May 15, 201313 yr Jan Wow ... That screenshot with the data is very impressive I seem to remember in the Foster gauge discussion whereby a bogus ADF , that was not actually an Sim ADF was nominated and a slant constantly updated range and bearing were computed by Geocalc and displayed. In this case the ADF would actually be the AI that you initiated in the radar. Problem is your AI is moving in 3D space , so it's position and 'other' parameters would also need constant updating. However, If it was possible to slave the mouse (move X;Y) , then you are only dealing with a 2D situation. that is the progressive movement of the AI's Lat/Long (2D only) . - In your above shot you can Geocalc the AI Lat/Long at that instant. - then calculate where it will be in a small time interval later , and position (move X;Y) at that location to get another readout. - the new readouts will constantly eliminate any errors. - repeating this would provide a constant flow of data to drive the HUD display. Cheers Karol
May 15, 201313 yr Author Already busy with calcs concerning AI alt, speed, track and bearing compared with own plane's data. Not so simple. Jan "Beatus ille qui procul negotiis..."
May 17, 201313 yr If it was possible to slave the mouse (move X;Y) , then you are only dealing with a 2D situation.that is the progressive movement of the AI's Lat/Long (2D only) . - In your above shot you can Geocalc the AI Lat/Long at that instant. - then calculate where it will be in a small time interval later , and position (move X;Y) at that location to get another readout. - the new readouts will constantly eliminate any errors. - repeating this would provide a constant flow of data to drive the HUD display. Hi Karol, The logic of your suggested flow is understood, but as far as I know, the Mouse Parameters (M:X) and (M:Y) are read-only so that would preclude slaving the mouse. If that could be done however, then as I see it, one would need to work through the following issues: Scale - translating lat lon into gauge units for movement of the mouse. That could certainly be done for the case of TrackUp=0 or 1, and as a function of zoom Traffic Selection - as you note in post #10 above, there is the question of exactly how does Arne's code select the AI target? I have never looked at his code to try to figure that out TrafficInfo update rates - The update frequency of TrafficInfo variables used in automatic tracking calculations should be verified. In FSX for example, ITrafficInfo:CurrentDistance is updated every two seconds, not every gauge update cycle I m really glad to see that you and Jan and a few others are pushing the capabilities of the nav and map related modules of FS. Bob
May 26, 201313 yr Author Still not perfect, but coming close, using Arne's fs9traffic:toolTips: It is possible to link an effect (rocket, bullets or something), but no elec buses left. (The AI will survive anyway, but one can disable the labels after a "succesful" shot....) Target 11 o'clock high, 2.5 nm, +1000 ft high. Jan "Beatus ille qui procul negotiis..."
May 27, 201313 yr Moderator Jan, why not use the xx (>K:SMOKE_ON) system for your rockets, etc. You can fire up to 98 separate effects that way. Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
May 27, 201313 yr Author Fr. Bill, That Variable is in use for fuel dumping. Jan "Beatus ille qui procul negotiis..."
May 27, 201313 yr Commercial Member No if you send a value to it you can trigger an individual smoke channel in the aircraft cfg file. Jonathan "FRAG" Bleeker Formerly known here as "Narutokun" If I speak for my company without permission the boss will nail me down. So unless otherwise specified...Im just a regular simmer who expresses his personal opinion
May 27, 201313 yr Moderator Fr. Bill, That Variable is in use for fuel dumping. All 98 channels are in use? :huh: Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
May 27, 201313 yr That's very nicely done Jan , looks good. All 98 channels are in use? Smokey engines ? :rolleyes: remember what the old jet engines were like .. loved those dirty engines , miss them.
May 27, 201313 yr All 98 channels are in use? :huh: Bill, I believe Jan is using FS9. Has Eric M. made a module to work for multiple smokes in FS9? Or - has there been a work around to get the 98 smokes to work in FS9 cuz that would be cool. FS RTWR SHRS F-111 JoinFS Little Navmap
May 27, 201313 yr Author This is a KC-767 with some custom inbuild self defence..... So what about the Smoke? Something like: 36 (>K:smoke_set) and smoke.36=67.0, -20,58.000, fx_rocket_s.fx, ?? Never seen that one. Jan "Beatus ille qui procul negotiis..."
May 28, 201313 yr Jan, The information is here - http://www.fsdeveloper.com/forum/showthread.php?t=14592&highlight=multiple+smoke There was a little talk of it maybe working in FS9 but haven't heard since. In our little F-111 project we have 86 independently controlled .fx(s) in the [smoke] section, some produce light, some vapor etc.. This is on top of the 14 .fx(s) in the [lights] section. The one real problems is that one should use an L: flip/flop to monitor the states of the smoke to keep constant firing to a minimum or nil as there seems to be no "read" variables that show the smoke states above smoke.1. Roman FS RTWR SHRS F-111 JoinFS Little Navmap
May 28, 201313 yr Jan, Yes this link - http://www.fsdeveloper.com/forum/showthread.php?t=14592&highlight=multiple+smoke and my references refer to FSX. But inside that link it was mentioned it may work in FS9, but no news since then.. Roman FS RTWR SHRS F-111 JoinFS Little Navmap
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