Latest posts made by Retro
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RE: Shared memory documentation
You 3dckpt.dat seems strange. Why are you using 512x512x16? The default has 600x600 (if you look, some of the RTT textures are outside of the area you defined). BTW the bpp value is ignored nowadays.
Also, the correct spelling should be
set g_bExportRTTTextures 1
set g_nRTTExportBatchSize 1- your uploaded .dat had g-bExportRTTTextures
the exported surface is (IIRC) an uncompressed 32bpp format and should be complete including the DDS header
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RE: Suggestion for database, data supply
I gave molnibalage a timeout… there’s no use for this kind of language on these boards.
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RE: Shared memory documentation
The names are at the very end of the .h
"FalconSharedOsbMemoryArea" "FalconSharedMemoryArea" "FalconSharedMemoryArea2"
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RE: Shared memory documentation
Are you sure you need to program your own extractor? There are already a couple of very nice tools reading out the shared memory…
There are no specs on it. In the “.\Docs\Other Documentation” folder you should find a C header file (Flight Data.h) containing inline documentation which should help you. For all other inquires I’d probably go to viperpits.org where the real cockpit gurus hang out
The (legacy) “BMS 2.0 Technical Reference Binary.doc” document in the “.\Docs\Falcon 4 Legacy Manuals\5 - BMS 2” folder also has some notes on the shared memory.
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RE: Any way to zoom in on MFD with TIR active?
There’s actually another way to do this, but you’d have to do a fair bit of modding yourself… there’s an equivalent feature to the “Topgun Views” but for the cockpit interiour, called “Custom Views”. These define fixed camera views located inside the cockpit which can be focused on the MFDs, the ICP, the fault display…
Configuration is very much like the topgunview, but inside the 3dckpt.dat
customview <x> <y> <z> <yaw> <pitch> <roll> <fov> <clickable></clickable></fov></roll></pitch></yaw></z></y></x>
yaw pitch roll fov are in degrees. Caption should be set to “nocaption” if you don’t want any text displayed. Clickable can be 0 or 1.
The relevant commands are
OTWToggleCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Toggle Custom 3dPitMode" OTWNextCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Next Custom 3dPit" OTWPrevCustom3dPitView -1 0 0XFFFFFFFF 3 0 0 1 "View-Prev Custom 3dPit"
There’s no limit of the number of views that can be defined.
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RE: How to call the free camara view
The commands to manually activate it are unmapped by default. Look for
OTWSelectTopGunView -1 0 0XFFFFFFFF 0 0 0 1 “View-TopGun View”
OTWSelectNextTopGunView -1 0 0XFFFFFFFF 0 0 0 1 “View-Next TopGun View”
OTWSelectNextTopGunView -1 0 0XFFFFFFFF 0 0 0 1 “View-Prev TopGun View”I remember this whole shebang was documented once, but probably on frugalsworld :rolleyes:
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RE: Idea for theater integration: DB compare tool
I’m not sure why someone inside BMS needs to do that? That would be a great chance for a coder to show his chops, who knows, he might find his way into the team?
The SP3 code should be a suitable starting point I think, IIRC not too much changed database-wise…
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RE: How to call the free camara view
Ugh it’s been a long while since I tried it. But IIRC the camera flies always in view direction, so press the trigger on your joystick, look down, advance the throttle and the viewpoint should move down…
I think mouse control of the camera was also added… i think the FOV zoom axes controls the movement speed but I’m really not sure about this.