August 9, 201411 yr Hi Folks I'm working on a mission/job for the airport's Job Boards. I need to inhibit my job from being generated at small airports with short runways I've populated GeneratedAirport - GeneratedAirport_Current with an appropriate MinRunwayLength value. Unfortunately that's not inhibiting my job's generation at small airports. Guessing that only the SimMissionUI.ScenarioMetadata and Career.CareerMissionMetadata are evaluated by the Job Board's script. I also had a brief play with / guess at a LUA script, in Career.CareerMissionMetadata - DisplayRequirements <CareerRequirements>return ( get_runway_length('{8D625BDF-2FF3-4583-9CC7-B70707AE5816}') >= 2743 ) </CareerRequirements> For test purposes - I've forced an increased frequency of generation. by temporarily raising the Career.CareerMissionMetadata - TemplateWeight to 5000. I also noticed a couple of unexpected aspects - - Very small airports consistently generate my jobs as a high proportion of total, whilst larger airports, (blue), only generate one or two. - Some specific airports consistently generate an unusually high number of these jobs. (e.g. Hoonah 7 or 8) Any pointers/tips would be much appreciated. Either by reply, or if required, PM me. ATB Paul ODG Preview
August 9, 201411 yr Author Hi FolksForgot to say - If anyone has left-over mission code, :wink:or already has any works in progress, then please let me know, soonest. I'd hate to discover I'd been reinventing the wheel. Which I am in a way. ATBPaul ODG Preview
August 12, 201411 yr Hey Paul, Looks like you are up to an ambitious workload. Creating Missions through XML Schema is very difficult. I also attempted to create some missions by adjusting some of the current missions but I could only create Landing Challenges because they were easier to adjust than the other missions and challenges! I'm intrigued as to what missions you are going to attempt...I couldn't think of any missions to add to the job board! On the technical note, the airports which you depart from and arrive at are generated randomly, so I don't there is a way of adjusting that. However, I have found the code snippet which may be of some use: <MissionTemplate.GeneratedAirport InstanceId="{A917CDC9-5DDB-47F7-B8D4-BCD571FD386D}"> <Descr>GeneratedAirport_Destination</Descr> <MinRunways>1</MinRunways> <MinRunwayLength>600</MinRunwayLength> #you have already changed this <MinParking>1</MinParking> <AllowedParkingTypes> <ParkingType>Ramp_GA</ParkingType> <ParkingType>Ramp_GA_Small</ParkingType> <ParkingType>Ramp_GA_Medium</ParkingType> <ParkingType>Ramp_GA_Large</ParkingType> <ParkingType>Ramp_Cargo</ParkingType> </AllowedParkingTypes> <DistanceFrom> <MinDistance>50</MinDistance> <MaxDistance>500</MaxDistance> <AttachedWorldObject> <ObjectReference InstanceId="{221CBB7C-EBF3-46CD-B6CD-A31C774342C1}" /> </AttachedWorldObject> </DistanceFrom> <AllowedRunwayTypes> --!---#Alter the allowed runway types, preferably Tarmac for large airports-- <RunwayType>Concrete</RunwayType> <RunwayType>Grass</RunwayType> <RunwayType>Grass_Bumpy</RunwayType> <RunwayType>Asphalt</RunwayType> <RunwayType>Short_Grass</RunwayType> <RunwayType>Long_Grass</RunwayType> <RunwayType>Hard_Turf</RunwayType> <RunwayType>Snow</RunwayType> <RunwayType>Ice</RunwayType> <RunwayType>Urban</RunwayType> <RunwayType>Forest</RunwayType> <RunwayType>Dirt</RunwayType> <RunwayType>Coral</RunwayType> <RunwayType>Gravel</RunwayType> <RunwayType>Oil_Treated</RunwayType> <RunwayType>Steel_Mats</RunwayType> <RunwayType>Bituminus</RunwayType> <RunwayType>Brick</RunwayType> <RunwayType>Macadam</RunwayType> <RunwayType>Planks</RunwayType> <RunwayType>Sand</RunwayType> <RunwayType>Shale</RunwayType> <RunwayType>Tarmac</RunwayType> </AllowedRunwayTypes> </MissionTemplate.GeneratedAirport> On the above code snippet, try changing the <AllowedRunwayTypes> so that only Tarmac or Concrete Airports will be generated as a destination.This is what I believe could reduce the pool of generated airports to ensure that an airport with a specific runway will be chosen. Good Luck! P.S. I have not tried this out myself... so this is a shot in the dark! Code snippet taken from GenMission_LightCargo-Animals Kavinda J.D ^_^
