3D Models
      I-HawkI
      I-Hawk
    • RE: 4.38 Screenshots

      alt text
      alt text

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: 4.37 Screenshots

      Yes @Manos1981 the Aggressors only exist in the 4.38 DB, I think we never pushed all the midway-ready models (i.e with old burner) to 4.37.

      posted in Screenshots & Videos
      I-HawkI
      I-Hawk
    • RE: [4.37.3] [KTO] Smoke can be seen only when distance is below 20nm

      @SOBO-87 said in [4.37.3] [KTO] Smoke can be seen only when distance is below 20nm:

      @I-Hawk

      Possibly a config file setting that people could tune to fit their own performance needs? As an idea for the future I mean.

      Yes can be done, but it’ll require some work.

      posted in Community Support (BMS Q&A)
      I-HawkI
      I-Hawk
    • RE: [4.37.3] [KTO] Smoke can be seen only when distance is below 20nm

      Performance reasons… Although I think less relevant today, maybe we can extend will see.

      posted in Community Support (BMS Q&A)
      I-HawkI
      I-Hawk
    • RE: How to change the position of FPS counter in VR?
      set g_bDetailedFrameRate 0
      

      This will replace the FPS detailed numbers text with a minimal yellow FPS value digits, similar to how the OpenXR TK used to do it.
      If necessary you can also toggle on/off while in 3D by opening a chat window and typing:

      .detailedfps
      
      posted in VR and Tracking Devices
      I-HawkI
      I-Hawk
    • RE: AV8B+ Cockpit documentation

      Very nice work!
      You can define mirrors in the cockpit files IIRC. I don’t know the exact details but it’s about defining coordinates and stencils.

      You can check how it’s done for the F-15C. Open this file:
      \Data\Art\CkptArt\F-15C\3dCkpit.dat. Of course the 3D model need to have the mirrors placed accordingly (Although technically you can create a mirror anywhere šŸ™‚ )

      // Central mirror.
      mirror_group
      mirror_stencil center { forward: 1.19 left: 0.0 up: 0.431 } scale { wide: 0.105 tall: 0.0705 } rotation_deg: 0.0 shape: STENCIL_SHAPE_CIRCLE num_triangles: 10;
      mirror_stencil center { forward: 1.19 left: 0.13 up: 0.423 } scale { wide: 0.12 tall: 0.0675 } rotation_deg: 4.0 shape: STENCIL_SHAPE_SQUARE;
      mirror_stencil center { forward: 1.19 left: 0.25 up: 0.414 } scale { wide: 0.04 tall: 0.0675 } rotation_deg: 0.0 shape: STENCIL_SHAPE_CIRCLE num_triangles: 20;
      mirror_stencil center { forward: 1.19 right: 0.13 up: 0.420 } scale { wide: 0.12 tall: 0.0675 } rotation_deg: -5.5 shape: STENCIL_SHAPE_SQUARE;
      mirror_stencil center { forward: 1.19 right: 0.25 up: 0.408 } scale { wide: 0.04 tall: 0.0675 } rotation_deg: 0.0 shape: STENCIL_SHAPE_CIRCLE num_triangles: 20;
      mirror_group_end op { rotate{ pitch_deg: 15 } } op { scale { wide: 1.16 tall: 1.116 } } op { translate { forward: 0.545 up: 0.047 right: 0.001 } };
      // left.
      mirror_group stencils_from_group: 0
      mirror_group_end op { scale { wide: 1.16 tall: 1.15 } } op { rotate { roll_deg: 44.5 } } op { rotate { pitch_deg: 16.0 } } op { translate { back: -0.435 left: 1.023 down: 0.366 } }
      // right.
      mirror_group stencils_from_group: 0
      mirror_group_end op { scale { wide: 1.26 tall: 1.23 } } op { rotate { roll_deg: -42.5 } } op { rotate { pitch_deg: 16.57 } } op { translate { back: -0.435 right: 1.10 down: 0.367} }
      
      posted in 3D Models
      I-HawkI
      I-Hawk
    • RE: How to change the position of FPS counter in VR?

      There is some nice code in internal Dev version that draw only simple yellow colored FPS number instead of the full render, unfortunately this isn’t part of 4.37 šŸ˜ž

      posted in VR and Tracking Devices
      I-HawkI
      I-Hawk
    • RE: AI Aricrafts Go Outside of Runway During Takeoff

      @Mav-jp said in AI Aricrafts Go Outside of Runway During Takeoff:

      AI is keeping runway alignment until roll out…once airborne it’s drifting…

      I dont understand you comment §? what do you mean a wrong path ?

      AI leade (and #3 unless instructed otherwise in the take off menu ) always chose the downwind side of the runway, as per real.

      As you can see in the picture above, the #2 will take off from the upwind side…this is as per coded and as per real

      I look at the above picture and what I see is an Aircraft that took off too much at the side of the runway. I mean, if I saw a human doing that or if a real Aircraft would do that, it would be considered dangerous/weird, at least to my opinion. However, I’m far from being an expert in this area, if all is OK and normal here then NP.

      ā€œwrong pathā€ - That’s what I meant, probably ba choice of words.

      Asking from code POV: Would it not be possible to force the AI to keep exact (more or less, same as human would) heading when taking off, so at least until he is rolling away, his heading should be 100% aligned with the runway.

      posted in Technical Support (BMS Bugs Only)
      I-HawkI
      I-Hawk
    • RE: AI Aricrafts Go Outside of Runway During Takeoff

      A bit from me:
      The main problem here is apparently: AI is taking-off in a bit wrong path
      The derived problem is that the huge dust cloud is kicking and I agree that it’s maybe look weird/huge/thick/whatever

      Regarding the dust, I’ll work on that to improve with the New Terrain, I guess we can use LandCover mapping to alter the effect a bit.

      posted in Technical Support (BMS Bugs Only)
      I-HawkI
      I-Hawk