August 12, 201411 yr Author Hi Folks Cheers Kavinda for your suggestions. I'm looking primarily to control Departure airports. In this case - Use of RunwayType and/or ParkingType is/are not appropriate parameters to filter on. (Using ParkingType has returned some surprising omissions). Controlling this Job's generation by filtering on runway length is the essential Go / No Go, for implementing this mission type. For Jobs - Destination airports are randomly generated, and subject to certain parameters, (related to those you'd listed). Departure airports are not randomly generated. Its the parameter passed, when you click that specific airport's Jobs Board. MinRunwayLength doesn't appear to be honoured for departure. Thanks again. HTH ATBPaul ODG Preview
August 13, 201411 yr Ahhh.. right! So, you want to change the Departure airport and not the Destination Airport! Sorry, I misunderstood what was being asked! :o Just to be clear, you are aiming to set the departure airports which you would like your job to be shown on? If that is the case, I have searched for jobs which appear at specific airports and found the Biplane Tour Mission as an example: <Career.CareerMissionMetadata> <Title _id="{BECA0285-199E-4856-A729-0D0EBCD3A347}">Hawaii Biplane Tour</Title> <OrderingSequence>2</OrderingSequence> <MissionType>Job</MissionType> <DepartureAirport>DepartureAirport</DepartureAirport> <DestinationAirport>DepartureAirport</DestinationAirport> <BaseXPScript>return 100</BaseXPScript> <ThumbnailAssetID>{0BB06AEE-806C-43B6-9F18-FC7E5C8192CD}</ThumbnailAssetID> <ImageAssetID>{872DA6DE-F1C2-406F-9356-8C95651D3A98}</ImageAssetID> <TemplateWeight>500</TemplateWeight> <ContainerAssetID>{6160B426-C1B7-41F5-8145-5CD5C92AF45C}</ContainerAssetID> <SimObjectFlagName>Biplane, Tour</SimObjectFlagName> <DisplayRequirements> <CareerRequirements> --!-- --!-- --!-- --!-- --!- --!-- --!-- --!-- --!-- --!-- local ident = (varget('C:CAREER:AirportIdent')) return (ident == 'PHLI' or ident == 'HI01' or ident == 'PHPA' or ident == 'PHDH' or ident == 'PHJR' or ident == 'PHMK' or ident == 'PHNY' or ident == 'PHJH' or ident == 'PHLU' or ident == 'PHOG' or ident == 'PHHN' or ident == 'PHUP' or ident == 'PHMU' or ident == 'PHKO' or ident == 'PHTO' or ident == 'HI23') </CareerRequirements> --!-- --!-- --!-- --!-- --!- --!-- --!-- --!-- --!-- --!-- <DataPointsPresent> <MissionDataPointType>Landmark</MissionDataPointType> <Count>3</Count> <MaxDistance>70</MaxDistance> </DataPointsPresent> </DisplayRequirements> The above code snippet (from the tag <CareerRequirements>) allows you to set the airport(s) where you would like to see your job. The job will only appear on the airports which have been set by you. I hope that helps, Kavinda J.D ^_^
August 13, 201411 yr Try something like this in the CareerRequirements script: return (varget('C:CAREER:LongestRunway')) > 2000 Other possible variables you could use besides LongestRunway and AirportIdent: NumParkingNumRunwaysTowered
August 13, 201411 yr Do you mean "MinParking" and "MinRunwayLength"? NumParking doesn't exist in the Propdef! :blink: Also, I'm not sure about the "LongestRunway" variable: <PropertyDef name = "GeneratedRunwayType" id = "{7A6BA8FC-D533-4343-8685-DA0DB4E75A10}" type = "ENUM" default = "Longest" descr = "Indicates how to interpret other properties of generated runway object."> <EnumDef symbolprefix="GENRUNWAY_TYPE"> <EnumVal name="LONGEST" xml_name="Longest"/> <!-- Longest runway that matches criteria, heading upwind --> <!--<EnumVal name="CLEARED" xml_name="ClearedTo"/> Runway user is currently cleared to land on or taxi to (if any) --> </EnumDef> </PropertyDef> Kavinda J.D ^_^
August 13, 201411 yr KavindaJD: You're looking at propdefs. Stonelance is referring to simulation variables.
August 13, 201411 yr What's the exact difference? Could you explain what the propdefs are used for? Many Thanks, Kavinda J.D ^_^
August 13, 201411 yr PropDefs describe Sim-Prop Binary files. Simulation variables are variables used by the simulator. The former are found in Microsoft Flight Simulator X\propdefs. The latter are accessible in FSX through the Panel and Gauges SDK or SimConnect API.
August 13, 201411 yr Author Hi Folks Steve - Thankyou for that code sample. It worked 'out of the box' inhibiting job generation at airports with runways shorter than XXXX. Unfortunately it applies to both Departure and Destination runways. What I'm attempting to do is - Permit - Loaded takeoff from long runway to short runway. Inhibit - Loaded takeoff from short runway. Pseudocode equivalent - IF Departure.LongestRunway > 2000 OR IF Destination.LongestRunway > 1000 Is there a way of achieving that ? Many thanks ATBPaul EDIT - Removed extraneous distracting info. ODG Preview
August 14, 201411 yr Author Hi Gents My apologies for asking so many questions. Rather than me asking for issue by issue assistance, do any of you perchance have lists of - - Simvars available in Flight. - Any known LUA script functions/parameters, e.g. generated_string('GeneratedAirport_Current') - \Core\SceneryObjects\ and their related .spb.meta GUIDs. If so, copies would be very much appreciated. :smile: No urgency, please just let me know if its possible by PM or email. Many thanks ATBPaul ODG Preview
August 15, 201411 yr I don't know why that setting would control both. Make sure your DestinationAirport in the CareerMissionMetadata is not set to the same airport as the departure. Also make sure the settings for the destination airport make sense. I can try to get a list of VARs and functions when I get home, but there is a very large number and they are spread out in different places. I think Orion has a tool that makes it easy to get a list of assets of different types. I think he may have already formatted it into a easy to read list too.
August 15, 201411 yr Hi Paul, I was given that list of default objects as extracted with the said tool. Here are the lists formatted for use in SBuilderX: http://1drv.ms/1vRjLMw Place them in the LibObjects directory in SBuilderX. Be sure to add the following to your objects.txt: include=Flight_Landmarks_Hawaii.txtinclude=Flight_Landmarks_Alaska.txtinclude=Flight_Vehicles_Air.txtinclude=Flight_Vehicles_Airport.txtinclude=Flight_Vehicles_Autogen.txtinclude=Flight_Vehicles_Land.txtinclude=Flight_Vehicles_Water.txtinclude=Flight_Buildings_Autogen.txtinclude=Flight_Buildings_Generic.txtinclude=Flight_Autogen.txtinclude=Flight_airport_objects.txtinclude=Flight_NaturalObjects.txtinclude=Flight_Generic.txtinclude=Flight_Hazards.txtinclude=Flight_MissionObjects.txtinclude=Flight_Procedural.txtinclude=Flight_TempContent.txt Here is the list as given to me: http://1drv.ms/1vRjBF7 There are about 900 default objects in this list, but alas! no floatplanes. I haven't seen Steve's irrigator in the lists either, yet, so I am not certain that they are complete. Best regards. Luis Hot, humid Caribbean paradise!
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